File Details
EndlessLeveling 9.0.0-BETA-1 (BUG FIXES)
- R
- May 8, 2026
- 18.55 MB
- 974
- Early Access
File Name
EndlessLeveling-9.0.0-BETA-1.jar
Supported Versions
- Early Access
EndlessLeveling 9.0.0 — “Endless Fates Foundation”
You probably want to reset any config changes you have, especially all races, classes, weapons, and augments
THIS IS AN EARLY VERSION FOR V9.0.0. THIS REWORKS EL'S ENTIRE SYSTEM
Massive combat rebalance. New stat pipeline. Defense overhaul. Weapon-system rewrite. Flat-stat scaling. 71 race retunes. 16 class adjustments. Welcome to the biggest EndlessLeveling combat update yet.
⚔️Endless Dungeons and Gates / Endless Rifts and Raids [CLICK HERE]
📜Endless Quests and Rewards [CLICK HERE]
Support ongoing development and be among the first to experience new features as they’re released!
⚔️ Combat Systems
Defense Rework — New Hyperbolic Damage Reduction
Defense has been completely rebuilt from the ground up.
The old segmented scaling curve has been removed and replaced with a level-coupled hyperbolic formula.
New Formula
DR=\frac{Defense}{Defense+K\times(AttackerLevel+100)}}
What Changed
-
Defense now scales smoother at all progression levels
-
Tank builds scale harder into endgame
-
Attacker level now directly affects mitigation
-
Flat defense is now significantly more valuable
-
Defense caps increased for every combat role
Defense Cap Changes
| Role | Old | New |
|---|---|---|
| Mage | 40% | 50% |
| Marksman | 40% | 55% |
| Assassin | 45% | 60% |
| Support | 50% | 65% |
| Diver | 55% | 70% |
| Skirmisher | 65% | 75% |
| Battlemage | 65% | 78% |
| Juggernaut | 80% | 92% |
| Vanguard | 80% | 92% |
Result
-
Early-game tanks are less immortal
-
Mid-game defense spikes are smoother
-
Endgame tanks become true raid frontliners
-
Defense stacking no longer hard-falls off after curve breakpoints
Damage Pipeline Rework
Damage is no longer a single multiplier stage.
Combat now uses:
-
Percent scaling
-
Flat-stat injection
-
Conversion scaling
-
Critical scaling
-
Passive bonuses
-
Class weapon scaling
-
Buff multipliers
-
Final true-damage additions
New Total Attack Formula
TotalATK=(WeaponBase\times WeaponBonus)\times(1+\frac{StatMod}{100})+FlatStat
Major Changes
-
Physical damage routes through Strength
-
Magical/elemental damage routes through Sorcery
-
New flat-stat stage added after % scaling
-
Weapon classes now heavily influence scaling behavior
-
UI now shows real-time total ATK breakdowns
🧬 Race Rework — 71 Races Retuned
All race stats migrated from multiplier-based scaling into flat stat values.
Old System
-
1.15 Strength -
0.90 Defense -
1.30 Haste
New System
-
+15 Strength -
+80 Defense -
+130 Haste
This dramatically improves:
-
Build readability
-
Stat balancing
-
Damage predictability
-
Future scaling control
Highest Race Ceilings
| Stat | Highest Value |
|---|---|
| Strength | 88 |
| Sorcery | 100 |
| Defense | 400 |
| Haste | 160 |
Notable Race Changes
-
Glass-cannon races now commonly sit at
0base defense -
Tank races received massive flat-defense boosts
-
Humans now properly gain Sorcery scaling
-
Haste now uses a 100-point baseline system
Biggest Winners
-
golem_prime -
dragonborn_alpha -
iceborn_frostlord -
celestial_supreme -
wraith_phantom_king
🛡️ Class Balance Changes
Every class family received innate-stat retuning.
Most offensive classes had:
-
Strength reduced
-
Sorcery reduced
-
Haste reduced
Tank classes instead received:
-
Massive defense scaling increases
Biggest Nerfs
Juggernaut
-
STR reduced roughly 40%
Duelist
-
Haste reduced roughly 50%
-
Strength reduced roughly 36%
Battlemage
-
Sorcery reduced roughly 33%
Assassin
-
Haste reduced roughly 25%
Biggest Buffs
Paladin
-
Defense gains increased ~2.5×
Vanguard
-
Defense gains increased ~2.5×
Slayer
-
Defense heavily increased
-
Better survivability under new DR system
Necromancer
-
Massive summon buffs
-
Lost-summon scaling doubled
-
Base summon damage increased ~50%
☠️ Necromancer Changes
Necromancer summons received major compensation buffs after the stat rewrite.
| Tier | Old Base Damage | New Base Damage |
|---|---|---|
| Necromancer | 4 | 6 |
| Elite | 5.5 | 8 |
| Master | 7 | 10 |
| Legendary | 8.5 | 12 |
| Exalted | 10 | 14 |
Lost-Summon Scaling
All tiers:
-
doubled from previous values
Necromancer is now significantly stronger during prolonged fights and swarm attrition scenarios.
⚒️ Weapon System Overhaul
The weapon framework has been completely rewritten.
New Weapon Types
-
Longsword
-
Spellbook
-
Wand
-
Scythe
Parent Weapon Categories
Weapons now inherit from parent archetypes.
Examples:
-
spellbook → staff -
longsword → sword
This allows:
-
Shared scaling
-
Shared class multipliers
-
Cleaner addon support
-
Easier future weapon expansion
Weapon Base Stat Scanner
A brand-new runtime system now automatically scans real weapon damage values directly from item JSONs.
The Scanner Now
-
Reads actual BaseDamage values
-
Detects physical vs magical damage share
-
Canonicalizes swing archetypes
-
Uses trimmed medians for stable balancing
-
Automatically derives WeaponBase ATK
This removes massive manual balancing overhead.
🔮 Augment Rework — Flat Stat Migration
Most stat augments have been converted from percentage scaling into flat-stat channels.
New Flat Channels
-
strflat_ -
sorcflat_ -
defflat_ -
hasteflat_
Converted Augments
-
Fortress
-
Titan's Might
-
Titan's Wisdom
-
Goliath
-
Predator
-
Gambler's Wager
-
Arcane Instability
-
Blood Frenzy
-
Common stat rolls
Example Changes
Fortress
Old:
-
+15% Defense -
+50% Strength
New:
-
+150 Flat Defense -
+50 Flat Strength
Gambler's Wager
Old:
-
+25% Strength
New:
-
+100 Flat Strength
Arcane Instability
Old:
-
+40% Sorcery
New:
-
+100 Flat Sorcery
Flat-stat builds are now fully supported as endgame archetypes.
🖥️ UI Improvements
Skills & Profile UI Rework
Stat pages now display:
-
Real total attack values
-
Weapon scaling
-
Percent modifiers
-
Flat bonuses
-
Live weapon recalculation
New Features
-
Instant weapon-swap stat updates
-
Expanded stat breakdown rows
-
ATK formula visualization
-
Better class stat readability
New Admin Command
/statsdebug
Outputs the full live stat pipeline:
-
Race base stats
-
Skill scaling
-
Innate bonuses
-
Percent modifiers
-
Flat channels
-
Final totals
Extremely useful for balancing and debugging custom content.
🏰 Dungeons & Matchmaking
New Dungeon Setting
All dungeons now support:
kick_on_death: true
Players are now removed from instances on death by default.
Matchmaking Disabled by Default
All matchmaking-enabled dungeons now ship with:
enabled: false
Servers must explicitly opt-in.
Reference configs included:
-
dungeons-matchmaking-on.json -
dungeons-matchmaking-off.json
✨ EndlessFates Integration
New Navigation Button
A new #NavFates button has been added to the top navigation bar.
If EndlessFates is installed:
-
Opens
/fates
If not installed:
-
Shows an integration notice
Dungeon Claim Event Hooks
Dungeon completion now fires reward hooks for EndlessFates artifact drops.
This allows:
-
Artifact reward integration
-
Dungeon-specific Fate rewards
-
Future raid loot pipelines
📊 Damage Leaderboard Fix
Leaderboard pages now ignore zero-value entries in the currently selected metric.
This fixes:
-
Fake healing rankings
-
Empty DPS rows
-
Reward payout mismatches
📚 Documentation
Two new design docs now ship with the mod:
GENSHIN_REWORK.md
Contains:
-
Full defense formulas
-
Damage pipeline explanation
-
Weapon coefficient tables
-
DR parity examples
-
DPS comparisons
BASESTAT_VS_FLATSTAT.md
Reference guide for:
-
Base stats
-
Flat stats
-
Scaling order
-
Addon compatibility
🔥 9.0.0 Highlights
-
defense formula
-
Full damage-pipeline overhaul
-
Flat-stat combat scaling
-
71 race reworks
-
16 class retunes
-
Necromancer buffs
-
New weapon families
-
Runtime weapon ATK scanner
-
UI stat breakdown overhaul
-
Dungeon matchmaking opt-in
-
EndlessFates integration
-
Massive backend balancing cleanup
This is the largest combat-system update in EndlessLeveling history.



