I assure you that we here at AGE are working with the Dev team to fix the recent issues that have caused PvP to become less that favorable for players.
While "AGE cannot do anything, and it's in the hands of the Devs" has some, very slight, truth to it (Because we cannot write our own patches), we are not completely helpless in the endeavor to help fix the issues.
This isn't a post to quiet the masses or quell any of the communities voice, it is simply to let you know we are aware of the issue, we are working on it and we have not abandoned you.
Thanks for the positive response. I have to admit that I was rather sceptical when I saw the threads that you needed help on the Attack Power issue... and help again.
I responded in the first thread that your input parameters were not correct, and seemingly that information was not used, because the 2nd inquiry is having the same issues. The questions you ask in there are insufficient in finding out the issue. It felt a bit like, AGE is reading our feed-back, but nobody is in control of making the right interpretation.
I'll try to explain here what the current issue with attack power is by the illustration of how the physical attack for melee attacks is calculated.
PA = Physical Attack Power
PA_RAW = Phyiscal Attack Power without enchant bonus
STR = Strength
DEX = Dexeterity
PAB = Passive skill Attack Bonus
BASE = Weapon's average base attack damage (min-max)
BASE_MOD = Weapons's average modified attack damage after each enchant step (min-max)
BASE_MOD_OLD = BASE_MOD from previous enchant level.
Fact = Factor by which enchant bonus gets modified
EB = Enchant Bonus per enchant step
EB_MOD = Enchant Bonus Modified after enchant boost patch 2012
EB_MOD_GLITCH = Enchant Bonus Modified after glitch patch 2013
Basic physical attack calculation without enchants
PA_RAW = STR*1.3 + DEX*0.2 + PAB + BASE
Now when you enchanted a weapon to  before the enchant boost you'd get:
PA = PA_RAW + 7 + 7 + 7 + 10 + 10 (boost of 41)
Or as a general formula for any enchant level:
PA = PA_RAW + SUM([EB])
Last year, Nexon brought out an enchant bonus system, but a boost that got bigger at higher levels. My analysis of that patch is that they changed the bonus per enchant level based on the BASE value of the weapons by a factor. It makes sense in a way that they can ignore blend it in more easily in the existing code like that.
Now each enchant level seemed to still give a rounded bonus, but than modified by a formula a bit like this (not that EB_MOD is always rounded to a whole integer number:
EB_MOD = EB*(
1 + (BASE_MOD-40)/280))
BASE_MOD = BASE_MOD_OLD + EB_MOD
This means your modified base attack needed to be at 60 average before you can gain anything from enchant level -:
EB_MOD = 7*(1+ (60-40)/280)) = 7*(1 + 1/14) = 7.5 ... rounded to 8
New attack calculation
PA = PA_RAW + SUM([EB_MOD])
What was the result of this? High level weapons with a bigger "starting" base attack have more bonus. However the increase of bonus for higher enchant levels is more steep at lower levels (high enchants even more dominating).
Now, the patch in 2013 sort of made the increase in attack power the same for all zones (endgame complaining about attack loss, while lower zones experienced increases).
What I assume went wrong is this:
EB_MOD_GLITCH = EB*(
1 + (CONSTANT
They had a coder who went to fix the caster damage, and somehow messed up getting a fixed value for the starting base attack of a weapon. At least not what it should be. Now lower zones get even more bonus, while 80 zone has lost enchant bonus throughout the field.
The formulas above are very likely not accurate, but it more or less describes the issue with enchant bonus right now. Hopefully an employee of AGE can give a decent interpretation and translate this to the devs for investigation. It cost me quite some effort analysing and writing this out in my spare time, so I hope it may be used.