In this update7
Full notes
Full Mythic Manager update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
Mythic Manager changes
Mythic Manager - Early Access Update v1.1.0
Proc & Debuff System
New combat buff/debuff system — 22 effect types including Freeze, Chill, Slow, Bleed, Burn, Poison, Corruption, Shield, HoT, Regen, Damage Amp, Lifesteal, and more
12 proc triggers — effects fire on hit, on crit, on kill, on dodge, on block, on heal, on low HP, and more
Boss CC conversion — hard CC (Freeze, Stun) automatically converts to soft CC (Chill, Daze) on bosses so they can't be permastunned
CC diminishing returns — repeated CC on the same target becomes shorter each time
Stat-scaling proc values — proc effects now scale with your caster's stats (attack damage, heal amount, max HP) instead of flat numbers, so they stay relevant as your members grow stronger
Expanded Skill Trees (Complete Rebuild)
All 24 spec skill trees rebuilt from scratch — each tree now has ~31 nodes with 3 branching paths
96 proc nodes across all specs (4 per spec) — each grants a unique combat proc effect
Keystones, skill nodes, stat nodes, and gate nodes with full graph-based adjacency
Skill tree screen now displays proc effects with color-coded entries, trigger icons, and detailed tooltips (chance, duration, stacks, cooldown)
Proc nodes highlighted with a gold-tinted border in the tree view
Auto-fill talent allocation now prioritizes proc nodes
Guild-wide spec builds — create, rename, and share build templates across members of the same spec
Stat System Overhaul
Unified damage reduction — all DR sources (armor, versatility, tank mastery, tree nodes, skill passives) are now combined into one total, hard-capped at 75%
modern-style bracket diminishing returns on secondary stats — full value up to 30%, then diminishing brackets above that
Retuned rating conversions — Haste 3:1%, Crit 4:1%, Mastery 3:1%, Versatility 5:1% for tighter stat scaling
Gear no longer affects personality attributes (execution/awareness/discipline/teamplay/composure) — those grow naturally over time; gear now focuses on primary stats and combat secondaries
Weekly Summary Screen
New end-of-week summary — see at a glance what each member accomplished: XP gained, level-ups, morale changes, gear upgrades, gathering yields, and activity assignments
Rival Guilds Improvements
Rival guild members now start with starter gear instead of being naked on day 1
Rival guilds now use the new skill tree system for auto-allocation
Rebalanced slow-pace rival guilds so they don't fall too far behind
Quality of Life
Discord / Feedback button added to the title screen
Version bumped to Early Access v1.1.0
Roster screen now shows skill tree points instead of old talent points
Member detail screen shows total DR with cap indicator
Skill tree points awarded 1 per level starting at level 10 (41 total at max level 50)
Spec confirmation now auto-creates a default build and assigns proper skill tree points
Bug Fixes
Fixed battle sim variable declaration ordering that caused Godot parse errors
Fixed type inference error with regen healing calculation
Fixed various screens referencing old talent system instead of new skill tree system
Source
Changelog.gg summarizes and formats this update. How we read updates.
