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no changelog was posted.
Update v1.30:
Gameplay Balancing
Frame data
Frame data have been reworked in this patch, the main goal was to get back the pressure game while keeping a good reaction time against fastest attacks.
We’ve also done some work to differentiate attacks with similar properties by trading blockstun frames with hitstun frames and damage. So some attacks now have a better blockstun value (to stay safe and keep the pressure) while others are more risky but have better rewards (better damage and hitstun to follow-up with other attacks)
We have also nerfed some attacks with several properties (jumping breakers for instance), and ankle stamp has now a startup of 11 frames.
You can see the full frame data here : Absolver 1.30 Frame Data
Special abilities
Faejin Front abilities
Left/Right (Parry):
Startup : 18 > 16 frames
Damage : 40 > 50
Shards bonus : 0.1 > 0.15
Faejin Back abilities
Left/Right/Down (Avoid):
Stamina bonus : 20 > 25
Shards bonus : 0.1 > 0.15
Slowdown duration 6 > 9 frames
Windfall
Avoid Side (Left/Right):
Slowdown duration 14 > 12 frames
Powers
Sharp Impact
Cut damage repartition : 100% > 80%
Unbreakable
Damage received reduction : -50% > -25%
Damage multiplier on weapon durability : xInf > x8
Bug fixes
It’s no longer possible to guard an incoming attack when parried or avoided.
We fixed a bug when someone received a snatcher without any weapon in hand (after that, only one hit was needed once he/she had a weapon in hand to be disarmed)
We’ve also fixed the startup frame number displayed for the following attacks (There was a difference of -1 between what was displayed and the reality):
Head Splitter
Side Wind Thrust
Light Swing Slash
Limbo Thrust
Body Slicing
Whirl Slash
Swirl Slash
Puropera Cut
Wrist Jab
Double Spike Kick
Stumble Slash
Wrist Roll Slash
Drunk Stomp
Hadrunken
Forward Lean Slash
One Inch Punch
Lastly, the animation of Cleaver Blow is slightly slower, to fit with the 16 frames startup displayed.
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