From The Mana World

Draft of what is to be used for equipment and monsters to maintain game balance.

  • Avoid persistent mdef effects, persistent lifedrain effects, persistent manadrain effects, persistent dodge or accuracy effects (beyond that applied by stats).
  • Avoid persistent regeneration effects, mp or hp persistent aspd effects not applied by base stats, persistent consumption bonus effects (malus may be reasonable later), persistent critical defence effects, persistent full restart recover effects, persistent physical immunity effects, persistent magical immunity effects, persistent blind/sleep/poison/freeze/silence/stan/curse/confusion/stone effects.
  • Avoid class based physical damage reduction effects, class based magical damage reduction effects, drop rate enhancers for non quest purposes, spells which have significant dps when compared raw to physical attacks, monsters that have high physical defense, equipment that has high physical defense, nonrandom block type physical or magical damage reduction
  • Reduce and avoid weapon damage stats above 100 (may be more reasonable at a later time).
  • Monsters above a level of 50, monsters with stats built to compensate for a 'lower level'
  • Avoid combinations of the noted and similar effects.
  • Avoid for now: persistent splash effects, nonrandom splash effects, physical elemental damage, most forms of rate modifiers, long attack/short attack modifiers, double attack probabilities, stun modifiers, hide modifiers, non-base status effect resistance in any form.