Difference between revisions of "Skill and Mechanic Changes"
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Terpsichore (Talk | contribs) |
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* '''Judex''' has 5x5 splash area and halved cast times (both variable and fixed). Animation was improved. | * '''Judex''' has 5x5 splash area and halved cast times (both variable and fixed). Animation was improved. | ||
* '''Duple Light''' has status icon. | * '''Duple Light''' has status icon. | ||
− | * '''Lauda Agnus''' has status icon and displays visual animation upon curing a status. | + | * '''Lauda Agnus''' has status icon and displays its unused visual animation upon curing a status. |
− | * '''Lauda Ramus''' has status icon and displays visual animation upon curing a status. | + | * '''Lauda Ramus''' has status icon and displays its unused visual animation upon curing a status. |
* '''Renovatio''' had its cast time reduced to 2 sec variable and 1 sec fixed. | * '''Renovatio''' had its cast time reduced to 2 sec variable and 1 sec fixed. | ||
* '''Odin's Power''' has visual animation and status icon. | * '''Odin's Power''' has visual animation and status icon. | ||
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* '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed. Using Soul Cannon Ball fully converts the Weapon ATK portion to Ghost property damage. | * '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed. Using Soul Cannon Ball fully converts the Weapon ATK portion to Ghost property damage. | ||
* '''Special Pharmacy''' can now be used to brew the unimplemented potions: Mana Plus, Full Swing, Falmons and Muramura. | * '''Special Pharmacy''' can now be used to brew the unimplemented potions: Mana Plus, Full Swing, Falmons and Muramura. | ||
− | * '''Thorn Trap'''' | + | * '''Thorn Trap's''' status effect is now canceled upon unit's removal. |
* '''Blood Sucker''' has status icon. | * '''Blood Sucker''' has status icon. | ||
* '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3 seconds and cooldown to 3 seconds. INT damage scaling boosted to INT*2, ignores FLEE and guarding effects. Has status icon. | * '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3 seconds and cooldown to 3 seconds. INT damage scaling boosted to INT*2, ignores FLEE and guarding effects. Has status icon. | ||
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* '''Fire Expansion''' (Lv2) deals largely increased damage and has visual animation. INT damage scaling boosted to INT*2. | * '''Fire Expansion''' (Lv2) deals largely increased damage and has visual animation. INT damage scaling boosted to INT*2. | ||
* '''Homunculus''' Changes | * '''Homunculus''' Changes | ||
− | ** '''Resurrect Homunculus''' only has 1 second of true fixed cast time and 5 | + | ** '''Homunculus S''' skill cast times, after-cast delays and cooldowns were adjusted across the board to make more sense. |
+ | ** '''Resurrect Homunculus''' only has 1 second of true fixed cast time and 5 seconds cooldown. | ||
** '''Homunculus''' [[Experience|EXP]] gain increased by 2x, increased max level of '''Homunculus S''' to 175. | ** '''Homunculus''' [[Experience|EXP]] gain increased by 2x, increased max level of '''Homunculus S''' to 175. | ||
** '''Homunculus''' Intimacy gain increased by 10x. | ** '''Homunculus''' Intimacy gain increased by 10x. | ||
− | ** '''Lif's''' '''Mental Change''' has no cooldown/after-cast delay | + | ** '''Lif's''' '''Mental Change''' has no cooldown/after-cast delay but no longer recovers HP. |
− | ** '''Homunculus S''' [[MATK]] based skills were changed to be ATK based, they still behave like spells | + | ** '''Homunculus S''' [[MATK]] based skills were changed to be ATK based, they still behave like spells as far as mechanics go. |
− | + | ||
** '''Bayeri's''' skill casts can no longer be interrupted. | ** '''Bayeri's''' skill casts can no longer be interrupted. | ||
** '''Bayeri's''' '''Stahl Horn''' actually makes the homunculus charge at the target. | ** '''Bayeri's''' '''Stahl Horn''' actually makes the homunculus charge at the target. | ||
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| [[image:GuillotineCrossM.png|link=|caption]] || style="text-align:left;" | | | [[image:GuillotineCrossM.png|link=|caption]] || style="text-align:left;" | | ||
* '''Venom Dust''' only has 5 levels and the area is increased to 5x5. | * '''Venom Dust''' only has 5 levels and the area is increased to 5x5. | ||
− | * '''Poison React''' only has 5 levels | + | * '''Poison React''' only has 5 levels and '''Envenom's''' level is equal to skill level*2. The special attack (triggered by poison-property targets) does a lot more damage and ignores FLEE. If the target is ''poisoned'', either hit will attempt to override the ''Poison'' with ''Deadly Poison''. |
− | * '''Venom Splasher''' gets full benefit from '''EDP''' and the damage isn't split among targets | + | * '''Venom Splasher''' gets full benefit from '''EDP''' and the damage isn't split among targets. Now scales with '''Enchant Poison''' (40% per level) instead of '''Poison React'''. Detonation timer was reduced to 6 sec, which is the same as its cooldown and it works on bosses. Ignores FLEE and guarding/reflect effects. |
* '''Grimtooth''' benefits from '''EDP'''. | * '''Grimtooth''' benefits from '''EDP'''. | ||
* '''Throw Venom Knife''' benefits from '''EDP'''. | * '''Throw Venom Knife''' benefits from '''EDP'''. | ||
* '''Create Deadly Poison's''' after cast delay was removed. | * '''Create Deadly Poison's''' after cast delay was removed. | ||
− | * '''Soul Breaker''' properly respects reduction, is fully boosted by '''Lex Aeterna''' and | + | * '''Soul Breaker''' properly respects reduction, is fully boosted by '''Lex Aeterna''' and both portions benefit from weapon's element. The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. |
− | * '''Meteor Assault''' only has 5 levels and behaves like a normal physical melee attack, getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break'''' | + | * '''Meteor Assault''' only has 5 levels and behaves like a normal physical melee attack, getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''. |
− | * '''Dark Claw''' does 1500% damage up from 500% and its debuff was changed to +50% damage received for up to 15 seconds. | + | * '''Dark Claw''' does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15 seconds. |
− | * '''Hallucination Walk''' | + | * '''Hallucination Walk''' reduces magical damage taken by 50% when attacked by monsters instead of granting a chance to avoid spells. |
− | * '''Counter Slash''' had its area increased to 5x5 and now has 1 sec cooldown | + | * '''Counter Slash''' had its area increased to 5x5 and now has 1 sec cooldown plus 0.5 sec after-caster delay instead of 2 sec after-cast delay. AGI and Job Level scaling applies as an extra % at the end of the formula. |
− | * '''Weapon Blocking''' doesn't impair movement upon triggering | + | * '''Weapon Blocking''' doesn't impair movement upon triggering and normal attack swings are disabled for a very short amount of time ('''Parrying''' style). Can be canceled at no cost and without triggering the after-cast delay. |
− | * '''Cloaking Exceed''' no longer consumes SP or triggers | + | * '''Cloaking Exceed''' no longer consumes SP or triggers after-cast delay when used to uncloak. |
− | * '''Leech End''' | + | * '''Leech End''' was reworked, it now heals the user for 20% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. |
− | * '''Pyrexia'''' | + | * '''Pyrexia's''' reapplication refreshes ''Blind'' and ''Hallucination''. |
* '''Toxin''' works through '''Devotion'''. | * '''Toxin''' works through '''Devotion'''. | ||
− | * All poisons that cause effects at intervals, do so with an emotion effect. | + | * All poisons that cause effects at intervals, do so with an overhead emotion effect. |
|} | |} | ||
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* '''Final Strike''' does full damage to bosses. | * '''Final Strike''' does full damage to bosses. | ||
* '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active. | * '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active. | ||
− | * '''Mucha Nage''' deals full damage to bosses and half to players but the damage isn't split. The same applies to Shadow Chasers using this skill, damage is no longer reduced due to not having '''Throwing Mastery'''. | + | * '''Mucha Nage''' deals full damage to bosses and half to players but the damage isn't split. The same applies to Shadow Chasers using this skill, the damage is no longer reduced due to not having '''Throwing Mastery'''. |
* '''Jyumonjikiri''' hits twice if '''Kagemusha''' is active. Has Base Level/100 scaling and status icon. | * '''Jyumonjikiri''' hits twice if '''Kagemusha''' is active. Has Base Level/100 scaling and status icon. | ||
* '''Setsudan''' deals additional damage based on MATK. | * '''Setsudan''' deals additional damage based on MATK. | ||
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* '''Zenkai''' cannot be stacked. | * '''Zenkai''' cannot be stacked. | ||
* '''Zanzou''' cannot be damaged by self or allies, only enemies. | * '''Zanzou''' cannot be damaged by self or allies, only enemies. | ||
− | * '''Hyouhu Hubuki'''' | + | * '''Hyouhu Hubuki's''' Ice Charms boost '''Lightning Spear of Ice''' by 20% per. |
* '''Bakuretsu Kunai''' uses the Explosive Kunai from inventory (no need to have it equipped) and has increased SP cost. | * '''Bakuretsu Kunai''' uses the Explosive Kunai from inventory (no need to have it equipped) and has increased SP cost. | ||
|} | |} | ||
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* '''Axe Tornado''' makes you spin, as nature intended. VIT damage scaling boosted to VIT*2. | * '''Axe Tornado''' makes you spin, as nature intended. VIT damage scaling boosted to VIT*2. | ||
* '''Power Swing''' had its after-cast delay removed and given 0,75s cooldown instead. Had its range increased to 2 cells. | * '''Power Swing''' had its after-cast delay removed and given 0,75s cooldown instead. Had its range increased to 2 cells. | ||
− | * '''FAWs''' | + | * '''FAWs''' cannot be attacked by self or allies and have increased stats. They also use better skills and cannot be knocked back or moved around. Cast time was decreased to 0.5s at all levels. |
* '''Research Fire and Earth''' also increases Hard DEF. | * '''Research Fire and Earth''' also increases Hard DEF. | ||
* Mado Gear is no longer immune to '''Assassin Cross of Sunset'''. | * Mado Gear is no longer immune to '''Assassin Cross of Sunset'''. | ||
+ | * Mado Gear is able to use a special version of self-only '''Adrenaline Rush''' through a consumable item named '''Speed Amplifying Circuit'''. | ||
|} | |} | ||
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| [[image:Performers.png|link=|caption]] || style="text-align:left;" | | | [[image:Performers.png|link=|caption]] || style="text-align:left;" | | ||
* '''Apple of Idun''' benefits from Healing done +% effects. | * '''Apple of Idun''' benefits from Healing done +% effects. | ||
− | * '''Severe Rainstorm''' is now usable with instruments | + | * '''Severe Rainstorm''' is now also usable with instruments and doesn't trigger casting motion on the user upon every hit. |
− | + | ||
* '''Reverberation''' has 5x5 cell trigger area and benefits from ranged damage % increasing effects and both damage portions carry element, doesn't cause attacking motion. | * '''Reverberation''' has 5x5 cell trigger area and benefits from ranged damage % increasing effects and both damage portions carry element, doesn't cause attacking motion. | ||
+ | * '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on bosses. | ||
* '''Harmonize''' is no longer usable on bosses. | * '''Harmonize''' is no longer usable on bosses. | ||
* '''Great Echo''' deals largely increased damage. | * '''Great Echo''' deals largely increased damage. | ||
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|- | |- | ||
| [[image:RangerM.png|link=|caption]] || style="text-align:left;" | | | [[image:RangerM.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires Falcon Flute. | + | * '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. |
* '''Blits Beat''' for Rangers does 5 hits by default at any Job Level and the trigger chance is equal to that of a Job Level 70 Sniper. This doesn't scale further. | * '''Blits Beat''' for Rangers does 5 hits by default at any Job Level and the trigger chance is equal to that of a Job Level 70 Sniper. This doesn't scale further. | ||
* '''Ankle Snare''' has a minimum duration of 4 seconds on monsters. | * '''Ankle Snare''' has a minimum duration of 4 seconds on monsters. | ||
* '''All Hunter and Ranger traps''' have had their HP increased by 400%. | * '''All Hunter and Ranger traps''' have had their HP increased by 400%. | ||
* '''All Hunter traps''' no longer have fixed cast time, however, Rogues using '''Claymore Trap''' still have to deal with the official fixed cast time. | * '''All Hunter traps''' no longer have fixed cast time, however, Rogues using '''Claymore Trap''' still have to deal with the official fixed cast time. | ||
− | * '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored Point from 1 Elemental Ore. | + | * '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''. |
− | * '''Camouflage''' has status icon and no longer consumes SP when used to uncloak | + | * '''Camouflage''' has status icon and no longer consumes SP when used to uncloak. Currently has a 2 second cooldown upon leaving the status as a temporary exploit workaround. |
− | * '''Warg Bite''' has a visual indication upon success and a status icon. | + | * '''Warg Bite''' has a visual indication upon its success and a status icon. |
* '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms cooldown, also has a visual effect upon impact. | * '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms cooldown, also has a visual effect upon impact. | ||
− | * '''Fear Breeze''' is no longer canceled upon weapon/ | + | * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. |
* '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). | * '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). | ||
* '''Electric Shocker''' affects bosses and has a minimum duration of 4 seconds on monsters. | * '''Electric Shocker''' affects bosses and has a minimum duration of 4 seconds on monsters. | ||
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* Custom ammunition of all elements is available as well as boxes with Rebel exclusive ammo (Full Metal Jacket, Dragon Tail, Projection Landmine). | * Custom ammunition of all elements is available as well as boxes with Rebel exclusive ammo (Full Metal Jacket, Dragon Tail, Projection Landmine). | ||
* They receive a custom headgear upon job change, just like third jobs. | * They receive a custom headgear upon job change, just like third jobs. | ||
− | * Weapon ASPD penalties were tweaked across the board, for Gunslingers as well. Expect shotguns and grenade launchers to be faster. | + | * Weapon ASPD penalties were tweaked across the board, for Gunslingers as well. Expect shotguns and grenade launchers to be faster for example. |
* The stats of Rebel exclusive weapons were revamped. | * The stats of Rebel exclusive weapons were revamped. | ||
* '''Magical Bullet''' has an entirely different formula, it follows ammo's element and behaves like a spell, but is blocked by '''Pneuma''' and guarding effects. Damage is boosted by ranged % effects. | * '''Magical Bullet''' has an entirely different formula, it follows ammo's element and behaves like a spell, but is blocked by '''Pneuma''' and guarding effects. Damage is boosted by ranged % effects. | ||
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* '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% atk to the formula. | * '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% atk to the formula. | ||
* '''Flicker''' reveals hidden targets in 5x5 area. | * '''Flicker''' reveals hidden targets in 5x5 area. | ||
− | * '''Blind Trap''' no longer boosted by '''Lex Aeterna''' and | + | * '''Blind Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. |
* '''Crimson Marker''' now also reduces [[FLEE]] by 10% and movement speed decrease no longer works on boss-flagged mobs. Shows marked targets on the minimap to all party members. | * '''Crimson Marker''' now also reduces [[FLEE]] by 10% and movement speed decrease no longer works on boss-flagged mobs. Shows marked targets on the minimap to all party members. | ||
* '''Heat Barrel's''' formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion. | * '''Heat Barrel's''' formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion. | ||
* '''Platinum Alter''' provides % based reductions against Demon and Undead races. | * '''Platinum Alter''' provides % based reductions against Demon and Undead races. | ||
− | * '''Eternal Chain''' increases the double attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | + | * '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. |
* '''Fallen Angel''' increases the damage of the consequent '''Desperado''' by up to 2 times. | * '''Fallen Angel''' increases the damage of the consequent '''Desperado''' by up to 2 times. | ||
− | * '''Fire Dance''' deals up to 2500% ATK, | + | * '''Fire Dance''' deals up to 2500% ATK, with a high chance to ''blind'' enemies. |
− | * '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has | + | * '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated. |
* '''Howling Mine''' had its detonation area enlarged to 9x9 cells. Has new visual animation. | * '''Howling Mine''' had its detonation area enlarged to 9x9 cells. Has new visual animation. | ||
− | * '''Dragon Tail''' doesn't split | + | * '''Dragon Tail''' doesn't split its damage between targets. |
|} | |} | ||
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* '''Magnum Break''' has status icon. | * '''Magnum Break''' has status icon. | ||
* '''Devotion''' changed to 30 level range from 10 level range. | * '''Devotion''' changed to 30 level range from 10 level range. | ||
− | * '''Gospel'''' | + | * '''Gospel's''' slowing debuff applies a separate SC status with its own icon. |
* '''Reflect Shield''' is now a toggle. | * '''Reflect Shield''' is now a toggle. | ||
− | * '''Shrink''' only pushes away enemies in melee range. | + | * '''Shrink''' only pushes away enemies that are in melee range. |
* '''Shield Press''' had its range increased to 2 cells. STR damage scaling boosted to STR*3. | * '''Shield Press''' had its range increased to 2 cells. STR damage scaling boosted to STR*3. | ||
* '''Rage Burst''' had its range increased to 2 cells. | * '''Rage Burst''' had its range increased to 2 cells. | ||
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* '''Deadly Infect''' no longer works with certain status effects when used against boss-flagged monsters. | * '''Deadly Infect''' no longer works with certain status effects when used against boss-flagged monsters. | ||
* '''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 (allows the use of '''Raid'''). has 3s cooldown. | * '''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 (allows the use of '''Raid'''). has 3s cooldown. | ||
− | * '''Manhole'''' | + | * '''Manhole's''' status effect is now canceled upon unit's removal and you're immune to reapplication for a second. Has status icon. |
* '''Plagiarize''' and '''Reproduce''' display a visual indication upon successfully memorizing a skill. | * '''Plagiarize''' and '''Reproduce''' display a visual indication upon successfully memorizing a skill. | ||
* '''Auto Shadow Spell''' allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one. | * '''Auto Shadow Spell''' allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one. | ||
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** '''Elemental Spirit''' modes have correspondent status icons. | ** '''Elemental Spirit''' modes have correspondent status icons. | ||
** '''Elemental Spirit''' and Insignia buffs are no longer removed by '''Clearance'''. | ** '''Elemental Spirit''' and Insignia buffs are no longer removed by '''Clearance'''. | ||
− | ** '''Elemental Spirits''' | + | ** '''Elemental Spirits''' properly follow the Sorcerer through portal on the same map, like those in Bifrost Tower and other similar maps. |
|} | |} | ||
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* '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has status icon. | * '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has status icon. | ||
* '''Ride the Lightning''' has the original damage formula (scales with DEX*2) and cast time removed. | * '''Ride the Lightning''' has the original damage formula (scales with DEX*2) and cast time removed. | ||
− | * '''Skynet Blow'''' | + | * '''Skynet Blow'w''' AGI damage scaling boosted to AGI*2. |
− | * '''Windmill'''' | + | * '''Windmill'w''' DEX damage scaling boosted to DEX*2. |
* '''Earth Shaker''''s INT damage scaling boosted to INT*3. | * '''Earth Shaker''''s INT damage scaling boosted to INT*3. | ||
* '''Pressure Point: Silence''''s DEX damage scaling boosted to DEX*3. | * '''Pressure Point: Silence''''s DEX damage scaling boosted to DEX*3. | ||
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* '''Summon Sphere - Release''' had the damage increased, scaling with base and job levels. The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from Amplify Magical Power. | * '''Summon Sphere - Release''' had the damage increased, scaling with base and job levels. The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from Amplify Magical Power. | ||
* '''Earth Strain''' no longer divests if no damage is dealt. | * '''Earth Strain''' no longer divests if no damage is dealt. | ||
− | * '''Drain Life'''' | + | * '''Drain Life's''' INT damage scaling boosted to INT*3. |
* '''Hell Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | * '''Hell Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | ||
* '''Comet''' had its fixed cast time halved and cooldown reduced to 20 seconds. Base Level damage scaling for 2 Warlocks was moved at the end of the formula. | * '''Comet''' had its fixed cast time halved and cooldown reduced to 20 seconds. Base Level damage scaling for 2 Warlocks was moved at the end of the formula. | ||
− | * '''Summon''' skills call all 5 Elemental Balls at once | + | * '''Summon''' skills call all 5 Elemental Balls at once if level 5 is used, but with increased cast time. |
* '''White Imprison''' makes monsters ignore you, losing aggro. | * '''White Imprison''' makes monsters ignore you, losing aggro. | ||
|} | |} | ||
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=== Equipment Bonuses === | === Equipment Bonuses === | ||
− | * A large amount of equipment (especially older gear) had its bonuses improved to accomodate the | + | * A large amount of equipment (especially older gear) had its bonuses improved to accomodate the changes better. |
[[Category:LeikaRO Custom]] | [[Category:LeikaRO Custom]] |
Revision as of 15:08, 17 January 2017
Contents
Classes
Some classes skills have been changed here on LeikaRO. All buffs, nerfs, and changes will be listed underneath. Fixes will not be listed. If no change is listed then the skill should be assumed to be working as intended. Inquire and give your suggestions about changes on the forum and IRC.
All
- 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. This does not include signature powerhouse skills like Acid Demonstration or Asura Strike and most support skills.
- 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.
Arch Bishop
Changes | |
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Extended Super Novice
Changes | |
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Genetic
Changes | |
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Guillotine Cross
Changes | |
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Kagerou & Oboro
Changes | |
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Mechanic
Changes | |
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Minstrel & Wanderer
Changes | |
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Ranger
Changes | |
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Rebel
Changes | |
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Royal Guard
Changes | |
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Rune Knight
Changes | |
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Shadow Chaser
Changes | |
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Sorcerer
Changes | |
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Soul Linker
Changes | |
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Sura
Changes | |
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Warlock
Changes | |
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Game Mechanics
Status Effects
- Status Effect immunity and resistance caps have been changed to promote usage of pre-Renewal statuses. To reach immunity you must have a total value of 150 in the stat required to resist the intended status.
- Crystallization status now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once
- Bleeding status effects 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.
General Skill Mechanics
- 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.
Equipment Bonuses
- A large amount of equipment (especially older gear) had its bonuses improved to accomodate the changes better.