--- title: 'GodsWar Origin Class, Pet & Damage Changes' --- # GodsWar Origin ## Table of Contents - [Explanation](#Explanation) - [Holy Stone Spirits](#Holy-Stone-Spirits) - [Character Stats](#Character-Stats) - [Pet Stats](#Pet-Stats) - [Classes](#Classes) - [Mage](#Mage) - [Champion](#Champion) - [Warrior](#Warrior) - [Priest](#Priest) - [Damage Cycles and PvP Matchups](#Damage-Cycles-and-PvP-Matchups) - [Primary Damage Builds](#Primary-Damage-Builds) - [Support and Utility Builds](#Support-and-Utility-Builds) - [Final Words](#Final-Words) ## Explanation Dear players, Over the years, GodsWar Online and the following private servers were always very linear style. You create an account. You progress to level 140 (or now a days higher), the builds are always the same (critical hit for mage/champions, warrior defeats everybody, and priests are boring). Our main idea on this server was 'How do we balance the game and make it more interesting?'. Well, our solution to all of this was by successfully implementing: 1. A lot of more options and builds to all classes. 2. Making PvP more interesting, more prolonged and having balanced mass-scale PvP. Lets dive into the world of GodsWar Origin, where you will learn about the changes and balances implemented, and hopefully open your mind to new opportunities. Holy Stone Spirits --- Nothing much changed in this section, except for the calculations. Magic Damage % and Physical Damage % are applied *only* on non critical hits. While Critical Hit % is applied *only* on Critical hits. The calculation is *roughly* something like this: ```lua Normal Damage = [((Skill Damage + Attack) - (Enemy Mdef or Pdef x (1 - Disable %)) x ( 1 + Dmg % + Dmg % Drills + Zodiac % - Enemy Drills % - Enemy Zod %)) + Damage Flat - Damage Resist Flat] Critical Hit Damage = Normal Damage x (1.5 + Crit % Drills - Enemy Crit Resist % Drills) + Crit Damage Flat - Crit Resist Flat ``` Flat sources come from zodiac (middle row), flat drills, or pet stats. Character Stats --- Throughout the years, GodsWar Online and its later versions never really tackled this issue. The issue was simple. Stats are looked aside, Atlantis Stat-Specific Stones are not even considered in the day to day builds, and the specialty stats (such as HRB, DRB, Crit Resist and Critical Hit) don't really feel "important". This later on resulted in a very linear life-style for classes and not much creativity. Therefor, we implemented a soft but important change to the calculations of these stats. From now on, players with the same Critical Hit / Crit resist or Hit Rate Buff / Dodge Rate Buff or Hit Rate / Dodge Rate have a 50% chance of hitting the 'special attack' (Deppending on the players hit rate, critical hits will revert to normal hits or misses, and special effect will revert to normal hits (without the effect) or misses). Any change in those stats, is at a 1:1 ratio (Except for Hit Rate / Dodge Rate, which is calculated differently), best understood in an example: > Example: Player X has 350 Crit Resist. Player Y has 360 Critical Hit. Player Y has a 50+(360-350)% chance to critically hit player X. Player X has a 40% chance to resist the critical hit. Same goes with hit rate buff and dodge rate buff, but a bit differently (not at a 1:1 ratio) for hit rate and dodge rate. I can assure you, you will deffinetly feel the change and the balance. Specifically when it comes to considering atlantis class-specific stones, and considering your pet stats. Furthermore, I can deffinetly assure you, 0 crit champions and mages are just as deadly and important on the battlefield. Just incase you want more understand of the calculations: Every hit rolls a chance, and a chance ontop of that to hit its special attack (a critical hit, or a debuf). Each one is rolled separetly deppending on your offensive & the targets defensive stats. Pet Stats --- Similiar to the issue of Character Stats, same goes to Pet Stats. The progression was very linear, mages always used the same stats, champions as well. Technique felt very useless and warriors felt very overpowered. For this issue it became a bit more complicated, since we decided to go with editted pets that can reach 2000 Added Value at rebirth 60. In order to balance that we decided to go with 2-3 'High Basic Value Stats' and leaving 3 others behind. This way it will let players be able to decide what they preffer, focusing on damage, utility or resistances. We had 2 main issues we wanted to tackle and had to balance in order to proceed and create interesting builds, so the following changes were done: 1. Wisdom -> Crit Reduction bonus was reduced by a certain amount. 2. Agility -> Now gives Hit Rate (don't worry, it is not even near the amount you receive from Accuracy) There isn't much to touch about pets, I just want to see players testing out the different stat combinations. They are all balanced, but players do not know the limitations and the damage / resistances they bring. You will be shocked how Luck compares to Agility, and how much Wisdom compares to Accuracy (damage wise). Of course each of them has different stats, but that is the beauty of the world that opens up. Classes --- ### Mage --- #### Mages have a few skill upgrades: 1. Thundercloud -> Passive effect damage over time. 2. Fire Blast -> The closer you are to an enemy, the more damage you deal. The closer you are, the higher chance you have of **STUNNING** him. 3. Fire Lotus -> Passive effect damage over time. #### Build Types **Crit Mage** > Crit on all stats (INCLUDING CLASS SPECIFIC STONE), focus on Agility/Accuracy/Luck. Good against all classes that do not have high crit resist. > Mages can get a maximum of around 356 critical hit with thunder pixie 5, that is equal to the max critical resistance of mages, meaning critical hits are never garunteed. Warriors on the other hand can achieve 390~ Critical resistance, therefor they are a great counter to mages with such build. To garuntee critical hits mages with this build (in the late game) will 90% of the time require the critical hit class-specific stone from atlantis. > Countered mostly by warriors with high crit resist build and champions with opposite offensive stats (0 Crit vs 0 Crit Resist or Critical Hit vs High Crit Resist), as well as champions with high dodge. **0 Crit Mage** > Mostly focuses on Hit Rate, Agility/Accuracy/Wisdom/Luck. > 0 Crit mages are a great counter against warriors, champions and mages with high crit resistance. Thanks to the changes in drill values and calculations, the serve a good mixture of damage on the battlefield that - combined with high hit rate - are hard to avoid. **HRB/Support Mage** > Focuses on Hit Rate Buff (to hit silence), Agility/Accuracy/Wisdom/Luck. > The build is self explanitory, it is always good to have such a mage on the battlefield and when fighting bosses. It lets you always garuntee a silence hit, which is deadly effective against boss tankers and priests (to deny healing and CC cancellation) **Reflect Mage** > Damage comes mostly from drills or pet, focus on Agility/Wisdom/Luck > Reflect mages have 2 options, either they are tanky and base there damage from pet (luck) or they preffer having a damage-heavy pet (agility + luck) and get the reflective damage from there drills. If the first option is chosen, they can easily go to the front in the battlefield, and actively take part in the front line, since they are tankier. If they choose the latter, then they will probably be in the back line, reflecting back most of the AOE damage inflicted on them, healing and using there own AOES. > Reflect tank mages are a great counter against any warrior. > To counter such class, just play the opposite of there defensive style, wether its high crit or low crit. And you must! hit your critical hits, else you are at a disadvantage. **Tank Mage** > Mostly to tank bosses and damage, focus on Luck/Wisdom/Strength > To counter such mages, especially in boss fights, it is usually the best idea to play a reflect warrior which can enter the mages flame blast and make him suicide on his own skills. ### Champion --- #### Champions have a few skill upgrades: 1. Freeze -> Holds a player in place for a duration of time, **NOT allowing him to cast anything except for potions during the duration** 2. Stab -> Now applies **Healing Reduction** on enemy target for a duration of time. #### Build Types **Crit Champ** > Crit on all stats (INCLUDING CLASS SPECIFIC STONE), focus on Accuracy/Technique/Wisdom. > Countered mostly by classes with high crit resistance, such as warriors. Same as crit-mages, champions in the late game will 90% of the time have to use the class-specific critical hit stone in order to garuntee critical hits on mages and warriors. **0 Crit Champ** > Mostly Hit Rate , focus on Accuracy/Technique/Wisdom. > 0 Crit Champs are a great alternative damage to high crit resist players, who do not use cooled-drills against physical damage. It is a good mixture of damage on the battlefield, especially against heavy frontline. > Countered by reflect mages and warriors. **Wisdom Champ** > Mostly to tank, might go with an HP Helmet as well, focus on Wisdom/Accuracy/Strength. > Countered by warriors who can withstand the damage output and deal more than they take. Mages will probably fall short unless they are critical hit build. **Dodge Champ** > Can go with both 0 crit and full crit. Main focus must be Technique. > The counters to this are usually full damage warriors, which have weaker defences on the battlefield - leaving them vulnerable, mages with high accuracy - which reduces there damage output, since accuracy does not serve anything to mages except for hit rating, or reflect built mages / warriors. **HRB/Support Champ** > Full Hit Rate Buff, not really for damage, focus on tankier stats such as Wisdom/Strength/Accuracy. > You would not really look to counter such a player, he is mainly for support on the battlefield, inflicting injury, freezes and stabs. Outsustaining him should suffice (if you can outsustain the rest of the faction!) ### Warrior --- #### Warriors did not need any major improvements. Stun was to strong, but also felt like it was easy to dodge. Therefor there is only 1 improvement for warriors: 1. Steel Rain has a chance to freeze enemy in place for 0.5 seconds. #### Build Types **HRB Warrior** > Mostly for hitting stuns and steel rain passive effect. It can still dish out damage, but it might be better to be tanky as hell, and sustain the damage until you reach the enemy backline, freezing and stunning the mages as you go, leaving them vulnerable to your factions attacks. > Defensive stats can change, 0 or high crit resist, you can choose to utilize what you preffer. **Healing Warrior** > As a healing warrior, you play around your damage and potions, allowing you to survive a long time on the battlefield. You can decide if you want to be a menace and chase the enemy backline mages, or stand in front and tank all the damage inflicted on you. > For defensive stats, you have the option to go the safe route, with high or low crit resistance, or you can choose the more "asshole" build, which is reflective damage and protection (probably) from magic damage (or critical damage if you have 0 crit resist). This is because you can utilize your potions for massive heals, and also your healing done for massive passive healing from your priests. Therefor you can frontline tank and reflect back tons of damage! > Countered mostly by warriors and mages who can outsustain him and land critical hits. **0 Crit Resist Warrior** > Focus on Wisdom, for obviuos reasons. > Mostly a damage heavy warrior. Looking to maximize its damage on the enemy backline, and has a good potential to killing critical hit focused mages and champions on the battlefield (due to the nature of this build, they are both countered very strongly) **Full Crit Resist Warrior** > Do not focus on wisdom, for obvious reasons. > Mostly damage heavy warrior. Looking to maximize its damage on enemy warriors and 0 crit players (Due to the nature of this build). > Countered by reflect mages and mages / champions with 0 crit. **Reflect Warrior** > Focus on Wisdom/Luck/Accuracy. > Kind of self explanitory, works best with healing / healing done items. **Dodge Warrior** > Focus on Technique and Accuracy. > A great counter to critical hit mages with low hit rate. This type of warrior can be a menace on the battlefield, chasing the enemy backline without a counterplay, since mages can not hit you! ### Priest --- #### Priests felt very weak and useless, especially in the end game. They never lacked damage, but it was utility they were missing. 1. Heal and Area Heal can now be placed on zodiac. 2. Ice Cone has a chance to freeze the enemy in place for a duration of time. 3. Heal has a chance to remove debuffs such as stuns / roots / silences #### Build Types **Healing Priest** > Pet doesn't really matter. Wisdom is important for HP. You might choose a HP helmet. > For obvious reasons you would put healing and class-specific healing stone on your items. **HRB Priest** > Wisdom/Strength/Accuracy/Technique. > For obvious reasons you would put hit rate buff on all of your items, in the expensive of either disable magic damage % or healing, deppends if you are looking to dish out damage or heal (and play full support). **Tank Priest** > Wisdom/Strength/Accuracy/Technique. > Basically you are out there to tank the entire battlefield. Priests can have 7k hp pots heal them for up to 31k, that means you are almost never able to die. **Dodge Priest** > Technique and the rest according to your offensive type (damage or support). > Mostly for damage builders, you would pair this well with a full disable magic resist build and you will be there dishing out damage, unstoppable on the battlefield. **Reflect Priest** > Luck/Wisdom/Agility. > Paired with a full healing / healing done build, reflect drills and a HP helmet, this serves mostly for "pocket priests" who will follow main accounts on the battlefield, healing them or others as they go, and using 7k HP Pots on afk feature. **0 Crit Resist** > Wisdom is a must, the rest according to your offensive type. > Priests have the lowest crit resistances in the game, maxing out at 320-330. Therefor playing *for* it just doesnt make sense, since you will never resist critical hits coming from crit mages or champs, therefor it is kind of pointless. ___ Damage Cycles and PvP Matchups --- Now its time to get to the spicy stuff. As stated noumerous times throughout this document, the progression and choices in GwO were very limited and linear. This section is meant to give you a quick “damage graph” of how the common damage builds interact with each other in PvP, and which builds are more “support/utility” and sit a bit outside the pure damage cycle. Think of it like this: - Each **damage build** has a few builds it pressures, and a few that pressure it. - **Support/utility builds** (HRB, full heal, hard tanks, etc.) mostly shape the fight, not end it by themselves. In short, the **damage graph** of GodsWar Origin looks like: - Damage builds cycle around each other (crit vs crit resist, 0 crit vs tanks, reflect vs high-hit builds, dodge vs low hit rate, etc.). - Support/utility builds sit on the side, not to win duels directly, but to decide **who actually gets to play their build** in the first place. ### Primary Damage Builds --- Below is a compact view of the main damage-focused builds and their notable matchups. “A ⇒ B” means “A generally has the advantage over B (all else equal and same gear tier).” #### Mage Damage Builds **Crit Mage** - Strong vs: 1. Low–medium crit resist targets. 2. Priests and damage champs/warriors that did not stack high crit resist. - Weak vs: 1. High Crit Resist Warriors (can reach ~390 crit resist and blunt your crits). 2. Champions that stacked opposite stats (high dodge or high crit resist). 3. Mages/warriors who specifically gear for high crit resistance. **0 Crit Mage** - Strong vs: 1. High Crit Resist Warriors/Champs/Mages (your damage is reliable and not crit-dependent). 2. Frontliners that rely purely on crit reduction instead of raw defenses. - Weak vs: 1. High dodge builds (Dodge Warrior / Dodge Champ) that stack Technique and hit-denial against you. 2. Warriors/Champions that can outsustain your damage over longer fights. **Reflect Mage** - Strong vs: 1. Warriors and melee champions that must sit inside your AOEs and keep hitting you. 2. Any frontline that cannot avoid feeding you constant hit triggers. - Weak vs: 1. Players who flip to the opposite of your defensive style (high crit vs low crit resist, or 0 crit vs high crit resist) and burst you without many reflected hits. 2. Ranged/kiting builds that avoid trading repeatedly into your reflect. **Tank Mage** - Strong vs: 1. Bosses and prolonged PvE fights where you mainly soak damage. 2. Long PvP engagements where your job is to survive and keep casting utility/damage over time. - Weak vs: 1. Reflect Warriors that stand inside your Fire Blast / AOEs and make you suicide on your own skills. 2. Coordinated focus fire that bypasses your sustain (for example, crit-focused bursts with debuffs). --- #### Champion Damage Builds **Crit Champ** - Strong vs: 1. Low–medium crit resist players (non-tanky priests, damage mages, glass-cannon builds). 2. Backline targets that do not invest heavily in crit reduction. - Weak vs: 1. High Crit Resist Warriors and similar heavy crit-resist stacks. 2. Late–game mages/warriors with crit-resist stones and defensive pets. **0 Crit Champ** - Strong vs: 1. Tanks and high crit resist players that do not use cooled-drills against physical damage. 2. Heavy frontlines where flat, reliable damage is more important than big crit spikes. - Weak vs: 1. Reflect Mages that punish your repeated hits. 2. Reflect Warriors who combine reflect with healing and sustain. **Wisdom Champ** - Strong vs: 1. Lighter builds that cannot outtrade you in long fights. 2. Targets that lack the burst or sustain to push through your defensive stats. - Weak vs: 1. Warriors who can withstand your output and deal more damage than they take. 2. Crit Mages that actually connect enough crits to break your tankiness. **Dodge Champ** - Strong vs: 1. Builds that rely on moderate hit rate and do not stack accuracy hard. 2. Physical builds that underestimate Technique and suffer many misses. - Weak vs: 1. Full damage Warriors that trade defenses for pure damage and can afford to brute-force you. 2. High Accuracy / high HR Mages that sacrifice some damage to never miss you. 3. Reflect builds (mages/warriors) that benefit from your repeated attempts to hit. --- #### Warrior Damage Builds **Healing Warrior** - Strong vs: 1. Teams that lack heavy burst and cannot cut through your potions and healing. 2. Backline squishies when you can chase them while staying alive via heals. - Weak vs: 1. Warriors who can both survive your damage and out-dps you. 2. Mages that can outsustain you and land reliable crits even through your sustain. **0 Crit Resist Warrior** - Strong vs: 1. Crit Mages that you manage to reach and burst before they fully punish your low crit resist. 2. Crit Champs who rely on being alive long enough to cycle their skills. - Weak vs: 1. Any crit-based build (mage, champ) that actually connects enough hits; you are gambling heavily. 2. Focus fire situations where your lack of crit resist is repeatedly exploited. **Full Crit Resist Warrior** - Strong vs: 1. Crit Mages and Crit Champs whose main win condition is heavily reduced by your resist. 2. 0 Crit players that cannot leverage crits to pierce your defenses and must rely on flat damage. - Weak vs: 1. Reflect Mages that punish your repeated hits regardless of crit. 2. 0 Crit Mages/Champs that do not care about crit at all and still deal consistent damage. **Reflect Warrior** - Strong vs: 1. Any build that tunnels you with constant hits (Healing Warriors, Crit Champs, Tank Mages standing in melee). 2. PvP situations where you can stand in the middle of AOEs and turn incoming damage back at the enemy. - Weak vs: 1. Kiting builds that refuse to hit you directly and play around your reflect zone. 2. Burst-and-reset playstyles that do not feed you constant hits. **Dodge Warrior** - Strong vs: 1. Crit Mages with low hit rate (they simply cannot touch you reliably). 2. Backline casters that did not invest enough in accuracy or HR. - Weak vs: 1. High hit rate / HRB-heavy setups (mages, champs, warriors) built specifically to ignore dodge. 2. Support builds that lock you down with CC instead of relying on raw hit chance. --- #### Priest Damage Builds **Dodge Priest** - Strong vs: 1. Magic damage builds with low hit rate that struggle to land skills on you. 2. Skirmishes where your dodge plus damage lets you stay active while others miss. - Weak vs: 1. HRB-heavy and high accuracy setups that ignore your dodge. 2. Strong disable/CC builds that silence, freeze, or stun you regardless of dodge. **Reflect Priest** - Strong vs: 1. Clustered team fights and big AOEs, where you reflect while healing and are hard to kill. 2. Situations where you act as a “pocket priest” behind a frontliner, reflecting hits aimed at your group. - Weak vs: 1. Focused CC and burst that shuts down your healing before you can leverage reflect. 2. Enemies who ignore you and focus your protected target first, forcing you to choose between healing and positioning. **0 Crit Resist Priest** - Strong vs: 1. Prolonged fights where your main value is healing throughput and HP, not crit resist. 2. Compositions that protect you while you heal and cleanse, making your own crit resist less relevant. - Weak vs: 1. Crit Mages and Crit Champs – by design, priests have low max crit resist (~320–330), so you will rarely resist them. 2. Burst setups that exploit your low crit resistance and force you into defensive play. ### Support and Utility Builds --- These builds matter a lot in PvP, but more by **shaping** the fight (CC, buffs, healing) than by directly winning pure damage trades. They sit a bit “outside” the damage cycle and can be seen as modifiers to your team’s real damage dealers. **HRB / Support Mage** - Strong vs: 1. Boss tankers and priests that rely on casting; guaranteed silences decide fights. 2. Enemy backlines that crumble when they are repeatedly silenced at key moments. - Weak vs: 1. Teams that can quickly dive and remove you before you apply silences. 2. Heavy reflect/tank setups where your personal damage is low and you rely mostly on utility. **HRB / Support Champ** - Strong vs: 1. Enemy teams that depend on casting/animation windows; freezes and stabs with healing reduction are brutal. 2. Fights where your side needs reliable injury application and peel. - Weak vs: 1. High burst comps that ignore you and kill your DPS/healers first. 2. Reflect-heavy frontlines where your consistent poking feeds reflect. **HRB Warrior** - Strong vs: 1. Backline mages/priests when you can dive and reliably land stuns and Steel Rain freezes. 2. Mass fights where locking multiple targets in place opens kills for your team. - Weak vs: 1. Teams with strong peel and CC that prevent you from reaching their backline. 2. Extremely tanky or reflect-heavy frontlines that you must walk through first. **Healing Priest** - Strong vs: 1. Any composition that wants long fights and frontliners that refuse to die. 2. Situations where constant heals and cleanses decide whether allies get a second chance. - Weak vs: 1. Coordinated burst and anti-heal (stabs, healing reduction) that delete targets faster than you can recover them. 2. Hard CC chains on you (silence + freeze + stun) that deny your healing rotation. **HRB Priest** - Strong vs: 1. Fights where your team needs both hit rate buffs and healing/cleanse in one character. 2. Enemy casters and debuffers that become unreliable once HRB is on your side. - Weak vs: 1. Comps that split fights or force you out of position, limiting your buff coverage. 2. Focused pressure on you as the main utility source (you become a priority target). **Tank Priest / Tank Mage / Wisdom Champ (Full Tank Variants)** - Strong vs: 1. Mass PvP where you act as an anchor, soaking damage and baiting cooldowns. 2. Situations where “not dying” is more important than topping damage meters (holding chokes, objectives, bosses). - Weak vs: 1. Enemies that ignore you and kill your squishier allies, making your tankiness less valuable. 2. Extremely high burst or reflect combinations that bypass or punish your sustain. ## Final Words I Highly suggest you to try these builds. Some counter others, some require a bit more thought into them, some 'pop off' after you upgrade your pet a bit. At the end of the day, **EVERYTHING** is useful on the battlefield. From the reflect mages in the back reflecting back damage from thunderclouds, to the tank warriors charging down the battlefield, to the hit rate buff warriors steel raining and locking everybody in place, to the champions going `BOMBA!` on enemy backline, to the priests unlocking champions from CC and unlimited heals. A final word to the locked 89 players -> **PLEASE UNLOCK! It costs only 250~ Gold** Bosses scale on server status and strength. At the moment, even players with 0 SP can battle and survive selket and darkmist. Cant wait to see you on the battlefield, and a huge appreciation to Null & LZ. OdinsoN