EndlessLeveling 10.7.0 True Damage Rework
True damage has been unified with the normal damage pipeline.
True damage is no longer handled through a separate direct-HP-write or deferred-delivery system. True damage is now treated as ordinary damage that ignores armor. True damage now follows the same damage pipeline as regular attacks, including: Damage cancellation Level-difference damage reduction Shields and absorbs OnDamageTaken effects Low-HP survival effects Fixed an issue where players could take 0 damage from certain synthetic true-damage hits. Removed the previous hard-block behavior where large level differences could cause entire true-damage payloads to be silently reduced to 0. Large level differences now apply graded resistance instead. Added support for pre-amplified true-damage values to prevent certain manually amplified hits from being amplified twice. Shielding & Absorption
Shielding has been completely reworked from a single highest-value reservoir into a stacking, per-source system.
Shields from different sources now stack independently instead of the strongest shield silently replacing weaker ones. Each caster's aura, Divine Protection overheal, and ability shields now occupy their own source slot. Multiple shields from the same source still use maximum-value combining. Leaderboard shield credit continues to track the net amount absorbed. Shields now absorb damage before low-HP survival effects are evaluated. Fully shielded players will no longer consume effects such as: Rebirth Undying Rage Bailout Nesting Doll These survival effects will only trigger once damage actually reaches the player's HP. TANKED Metric Rework
The TANKED meter has been redesigned to better represent actual tanking.
Removed the universal level, PvP, and prestige scaling layers from the metric. These values were identical for everyone and could overwhelm the contribution of actual defensive builds. Shield and aura absorption now count toward tanking contribution. Crit-Lock Survival Augment Bug Fix
Fixed a major bug affecting crit-locked builds.
The crit-lock build classifier was incorrectly stripping Undying Rage and other ON_LOW_HP survival augments from builds such as: Vanguard Paladin Golem Brute Force This could silently remove a player's revive or survival effect. Players could then take lethal damage without the augment activating, announcing, or leaving them at an HP floor. ON_LOW_HP survival augments are now correctly exempt from crit-lock filtering. Predator Rework
ON_KILL → ON_HIT
Predator has been redesigned around consecutive hits.
Predator now builds stacks through consecutive hits. Stacks last for 8 seconds. Missing the required hit sequence causes stacks to be lost. Each stack provides Adaptive Damage. Adaptive Damage is applied as a real percentage-based STR/SORC attribute bonus. The bonus now appears directly in the player's profile breakdown. Arcane Instability Sorcery bonus: +50% → +60% Mana gate: 75% → 60% Debuff window: 25% → 30% New Stackable Cooldown Reduction Utility Card
A new stackable utility card has been added for ability cooldown reduction.
Each card provides 0.5–1.0% Ability CDR. Players can own up to 20 cards. Maximum total reduction: 10–20%, depending on the card's value. /raid test
Added a staff-only raid dry-run mode.
Requires staff permissions. Join-gated. No rewards are granted. Banked XP is discarded when the test ends. Singleplayer Mob Level & XP Bug Fix
Fixed the recurring issue where singleplayer worlds could incorrectly have no mob levels or XP.
World blacklist and disabled-entry matching now uses exact or glob matching instead of substring matching. The bundled default configuration has been emptied to prevent unintended matching. Added a targeted legacy-default migration for merge-mode installations. server-overrides.json now defaults global_scaling to off. Performance & Optimization
Several performance improvements and cleanup changes have been made across the core.
Added stale-while-revalidate disk snapshots for XpStats. Debug logging is now gated to reduce unnecessary logging overhead. Quest progress store writes have been moved off-thread. Raid cooldown store writes have been moved off-thread. Added memoization caches for: Weapon calculations Class calculations Crit-dependence checks Added movement-settings equality guards to avoid unnecessary updates. Removed dead code and performed a broad internal cleanup pass.