Here's some of the major WM changes from the KDNF Balance patch that went live on February 2015. I've had the chance to play with some of it last night so I'll give my impressions along with the changes. I'll only list the stuff that seems actually important/relevant. One big change is that almost every skill's additional effects that used to be part of a weapon mastery is now part of the skill itself. That means you must level the skill to do good damage from the extra hits/effects, meaning no more strong wind cutter from a lv1 Draw Sword using Short Sword e.t.c. Slayer Secret Technique: Greatsword: Full charge damage increased by 30%, from 400% increased damage to 520%. Charge time went from 0.5s to 0.4s. The cyclone on first hit of SST damage increased by 34%. Bludgeon: Now a 4 button sequence doing 6 hits total. Third sequence is a wide swing that hits 3 times, fourth sequence is a down slam. All hits except the first sequence now have a fixed chance to stun. (This is now great, it has decent Y axis coverage unlike the old one, allowing smoother flow-stance cancel to end recovery in order to repeat SST sequence.) Short Sword: Additional fix damage on the swing have been readjusted (now slightly weaker but still good). Lightsaber: SST sequence went back to the old 3-sequence that we had back in lv70 cap. (This is a pretty big nerf as it hurts DPS alot. And it still ends in that annoying downward swing that makes juggles less smooth) 2/25/15 Update: Input delay shortened between 1st and 2nd attack sequence on Lightsaber version. Post-cast delay shortened after final attack sequence of Lightsaber version. 7/29/15 Update: Bludgeon: Hit-stop reduced, interval between sequences reduced, allowing faster transition between all 4 sequences. Katana: Same changes as bludgeon above. Greatsword Mastery: Draw Sword's full charge damage bonus went from 120% to 125% Bludgeon Mastery: Shockwave from backstep cutter and aerial normal hit are now full percent. Backstep cutter will always ground bounce regardless of mob's standing state or juggle height. (Before the ground bounce only happened on counter hit for some reason, could've been just a bug fix) 2/25/15 Update: Weapon p.atk increment increased. At lv25, it increased from 30% to 34.7%. Ash Fork's shockwave size increment is now based on Ash Fork's level instead of Bludgeon Mastery. Short Sword Mastery: Bonus damage on skills now have their value displayed on the Mastery's tooltip and adjusted accordingly. 2/25/15 Update: Flow Stance - Clash damage bonus increased. At lv20, the increase went from 27% to 57%. Katana Mastery: Katana mastery now have a new system in place that stacks bleed points. Continuously attacking a mob in bleeding state for 3 seconds will activate a blood spray explosion that deals anywhere from 1600% to 12000% damage (based on my lv33 Katana mastery level), depending on how many bleed points you accumulated in that period. Using skills such as draw sword and lightning draw sword add a high number of bleed points as well. Basically every skill you do have a fixed bleed point value, but each skill's value only counts once per stack. 20 bleed points within the 3 seconds limit is needed for max blood explosion damage. So to get maximum damage you need to rotate as many skills within 3 seconds as possible. 7/29/15 Update: Bleed points required for blood explosion reduced. Ashe Fork: 2/25/15 Update: When Bludgeon Mastery is lv7 or higher: Direct hit portion's damage decrease by 75%. Shockwave converted to full percent. At lv40, damage is 2725%. Shockwave size increment now based on skill level instead of bludgeon mastery. Tempered Weapon: SP cost went from 20 to 10. So free 100SP for those who master this to save money. Overdrive: Overdrive no longer increase weapon's p.atk stat. Now it multiplies skill damage instead. At Lv21, Skills do 27.1% more damage. Flowing Stance: 7/29/15 Update: Using Flowing Stance while airborne with a bludgeon equipped will activate Flowing Stance - Swift in the air. Using Flowing Stance while airborne with a short sword equipped will activate Flowing Stance - Clash in the air. Flow Stance - Clash: Short Sword's additional slash is now percent instead of fixed (if Im reading patch note right, could be inaccurate). Added feature to allow skill to cancel into either Swift or Rise while Flow Stance - Force is active. Flow Stance - Swift: Bludgeon version's shockwave now full percent. So more damage potential. Added feature to allow skill to cancel into either Clash or Rise while Flow Stance - Force is active. Flow Stance - Rise: Added feature to do allow Rise to to be canceled from Clash or Swift when Flow Stance - Force is active. Flow Stance - Force: While Flow Stance - Force is active, stance skills can be canceled into each other mid animation. 2/25/15 Update: The bonus damage given to each other when leveling Flow Stance - Clash, Swift, and Rise is now part of Flow Stance - Force. At Lv10: Clash damage increase: 55.3% Swift damage increase: 56.4% Rise damage increase: 57.5% Skill duration increased from 30s to 50s. Note: For those unaware. Leveling a single Flow Stance skill will make the other 2 stance skills stronger, similar to how Mechanic's G-Series work. Now that bonus is simply on Flow Stance Force instead, meaning you can get full damage bonus without maxing all 3. Flow Stance TP Passive: All 3 Flow Stance TP passive are now combined into 1. This means 9 piece Space Saberslash (Space Lord) set is now better, as using that build will still give you TP for important skills. Charge Crash: Additional downward slam on bludgeon and greatsword version's damage values are now part of the skill instead of the weapon mastery. 7/29/15 Update: Katana version's uppercut portion of the skill now hits 2 twice. Draw Sword: 2nd additional hit depending on weapon type now do a percentage of the first hit's damage. Katana: 21% Lightsaber: 19% Short sword: 18% (the wind cutter) Katana version adds 5 bleed points at lv25 or higher (Lv1 Draw sword only add 1 bleed point) Draw Sword TP no longer increase startup time, but damage boost is now 10% instead of 12%. 2/25/15 Update: Damage increased by 20%. 7/29/15 Update: Bludgeon version now cause non-super armored targets to spin and fall into the ground, taking damage on the falling impact. Bonus damage from fall impact is automatically applied if target is super armored. Raging Dragon Slash: Damage increased by 30%. Illusion Sword Dance: Slash damage + 58% Wind Blast damage + 48% Bludgeon slam +43% Lightsaber version have electrocution chance (38% chance on a Lv20 ISD) Katana bleed points are applied from this skill as well. 2/25/15 Update: Damage penalty of Slashes on Katana and Lightsaber version decreased. Katana: From 50% to 30% (Slashes now do 0.7x damage instead of 0.5x). Lightsaber: From 35% to 20% (Slashes now do 0.8x damage instead of 0.65x) Note: Basically Katana now do 1.47x damage on slashes while Lightsaber now do 1.6x. Since Katana do 25 slashes and Lightsaber do 24, while all others do 12. Charge Burst: 2/25/15 Update: Damage increased by 10%. Delay after final slash reduced. Lightning Draw Sword: Wind Cutter is now full percent. 4491% at lv8. Katana version gets 7 bleed points from lv8 version. Charge time is reduced by 10% for each level of Ultimate Sense. 2/25/15 Update: Damage increased by 40%. New lv70 skill (Max at lv1): A super upgrade to Rapid Weapon Switch. When swapping a weapon, an afterimage of yourself will slash forward, doing 3650% damage. When swapping a lv70+ weapon, some of that weapon's piercing damage value is transferred to your new one for 15 seconds. Quantity depends on weapon rank, with Epic rank weapons having the highest piercing transfer cap (690-760 on epics, 300-350 on blues) Additionally, when you swap onto a new weapon you get a 15s buff depending on the weapon type: Greatsword: Gain 17% more piercing damage transfer from previous weapon. Bludgeon: +80 weapon P.Atk. Short Sword: +7% Critical rate, +40 weapon P.Atk Katana: +5% Physical Critical damage. Lightsaber: +15% attack speed. Ultimate Slayer Technique - Iron Strike: P.Def reduction value lowered by 20% (Lv15 Iron Strike went from 4500 to 3600). Ultimate Slayer Technique - Tempest: Superhold on enemy is now lower to the ground. 2/25/15 Update: Damage increased by 10%. Ultimate Slayer Technique - Mind Slash (Mind's Sword): Upon casting, all enemies standing within the hitbox area are marked and will be hit with the skill even if they walk out of the hitbox range. Fully charged version creates an additional cross slash, dealing about 3500% damage, in addition to the 20% damage boost. Note: The Cross Slash is an AoE and will appear on each mob hit. This mean they can stack on top of each other if you get multiple mobs together for some significant damage increase. 2/25/15 Update: Damage increased by 30%. Ultimate Slayer Technique - Meteor Drop (Shooting Star): Charging removed. Number of falling swords increased from 40 to 48, damage of falling swords increased by 10%. If you learned Ultimate Sense, you can press X while airborne to do an additional attack, which can be controlled with directional inputs to aim. Can be used multiple times. Falling swords now treated as a super hold. 2/25/15 Update: Additionally, damage increased by 10% on everything. Falling sword range decreased (Can now get more hits on smaller targets). Ultimate Sense (Hypervigilance): Damage on additional effects of the 4 skills it previously added are now based on a low percentage of that skill's damage value, and leveling this skill will increase that percentage. Backstep cutter sword wave damage doubled. Raging Dragon Slash's Tornado now hits 3 times. Charge Crash no longer shoot that near full-screen wave, instead now do a more focused vertical slash that launches enemies up instead of knocking them back. Lightning Draw Sword Charge time decreased by 10% per level. Draw Sword's bonus damage against multiple mobs increase slightly. 2/25/15 Update: Draw Sword's bonus damage depending on number of target hit is now a fixed increment of 2% per level across all numbers. (Meaning hitting a single target will do 38% extra damage instead of 30% at lv4) Control Sword Technique (Telekinetic Sword): Flying swords can be called back all at once in order to perform your finisher super hold. However, by doing so, they will no longer shoot out and you are forced to do your finisher. Finisher will activate automatically after 5 seconds if you call your swords back manually. (This change is awesome because this means now you can freely attack for extra damage from flying sword without worrying about mistiming your super hold ender due to being forced to wait for all swords to return to you first) 2/25/15 Update: Flying Sword damage increased by 25%.