Mob rebalance and magic damage fix
Las notas del parche se escriben solo en inglés: es el mismo texto que el juego muestra en todos los idiomas.
Monster speed, aggression and health got a full pass, and a long-standing bug that made spells hit far softer than they should is gone.
- Attack cadence is now correct across the board. Every monster row was running 200ms faster than the reference values, which made whole zones feel unfair. The minimum cadence floor is now universal, so elite monsters no longer get an exemption from it.
- Monsters aggro on sight. This is intentional and it stays: pulling one at a time is a choice you make with positioning, not something the engine hands you for free.
- Magic damage now lands where it should. The formulas were fine all along; the problem was that monsters carried a hidden magic absorb value. That value is now zero, so a mage build finally does the damage its gear and stats promise.
- Damage numbers are steadier. Instead of one very wide roll, a hit now lands in a tight band around its expected value, so the same spell on the same target no longer swings between "useless" and "great".
If a fight still feels wrong after this, report it with a Support Ticket from the F12 menu and include the monster name and the map.
