Difference between revisions of "Skill and Mechanic Changes"
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* {{Skill Icon|Charming Wink}} '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | * {{Skill Icon|Charming Wink}} '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | ||
* {{Skill Icon|Dissonance}} '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | * {{Skill Icon|Dissonance}} '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Song of Lutie}} '''Apple of Idun''' benefits from Healing done +% effects. The healing formula is increased on all of its portions. |
* {{Skill Icon|Fortune's Kiss}} '''Fortune's Kiss''' also boosts Critical Damage. | * {{Skill Icon|Fortune's Kiss}} '''Fortune's Kiss''' also boosts Critical Damage. | ||
* {{Skill Icon|Humming}} '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | * {{Skill Icon|Humming}} '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | ||
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* Ranger traps deal half their damage normally, which is brought back by leveling '''Trap Research''', meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage. | * Ranger traps deal half their damage normally, which is brought back by leveling '''Trap Research''', meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage. | ||
* {{Skill Icon|Double Strafe}} '''Double''' and '''Beast Strafing''' benefit from the effect of '''Fear Breeze'''. | * {{Skill Icon|Double Strafe}} '''Double''' and '''Beast Strafing''' benefit from the effect of '''Fear Breeze'''. | ||
− | * {{Skill Icon|Beast | + | * {{Skill Icon|Beast Charge}} '''Beast Strafing''' works against Brute, Insect and Fish race monsters, and Warg riding Rangers. |
* {{Skill Icon|Beast Bane}} '''Beast Bane's''' bonus scales with Base Level, much like '''Demon Bane'''. Works against Brute, Insect and Fish race monsters. | * {{Skill Icon|Beast Bane}} '''Beast Bane's''' bonus scales with Base Level, much like '''Demon Bane'''. Works against Brute, Insect and Fish race monsters. | ||
* {{Skill Icon|Falcon Mastery}} '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. | * {{Skill Icon|Falcon Mastery}} '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. | ||
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* '''All Hunter and Ranger traps''' have had their HP increased by 400% (17500). | * '''All Hunter and Ranger traps''' have had their HP increased by 400% (17500). | ||
* '''All Hunter traps''' no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times. | * '''All Hunter traps''' no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Falcon Eyes}} '''True Sight''' also increases the damage of single-target Bow skills by a percentage, those are '''Double and Beast Strafing''', '''Arrow Charge''', '''Phantasmic Arrow''' and '''Aimed Bolt'''. |
* {{Skill Icon|Falcon Assault}} '''Falcon Assault's''' damage scales with Base Level past 100 and is elementless. The damage to players is halved, however. | * {{Skill Icon|Falcon Assault}} '''Falcon Assault's''' damage scales with Base Level past 100 and is elementless. The damage to players is halved, however. | ||
* {{Skill Icon|Camouflage}} '''Camouflage''' works like '''Cloaking''' regarding walls, has a status icon and no longer consumes SP when used to uncloak.<br> Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. | * {{Skill Icon|Camouflage}} '''Camouflage''' works like '''Cloaking''' regarding walls, has a status icon and no longer consumes SP when used to uncloak.<br> Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. | ||
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* {{Skill Icon|Fear Breeze}} '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Attack effects, taking priority over those.<br> The base activation chance is 30%, and the amount of hits is then randomized. Affects '''Double and Beast Strafing'''.<br>Can be canceled without a Cast Time and After-cast Delay. | * {{Skill Icon|Fear Breeze}} '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Attack effects, taking priority over those.<br> The base activation chance is 30%, and the amount of hits is then randomized. Affects '''Double and Beast Strafing'''.<br>Can be canceled without a Cast Time and After-cast Delay. | ||
* {{Skill Icon|Aimed Bolt}} '''Aimed Bolt''' has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.<br> The snare status is only removed if the skill actually connects. | * {{Skill Icon|Aimed Bolt}} '''Aimed Bolt''' has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.<br> The snare status is only removed if the skill actually connects. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Unlimited}} '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). The damage increase is the same at all levels, only duration changes. |
* {{Skill Icon|Ranger Main}} '''Ranger Main''' has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%. Works against Brute, Insect and Fish race monsters. | * {{Skill Icon|Ranger Main}} '''Ranger Main''' has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%. Works against Brute, Insect and Fish race monsters. | ||
* {{Skill Icon|Trap Research}} '''Trap Research''' boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range. | * {{Skill Icon|Trap Research}} '''Trap Research''' boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range. | ||
* {{Skill Icon|Detonator}} '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | * {{Skill Icon|Detonator}} '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | ||
− | * {{Skill Icon|Electric | + | * {{Skill Icon|Electric Shock}} '''Electric Shocker''' affects Bosses (doesn't move them, just roots) and has a minimum duration of 4s on monsters and the trap is no longer removed when the Ranger dies.<br>The affected targets are moved around to random spots within the trap's effective area. Has a status icon. |
− | * {{Skill Icon| | + | * {{Skill Icon|Bomb Cluster}} '''Cluster Bomb's''' damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately.<br> With this, the damage is no longer boosted by % effects but instead deals considerably more damage by default, and ignores DEF like all other traps. |
* {{Skill Icon|Magenta Trap}} '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''.<br> Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1m. | * {{Skill Icon|Magenta Trap}} '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''.<br> Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1m. | ||
* Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them. | * Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them. | ||
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| [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | | [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | ||
− | * | + | * '''Heavenly Bell''' is given upon Job change, it lets you summon the Gryphon anywhere except on PvP maps. |
* {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | * {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | ||
* {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | * {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | ||
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* {{Skill Icon|Devotion}} '''Devotion''' changed to 30 level range from 10 level range. | * {{Skill Icon|Devotion}} '''Devotion''' changed to 30 level range from 10 level range. | ||
* {{Skill Icon|Grand Cross}} '''Grand Cross''' doesn't delay its ticks, meaning the damage is never decreased. It doesn't hit or flinch the caster directly so you can't status yourself and the animation doesn't replicate itself.<br>The damage formula is slightly improved. | * {{Skill Icon|Grand Cross}} '''Grand Cross''' doesn't delay its ticks, meaning the damage is never decreased. It doesn't hit or flinch the caster directly so you can't status yourself and the animation doesn't replicate itself.<br>The damage formula is slightly improved. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Shield Reflect}} '''Reflect Shield''' is now a toggle. Works against normal hits when transfered through '''Devotion''', not just skills. |
* {{Skill Icon|Shrink}} '''Shrink''' only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like '''Desperado''', '''Dust''' and '''Fire Dance'''. | * {{Skill Icon|Shrink}} '''Shrink''' only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like '''Desperado''', '''Dust''' and '''Fire Dance'''. | ||
* {{Skill Icon|Gospel}} '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | * {{Skill Icon|Gospel}} '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | ||
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| [[image:RuneKnightM.png|link=|caption]] || style="text-align:left;" | | | [[image:RuneKnightM.png|link=|caption]] || style="text-align:left;" | | ||
− | * | + | * '''Dragon Horn''' is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps. |
* {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | * {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | ||
− | * | + | * '''Runewright's Lexicon''' is given upon Job change, this books contains all you need to know about Runestones. |
* {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | * {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | ||
* {{Skill Icon|Two-Handed Sword Mastery}} '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | * {{Skill Icon|Two-Handed Sword Mastery}} '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | ||
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* {{Skill Icon|Sonic Wave}} '''Sonic Wave''' deals x1.5 damage with a two-handed weapon. | * {{Skill Icon|Sonic Wave}} '''Sonic Wave''' deals x1.5 damage with a two-handed weapon. | ||
* {{Skill Icon|Rune Mastery}} '''Rune Mastery''' displays a fitting visual animation. | * {{Skill Icon|Rune Mastery}} '''Rune Mastery''' displays a fitting visual animation. | ||
− | * | + | * '''Storm Blast''' now has its pre-nerf damage formula while retaining the 1s Cooldown. |
− | * | + | * '''Crushing Strike''' has a status icon and visual animation plus sound upon impact. There's a visual effect while the status is active. |
* {{Skill Icon|Phantom Thrust}} '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Also deals additional damage based on MATK. Has 0.5 sec Cooldown. | * {{Skill Icon|Phantom Thrust}} '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Also deals additional damage based on MATK. Has 0.5 sec Cooldown. | ||
* {{Skill Icon|Hundred Spears}} '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | * {{Skill Icon|Hundred Spears}} '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | ||
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* {{Skill Icon|Dragon Howling}} '''Dragon Howling''' can be used while not mounted. | * {{Skill Icon|Dragon Howling}} '''Dragon Howling''' can be used while not mounted. | ||
* {{Skill Icon|Dragon Breath}} '''Dragon Breath''' and '''Dragon Breath (Water)''' do not ignore DEF. | * {{Skill Icon|Dragon Breath}} '''Dragon Breath''' and '''Dragon Breath (Water)''' do not ignore DEF. | ||
− | * | + | * '''Millenium Shield''' no longer stops the character upon a successful block. Displays two new, separate animations and sound sets: one for block and another for shield shattering.<br> Has a status icon. The shield's priority is below '''Parrying'''. |
− | * | + | * '''Giant's Growth''' only has a chance to break the equipped weapon upon the x3 damage proc, the chance is 0.5%. |
− | * | + | * '''Stonehard Skin''' also applies a damage absorbing shield for the duration, with a value equal to the HP spent on casting the skill.<br> This shield absorbs physical and magical (not misc) damage and there is a visual animation for absorbing a hit. |
− | * | + | * '''Fighting Spirit''' increases WATK by a base of 70 plus 7 per each additional party member, and party gets half of that boost. |
− | * | + | * '''Abundance''' also increases MATK by 90 plus 1 per Job Level. |
* '''Pertz Runestone (Storm Blast)''' has a carrying limit of 60. | * '''Pertz Runestone (Storm Blast)''' has a carrying limit of 60. | ||
* '''Raido Runestone (Crush Strike)''' has a carrying limit of 40. | * '''Raido Runestone (Crush Strike)''' has a carrying limit of 40. | ||
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* {{Skill Icon|Preserve}} '''Preserve''' is a permanent toggle and can't be dispelled by monsters, only players. | * {{Skill Icon|Preserve}} '''Preserve''' is a permanent toggle and can't be dispelled by monsters, only players. | ||
* {{Skill Icon|Triangle Shot}} '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. Requires 5 points in '''Double Strafing'''. | * {{Skill Icon|Triangle Shot}} '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. Requires 5 points in '''Double Strafing'''. | ||
− | * {{Skill Icon|Deadly | + | * {{Skill Icon|Deadly Infection}} '''Deadly Infection''' no longer works with certain status effects when used against Boss flagged monsters. |
* {{Skill Icon|Fatal Menace}} '''Fatal Menace''' is reworked entirely, no longer has snatch effect but instead does higher damager in a bigger area and places caster into special invisibility for 2s,<br> which allows the use of '''Raid''' and '''Backstab'''. Interrupts any casting in progress on the Shadow Chaser. Has 3s Cooldown.<br> Has no HIT penalty and instead ignores 50% of Hard DEF. | * {{Skill Icon|Fatal Menace}} '''Fatal Menace''' is reworked entirely, no longer has snatch effect but instead does higher damager in a bigger area and places caster into special invisibility for 2s,<br> which allows the use of '''Raid''' and '''Backstab'''. Interrupts any casting in progress on the Shadow Chaser. Has 3s Cooldown.<br> Has no HIT penalty and instead ignores 50% of Hard DEF. | ||
− | * {{Skill Icon|}} '''Body Painting's''' success chance is 100% and a fixed 7s duration ''Blind'' is applied as well. Shows a visual animation on all affected targets.<br> ''Blind'' is applied automatically when the main debuff lands, which also boosts the damage of '''Raid''', scaling with Base Level above 100.<br> Debuff's duration is 7s at all levels and After-cast Delay is 0.5s. | + | * {{Skill Icon|Body Painting}} '''Body Painting's''' success chance is 100% and a fixed 7s duration ''Blind'' is applied as well. Shows a visual animation on all affected targets.<br> ''Blind'' is applied automatically when the main debuff lands, which also boosts the damage of '''Raid''', scaling with Base Level above 100.<br> Debuff's duration is 7s at all levels and After-cast Delay is 0.5s. |
* {{Skill Icon|Manhole}} '''Manhole''' cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has a status icon. | * {{Skill Icon|Manhole}} '''Manhole''' cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has a status icon. | ||
* {{Skill Icon|Chaos Panic}} '''Chaos Panic''' is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous. | * {{Skill Icon|Chaos Panic}} '''Chaos Panic''' is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Dimensional Door}} '''Dimension Door''' is recastable, with new instance replacing the previous. The destination is randomized upon the cast so it's the same for anyone who enters the door. |
* {{Skill Icon|Maelstrom}} '''Maelstrom''' is recastable (also on top of self), with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased. | * {{Skill Icon|Maelstrom}} '''Maelstrom''' is recastable (also on top of self), with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased. | ||
* {{Skill Icon|Plagiarism}} '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | * {{Skill Icon|Plagiarism}} '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. |
Revision as of 07:01, 21 January 2024
Some skills, status effects and mechanics have been changed here on LeikaRO. All buffs, nerfs, and changes will be listed underneath. Fixes will not be listed.
Do note that the changes below are in relation to the original state of the things circa 2014.
If a skill follows its in-game description, then it can be assumed to be working as intended. Inquire and give your suggestions about changes on the forum and Discord.
Contents
General
- Most of skill animations were reworked to look nice and not clog the client with visuals and sounds, area skills don't replicate their animation/sound for every target hit,
white "bash" effect is removed for skills where it doesn't belong, skills missing weapon motion had it added. Skills that had no animation, now have one. - Skills which missed a motion animation when their cast becomes instant, have one.
- Multiple status effects that had no trigger visual effects, now have one. Those include: Bleeding, Fear, Deep Sleep and Crystallization.
- Variable Cast Times of most first and second job skills were drastically reduced and Fixed Cast Time portions either removed entirely or greatly reduced to represent their usage pre-Renewal.
Some of the skills affected by this are Arrow Vulcan, Sharp Shooting, Magnus Exorcismus and all Wizard AoEs.
This does not include signature powerhouse skills like Acid Demonstration or Asura Strike and most support skills. - Healing abilities that account MATK, heal for a fixed amount, without a variation.
- Renewal's Base Level damage scaling applies at the end of the formula, after all other possible modifiers, this means that some skills that didn't feel good before, now scale better.
- ASPD formula was tweaked to resemble that of iRO but with buffs having a stronger effect. In practice this means that higher ASPD values are considerably easier to achieve if you invest into it.
- Double Attack effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and Kagemusha.
Abilities like Chain Action, Eternal Chain, Fear Breeze and Triple Attack are also boosted by such effects.
Various new equipment pieces and cards exist that boost both the chance and the damage of such mechanics. - Skills that affect the whole party, no longer make anyone except the caster perform their casting motion, shouting the skill's name. They instead simply show the visual animation and play the sound.
This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets.
Those skills are: Angelus, Gloria, Magnificat, Clementia, Canto Candidus, Praefatio, Coluceo Heal, Lauda Agnus, Lauda Ramus, Adrenaline Rush, Full Adrenaline Rush, Weapon Perfection, Over Thrust and Wind Walk. - Vulture's Eye and Snake's Eye had their range increasing bonues normalized to match our vision and attack range settings, those skills now grant up to 5 cells increased range at level 10.
Bows and guns have a base range of 9 cells instead of 5. - Plant monsters receive 1 damage from skills, statuses or reflect effects in all cases. Multihit effects like Double Attack and Fear Breeze as well as dual wielding, still apply separate hits.
- Third Baby Jobs have a stat cap of 120 instead of 117.
- Autocasted skills do not consume item catalysts, if they have any. The general chance to autocast has been increased for almost all items with such bonuses.
- Barrier effects such as Kyrie Eleison, Stonehard Skin and Platinum Alter are not removed by damage types that they don't block.
Meaning that for example magical damage doesn't count towards Kyrie Eleison's damage limit. - Monsters summoned by Bio Cannibalize, Sphere Mine, Summon Legion and FAWs, log their kills as master's own for the purpose of quest progress, loot right and MVP rights.
Their attacks do not activate master's autocast effects. - Monsters summoned by Bio Cannibalize, Sphere Mine and FAWs cannot be stacked on top of each other.
- Venom Splasher, Spore Explosion and Howling Mine detonate if the target dies while under their effect.
- Daggers, Knuckles and Books deal 75% damage to large targets.
- Whips deal 75% damage to large targets, just like Instruments.
- Two-Handed Spears passively grant +25% Hard DEF.
- Two-Handed Staves passively grant +50% Hard MDEF.
- Two-Handed Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
- Two-Handed Swords and Axes have an attack range of 2 cells.
- Daggers had their unused attack sound enabled.
Arch Bishop
Extended Super Novice
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Genetic
Guillotine Cross
Kagerou & Oboro
Mechanic
Minstrel & Wanderer
Ranger
Rebel
Royal Guard
Rune Knight
Shadow Chaser
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Sorcerer
Changes | |
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Soul Linker
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Sura
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Warlock
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Game Mechanics
General Skill Mechanics
- Skills trigged by autocast effects, can not trigger other autocast skills.
- Area skills that went through walls (both officially and not), no longer do that, with the exception of Wanderer/Minstrel songs.
- All knockback effects move the target straight away from the attacker and not to the West like it happens to some skills under official behavior.
- For a consistent behavior, the only skills that hit through Hiding are either naturally of Earth property or those that do so on purpose, as specified in the description.
- Skills that make one charge the target, such as Flying Side Kick, Charge Attack, Pinpoint Attack, Dark Illusion, Knuckle Arrow, Shadow Slash, Jyumonjikiri, Stahl Horn and Tinder Breaker,
move next to the target instead of on top of it and also check for walkable path in GvG. - Skills that can critically hit, display the critical animation upon doing so.
- All effects that break equipment, signal it with the /omg emotion.
Overweight HP and SP Regeneration
- There are three Overweight stages, in all cases, what's decreased is the amount, the intervals between ticks are unchanged.
- 50%: the amount regenerated is reduced by 50%.
- 70%: the amount regenerated is reduced by 75%.
- 90%: regeneration is disabled.
- Those changes affect regeneration from passive skills: Increase Spiritual Power, Increase Recuperative Power, Ninpou Training, Spiritual Recovery, Voice Lessons and Peaceful Rest.
- All Overweight stages are updated instantly upon gaining/losing enough weight, and so is the regeneration.
- System messages for all stages are customized and don't overlap.
Status Effects
- Basic Status Effect immunity and resistance caps have been changed to promote usage of pre-Renewal statuses.
To reach immunity you must have a total base value of 130 in the stat required to resist the intended status.
Monsters require 160 in a stat to reach immunity. - Damage Over Time status effects do not sap EXP from monsters, this also applies to Third Job statuses such as Burning or Leech End. Those statuses do not trigger rude attack skills.
- Coma triggered by equipment bonuses doesn't sap EXP either.
- Chill, Slow Casting, Paralyzing Needle and Masquerade: Laziness also increase the Cast Time of monsters.
- Basic Status Effects have minimum durations that are unaffected by resistances, those are:
- {Stun: 0.25 seconds.
- Petrification, Freeze and Sleep: 1 second.
- Curse, Silence, Blind, Confusion and Illusion: 2 seconds.
- Poison, Deadly Poison and Bleeding: 3 seconds.
- Burning is a part of "body statuses" that don't stack (all basic hard statuses such as Stun or Freeze).
To make its use smoother, it can't override the hard statuses, but those statuses do override Burning. - Chill also increases Fixed Cast Time.
- Crystallization now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once. Has a much bigger visual effect once applied.
- Bleeding ticks every second instead of every 10 and doesn't interrupt casting. Base duration is greatly reduced across the board, especially for area skills that inflict it.
The damage is based on Base Level plus 0.5% of Max HP, with monsters taking more damage than players, and players below level 100 taking less than those above. - Deadly Poison requires twice the normal resistances and cannot refresh itself to prevent abusive use of the 10%/15% HP zap from its initial application.
Its application is signaled by /panic emotion. - Healing status effects such as Renovatio, Warmer or Epiclesis stop ticking once HP is at 100%, unless Akaitsuki is active.
- Plant monsters take 1 damage per tick from any status effect that deals damage.
- Weapon Break, Armor Break, Shield Break and Helm Break are the debuffs inflicted on monsters by skills and effects that divest or break equipment, this system has been revamped:
- All such effects now work on Boss monsters, this includes bonuses from equipment.
- Duration on monsters is a base of 40s, halved on Bosses.
- Success chance for breaks (but not divests) is globally halved on Bosses.
- Weapon Break reduces ATK by 30%, cancels and prevent the use of effects that increase ASPD, such as Two-Hand Quicken or Adrenaline Rush.
- Armor Break reduces FLEE by 15% and increases the chance to receive a Critical Attack by 20% (on practice it's like adding +20 CRIT to the attacker).
- Shield Break reduces DEF by 30%, cancels and prevents the use of guarding effects, such as Auto Guard or Parrying.
- Helm Break reduces MDEF by 30% and increases Cast Time by 40%.
Guild Abilities
- Some abilities have new requirements, for example Guild Storage requires Kafra Contract.
- Battle Orders has two levels, doubling the bonus at level 2.
- Regeneration lasts for 3 minutes.
- Restoration has instant cast.
- All Guild Auras had their area boosted to 9x9 cells and have 6 levels, granting an additional bonus at level 6 besides their base stat bonus, those bonuses are:
Equipment Bonuses
- A large amount of equipment (especially older gear) had its bonuses improved or revamped to accomodate the changes above better.
- Those changes are extensive so make sure to check the item's stats ingame with the @id command and in this thread
Monsters
- No longer monsters respawn within player's view range, it happens a couple of cells outside.
- All NPC_ skills without clear animations and sounds, now have them.
- Most MVP monsters had their MDEF greatly reduced, this combined with the previous changes, means that spellcasters are able to become competent damage dealers in PvM.
- End-game MVP monsters can only receive a portion of their Max HP in damage per hit, ranging from 20% to 40%.
- All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype.
- Champion monsters use entirely different skillsets which fit their prefix.
- MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big.
- General stats for some monsters were adjusted so they pose more challenge, this mostly applies to MvPs, Minibosses and some high-level mobs.
- MvPs and Minibosses provide more EXP and usually drop additional loot since they're no longer a pushover.
- Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways.
- Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro.
- MVP monsters are trapped normally by Hunter's traps and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use Trample if they're trapped and being
actively damaged, which has a 15 second Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues. - Immobilized melee monsters only use Teleportation from their idle skill set if there are valid targets around, and all other skills when alone.
They also use chase skills when there are valid targets around. - Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like Lex Aeterna on MVPs that aren't being tanked, is more tricky.
- Monsters that use toggle abilities, don't cancel those upon recast, the duration is refreshed instead.
- Monsters that cast a skill on chase, do not unlock their target.
- Passive monsters react to non-damaging debuff skills, not just attacks.
- Passive monsters do not drop aggro when hit by an immobilization effect, they keep their target.
- NPC_POWERUP and NPC_AGIUP increase HIT and FLEE by 50% instead of 100%, it is possible to deal with those effects using dedicated HIT/FLEE gear and buffs/debuffs such as Humming, Quagmire or Crimson Marker.
- NPC_POWERUP increases ATK for normal hits by x2 and damage done with physical skills by 50%.
- NPC_AGIUP entries used only on attack, are also used on chase.
- All NPC breath skills inflict various status effects.
- Strip effects inflicted by monsters last for half their normal durations.
- Slave Monsters:
- Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.
- Aren't affected by item bonuses and skill effects which leech HP/SP.
- Aren't affected by any item bonus which adds a chance of getting loot upon killing a monster.
PvP
- File:-icon.png Siege and Vellum equipment isn't available at all to ensure there are real gearing choices.
- WoE damage reductions are 50% for skills and 25% for normal attacks.
- GvG damage reductions are 40% for skills and 20% for normal attacks.
- WoE/GvG objects such as Barricades, Guardian Stones or Emperium block the cell they occupy. This means it isn't possible to get inside their sprites.
- The final proc enchants of Temporal Boots do not work in WoE or GvG.
- Detardeurus, Fallen Bishop Hibram, Golden Thief Bug, Tao Gunka, Samurai Specter, Thanatos, Atroce, Maya Purple and Deviling cards are disabled in WoE and GvG.
- Emergency Call Scroll is available and can be used from the skillbar, it follows the same mechanics and cooldown as normal skill.
- Butterfly Wing is usable inside of the WoE castles but only out of combat (10s of not taking or inflicting damage).