- Bleed damage increased 20% -> 30%, duration increased to 10 seconds (total damage 100% -> 300%), and bleed status now forces the enemy to walk. Bleed (and by extension every damage over time effect) can now critical.
- Blunts no longer cause Daze. Instead they cause Auto Defense shatter, temporarily preventing all forms of ping from triggering. Passive Defense's passive damage reduction is unaffected. Lasts 10 seconds.
- Axes no longer cause Defense Reduction. Instead they cause Critical Weakness, making the enemy take 30% critical damage from all axe attacks and 15% from all non-axe attacks. Lasts 10 seconds.
Weapon Masteries:
- Sword Mastery Balance is changed to Balance Cap, but lowered to 10%.
- Blunt Mastery now has +15 min damage. Bow Mastery and Lance Mastery have equivalent max to Blunt but also give min.
- Axe Mastery's armor pierce is transferred to Blunt Mastery.
- Axe Mastery's Critical is changed to Effective Critical Cap, but lowered to 10%.
To be honest, I'm quite confused how Axes of all things have defense piercing mechanisms, but I don't favor blunts or axes so I don't think I have much of a say in the matter. Anyway, isn't that typically a blunt's job and not an axe's? I mean, blunts are commonly used for brute force and breaking through barricades like real life doors (I can't even picture an axe doing it better than a blunt), while in Mabi axes are already proficient with criticals. Given the latter, it should be one or the other, not both.
Other:
- Celtic Royal Knight Sword no longer gives critical damage set effect. Crit is not a sword's job, it's an axe's job.