Difference between revisions of "Skill and Mechanic Changes"
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* '''Warp Portal''': the use of /memo is enabled on all fields that aren't locked behind quests, and in cities that normally have it disabled. | * '''Warp Portal''': the use of /memo is enabled on all fields that aren't locked behind quests, and in cities that normally have it disabled. | ||
* '''Aqua Benedicta''' had its Cast Time and After-cast Delay removed. | * '''Aqua Benedicta''' had its Cast Time and After-cast Delay removed. | ||
− | * '''Blessing''' and '''Increase Agility''' deal 1 damage to undead targets, so Rogues can copy those skills. | + | * '''Blessing''' and '''Increase Agility''' deal 1 damage to undead targets, so Rogues can copy those skills.<br> Their bonuses scale with Job Level just like '''Clementia''' and '''Canto Candidus''' when cast by an Arch Bishop. |
* '''Pneuma''' has a status icon. | * '''Pneuma''' has a status icon. | ||
− | * '''Safety Wall''' | + | * '''Divine Protection''' also boosts Hard DEF and all values are increased. |
+ | * '''Demon Bane''' also boosts CRIT and the Base Level scaling is increased. | ||
+ | * '''Angelus''' had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. Scales further with Base Level if the cast is a Priest. | ||
+ | * '''Signum Crucis''' had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted. | ||
+ | * '''Safety Wall's''' Cast Time caps at level 7. Has a status icon. | ||
* '''Status Recovery''' isn't delayed when used on undeads. | * '''Status Recovery''' isn't delayed when used on undeads. | ||
− | * '''Lex Divina''' doesn't de-silence enemies, only allies. | + | * '''Lex Divina''' doesn't de-silence enemies, only allies. The success chance increases after level 5, going up to 200%. |
* '''Kyrie Eleison''' doesn't trigger motion animation on the affected target. | * '''Kyrie Eleison''' doesn't trigger motion animation on the affected target. | ||
− | * '''Magnus Exorcismus''' deals 150% of MATK per hit. | + | * '''Magnus Exorcismus''' no longer needs '''Turn Undead''', requires 4 points in '''Safety Wall''' deals 150% of MATK and 75% of ATK per hit. |
* '''Slow Poison''' has increased duration. | * '''Slow Poison''' has increased duration. | ||
− | * '''Sanctuary''' deals MDEF and reductions piercing damage, it isn't halved and doesn't consume "charges". | + | * '''Sanctuary''' deals MDEF and reductions piercing damage, it isn't halved and doesn't consume "charges". The healing value scales with Base Level when cast by a Priest. |
+ | * '''Impositio Manus''' increases final CRIT and HIT values by a percentage instead of boosting Mastery ATK. | ||
+ | * '''Suffragium''' also reduces After-cast Delay on the next skill by up to 100% and the Variable Cast Time reduction is slightly boosted. | ||
+ | * '''B.S. Sacramenti''' no longer requires '''Aspersio'''. It is castable by default, consuming a ''Yellow Gemstone'', which is voided with another Acolyte close, and the SP cost is split.<br> No longer triggers Holy armor, instead it places a buff which reduces magical damage taken by party members by a percentage, and recovers a certain amount of HP when hit by a spell.<br> Also deals Holy property and MDEF ignoring damage to Demons and Undeads. | ||
+ | * '''Mace Mastery''' is renamed to '''Arma Iusta''' and it adds additional magical damage to one's physical attacks, which scales with MATK, Base Level and increases as your SP depletes. | ||
* '''Assumptio''' doesn't stack with '''Steel Body'''. | * '''Assumptio''' doesn't stack with '''Steel Body'''. | ||
* '''Meditatio''' also boosts '''Sanctuary'''. | * '''Meditatio''' also boosts '''Sanctuary'''. | ||
− | * ''' | + | * '''Basilica''' can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Canceling the effect triggers a short Cooldown instead of After-cast Delay. |
+ | * '''Mana Recharge''' no longer requires '''Demon Bane'''. It was renamed to '''Frepta Armaiti''' and besides its original effect, it also enables the use of an active skill which consumes a<br> percentage of your own SP to deal miscellaneous damage in an area around, burn SP of enemies and recover it to allies. | ||
+ | * '''Coluceo Heal''' uses level 10 '''Heal's''' value regardless of the learned level. | ||
+ | * '''Praefatio''' has the same Cooldown at all levels. Duration increases with level. | ||
+ | * '''Expiatio''' requires 5 points in '''Praefatio''' and '''Oratio'''. Affects MDEF and the value starts off higher. Has visual animation and status icon. | ||
* '''Judex''' has 5x5 splash area and halved Cast Times (both Variable and Fixed). Animation was improved to not show the white "bash" effect on the caster. | * '''Judex''' has 5x5 splash area and halved Cast Times (both Variable and Fixed). Animation was improved to not show the white "bash" effect on the caster. | ||
− | * '''Duple Light' | + | * '''Oratio''' requires 1 point in '''Aspersio'''. Its success chance goes up to 100% and the effect up to 30%. Also enables melee attacks to recover a certain amount of SP by a chance. |
+ | * '''Duple Light''' requires 5 points in '''Oratio'''. Its activation chance is increased, physical portion is able to crit and double hit, and magical follows weapon's element. Has a status icon. | ||
+ | * '''Clementia''' is no longer a requisite for other skills. | ||
+ | * '''Ancilla''' requires 3 points in '''Praefatio'''. | ||
* '''Lauda Agnus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | * '''Lauda Agnus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | ||
* '''Lauda Ramus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | * '''Lauda Ramus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | ||
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* '''Odin's Power''' has visual animation and a status icon, is level selectable and the Hard DEF penalty is increased. | * '''Odin's Power''' has visual animation and a status icon, is level selectable and the Hard DEF penalty is increased. | ||
* '''Epiclesis''' deals MDEF and reductions piercing damage to enemy Undead and Demon targets, in the case of bosses the damage is equal to double that done by '''Heal'''. | * '''Epiclesis''' deals MDEF and reductions piercing damage to enemy Undead and Demon targets, in the case of bosses the damage is equal to double that done by '''Heal'''. | ||
− | * '''Eucharistica''' has only 5 levels, granting 2% per level, and the offensive boost is a final increase to damage. | + | * '''Eucharistica''' has only 5 levels, granting 2% per level, and the offensive boost is a final increase to damage, works against Demon and Undead monsters.<br> Has an active portion which places on yourself a buff that adds additional effects to all Arch Bishop buffs you have on you. Those effects cover a variety of uses. |
− | * '''Silentium''' | + | * '''Silentium''' requires '''Lex Aeterna'''. Doesn't de-silence enemies, only allies. Can be used to de-silence allies in range. |
* '''Clearance''' only shows its animation on the target upon success. | * '''Clearance''' only shows its animation on the target upon success. | ||
− | * '''Convenio''' | + | * '''Convenio''' requires '''Ancilla'''. Consumes an ''Ancilla'' item, has a true Fixed Cast Time (not reduced by anything) and a moderate Cooldown. |
− | * '''Vituperatum''' requires | + | * '''Vituperatum''' requires 5 points in '''Oratio''' and 3 points in '''Silentium'''. It's self-targeted, affecting those around the caster, has an increased area and SP cost. |
* Consuming an ''Ancilla'' increases Healing Done by 15% and SP Regeneration by 30% for 1 minute. | * Consuming an ''Ancilla'' increases Healing Done by 15% and SP Regeneration by 30% for 1 minute. | ||
− | * '''Castigatio''' is a custom skill meant for battle builds. It works similar to '''Crushing Strike''' and '''Exceed Break''' but half of the damage splashes around the target,<br> | + | * '''Castigatio''' is a custom skill meant for battle builds. It works similar to '''Crushing Strike''' and '''Exceed Break''' but half of the damage splashes around the target, and a <br> successful hit removes the Cast Time of the next skill, and boosts the healing of '''High Heal''' and '''Coluceo Heal''' by 50%. There's a visual effect while the status is active. |
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* '''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 both portions benefit from weapon's element.<br> The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. | * '''Soul Breaker''' properly respects reduction, is fully boosted by '''Lex Aeterna''' and both portions benefit from weapon's element.<br> The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. | ||
− | * '''Meteor Assault''' only requires 5 points in '''Katar Mastery''' | + | * '''Meteor Assault''' only requires 5 points in '''Katar Mastery''', only has 5 levels and behaves like a normal physical melee attack,<br> getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''.<br> Has no Cast Time but 0.5s Cooldown.<br> |
− | * '''Cross Impact''' requires 1 point in '''Enchant Deadly Poison''' | + | * '''Cross Impact''' requires 1 point in '''Enchant Deadly Poison'''. Deals increased damage with a dagger in the main hand. |
* '''Dark Claw''' does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15s. | * '''Dark Claw''' does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15s. | ||
* '''Hallucination Walk''' reduces magical damage taken by 50% when attacked by monsters instead of granting a chance to avoid spells. | * '''Hallucination Walk''' reduces magical damage taken by 50% when attacked by monsters instead of granting a chance to avoid spells. | ||
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* '''Severe Rainstorm''' is now also usable with instruments and doesn't trigger casting motion on the user upon every hit. | * '''Severe Rainstorm''' is now also usable with instruments and doesn't trigger casting motion on the user upon every hit. | ||
* '''Reverberation''' has 5x5 cells trigger area and benefits from ranged damage % increasing effects and both damage portions carry element, doesn't cause attacking motion.<br> Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. | * '''Reverberation''' has 5x5 cells trigger area and benefits from ranged damage % increasing effects and both damage portions carry element, doesn't cause attacking motion.<br> Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. | ||
− | * '''Death Valley''' only requires 1 point in '''Circle of Nature's Sound''' | + | * '''Death Valley''' only requires 1 point in '''Circle of Nature's Sound'''. |
* '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | * '''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. | ||
− | * '''Windmill Rush''' increases | + | * '''Echo Song''' reduces physical damage taken by a percentage. |
− | * '''Moonlight Serenade''' increases | + | * '''Lover's Symphony''' reduces magical damage taken by a percentage. |
+ | * '''Windmill Rush''' increases physical damage by a percentage. | ||
+ | * '''Moonlight Serenade''' increases magical damage by a percentage. | ||
* '''Great Echo''' deals largely increased damage. | * '''Great Echo''' deals largely increased damage. | ||
* '''Song of Despair's''' duration is also reduced by monsters, not just players, based on their Base Level. Has a status icon. The note has the same HP value as '''Reveberation'''.<br> Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. Has a status icon. | * '''Song of Despair's''' duration is also reduced by monsters, not just players, based on their Base Level. Has a status icon. The note has the same HP value as '''Reveberation'''.<br> Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. Has a status icon. | ||
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* '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. | * '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. | ||
* '''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 for 2s | + | * '''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'''. Has 3s Cooldown. |
* '''Body Painting''' shows a visual animation on targets affected by the ASPD debuff. | * '''Body Painting''' shows a visual animation on targets affected by the ASPD debuff. | ||
* '''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. | * '''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. | ||
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* '''Fire Ball''' has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area. | * '''Fire Ball''' has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area. | ||
* '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. | * '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. | ||
+ | * '''Safety Wall's''' Cast Time caps at level 7. Has a status icon. | ||
* '''Book Study''' grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level. | * '''Book Study''' grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level. | ||
* '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous levels allow higher levels of skills. | * '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous levels allow higher levels of skills. | ||
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* '''Spell Fist''' is affected by ''Lex Aeterna'' and works with '''Earth Spike''', doubling the skill's level. Has a status icon. | * '''Spell Fist''' is affected by ''Lex Aeterna'' and works with '''Earth Spike''', doubling the skill's level. Has a status icon. | ||
* '''Fire Walk''' and '''Electric Walk''' have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s. | * '''Fire Walk''' and '''Electric Walk''' have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s. | ||
− | * '''Warmer''' requires 4 points in '''Volcano''' | + | * '''Warmer''' requires 4 points in '''Volcano'''. |
* '''Psychic Wave''' benefits from the bonuses of Lv.3 '''Insignias''' if it's being endowed by ''Juvenile Elemental Spirit's'' '''Passive Mode'''. | * '''Psychic Wave''' benefits from the bonuses of Lv.3 '''Insignias''' if it's being endowed by ''Juvenile Elemental Spirit's'' '''Passive Mode'''. | ||
− | * '''Diamond Dust's''' requires 4 points in '''Deluge''' | + | * '''Diamond Dust's''' requires 4 points in '''Deluge'''. Its crystallization debuff affects monsters but doesn't disable them. |
− | * '''Cloud Kill''' requires 2 points in '''Heaven's Drive''' and '''Deluge''' | + | * '''Cloud Kill''' requires 2 points in '''Heaven's Drive''' and '''Deluge'''. |
* '''Poison Buster''' has a Base Level/100 scaling. Works with ''Deadly Poison'', its area is 5x5 cells at all levels and it is usable on enemies standing in '''Cloud Kill''', '''Venom Dust''' and '''Poison Mist'''. | * '''Poison Buster''' has a Base Level/100 scaling. Works with ''Deadly Poison'', its area is 5x5 cells at all levels and it is usable on enemies standing in '''Cloud Kill''', '''Venom Dust''' and '''Poison Mist'''. | ||
* '''Varetyr Spear''' deals physical damage instead of magical, which ignores FLEE and guarding effects.<br> Its physical portion's formula is boosted, as well as its scaling with '''Striking''', the ''Stun'' chance increased and duration extended to 5s. | * '''Varetyr Spear''' deals physical damage instead of magical, which ignores FLEE and guarding effects.<br> Its physical portion's formula is boosted, as well as its scaling with '''Striking''', the ''Stun'' chance increased and duration extended to 5s. | ||
− | * '''Earth Grave''' requires 2 points in '''Seismic Weapon''' and 4 points in '''Earth Spike''' | + | * '''Earth Grave''' requires 2 points in '''Seismic Weapon''' and 4 points in '''Earth Spike'''. |
* '''Elemental Shield''' uses its own, new ground unit, with unique visuals and absorbs physical and magical damage in a way similar to '''Safety Wall''' but with different values.<br> It overrides active '''Safety Walls''', '''Pneumas''' and '''Maelstroms''' under affected targets, has a Cooldown of 10 seconds and a status icon. | * '''Elemental Shield''' uses its own, new ground unit, with unique visuals and absorbs physical and magical damage in a way similar to '''Safety Wall''' but with different values.<br> It overrides active '''Safety Walls''', '''Pneumas''' and '''Maelstroms''' under affected targets, has a Cooldown of 10 seconds and a status icon. | ||
− | * '''Summon Agni''', '''Summon Aqua''', '''Summon Ventus''' and '''Summon Tera''' require 2 points in their corresponding skills | + | * '''Summon Agni''', '''Summon Aqua''', '''Summon Ventus''' and '''Summon Tera''' require 2 points in their corresponding skills. |
* '''Spirit Recovery''' doesn't work if there's no line of sight and has a visual animation. | * '''Spirit Recovery''' doesn't work if there's no line of sight and has a visual animation. | ||
* '''Elemental Action''' had its Cooldown reduced to 2/4/6 sec. In '''Offensive Mode''' its manual cast makes the spirit switch aggro the the targeted enemy. | * '''Elemental Action''' had its Cooldown reduced to 2/4/6 sec. In '''Offensive Mode''' its manual cast makes the spirit switch aggro the the targeted enemy. | ||
− | * '''Insignias''' have no Cooldown, only one of each type can be active at once and a new cast replaces the previous, or overrides a different type. The duration is 30 seconds and there are status icons. | + | * '''Insignias''' have no Cooldown, only one of each type can be active at once and a new cast replaces the previous, or overrides a different type.<br> The duration is 30 seconds and there are status icons for each type. |
* '''Insignia''' changes: | * '''Insignia''' changes: | ||
** The base effect decreases elemental resistances by 25% instead of increasing damage received. HP drain/recovery and the elemental endow doesn't work on Bosses. | ** The base effect decreases elemental resistances by 25% instead of increasing damage received. HP drain/recovery and the elemental endow doesn't work on Bosses. | ||
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* '''Aqua Benedicta''' had its Cast Time and After-cast Delay removed. | * '''Aqua Benedicta''' had its Cast Time and After-cast Delay removed. | ||
* '''Blessing''' and '''Increase Agility''' deal 1 damage to undead targets, so Rogues can copy those skills. | * '''Blessing''' and '''Increase Agility''' deal 1 damage to undead targets, so Rogues can copy those skills. | ||
+ | * '''Divine Protection''' also boosts Hard DEF and all values are increased. | ||
+ | * '''Demon Bane''' also boosts CRIT and the Base Level scaling is increased. | ||
+ | * '''Angelus''' had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. | ||
+ | * '''Signum Crucis''' had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted. | ||
* '''Chain Combo''' is usable after '''Dragon Combo'''. | * '''Chain Combo''' is usable after '''Dragon Combo'''. | ||
* '''Fury''' has a status icon. | * '''Fury''' has a status icon. | ||
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* '''Fire Ball''' has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area. | * '''Fire Ball''' has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area. | ||
* '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. | * '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. | ||
− | * '''Safety Wall''' | + | * '''Safety Wall's''' Cast Time caps at level 7. Has a status icon. |
* '''Storm Gust''' knocks targets caught in the area in random directions. | * '''Storm Gust''' knocks targets caught in the area in random directions. | ||
* '''Sight Blaster''' has 5x5 cells trigger area. | * '''Sight Blaster''' has 5x5 cells trigger area. |
Revision as of 19:58, 20 December 2018
Contents
Classes
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.
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 Discord.
All
- 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. - 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 Hit 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. - 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 Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
- Daggers had their unused attack sound enabled.
Arch Bishop
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Extended Super Novice
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Genetic
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Guillotine Cross
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Kagerou & Oboro
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Mechanic
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Minstrel & Wanderer
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Ranger
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Rebel
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Royal Guard
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Rune Knight
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Shadow Chaser
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Sorcerer
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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
- 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. - 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 decrease 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.
- DoT statuses that deal invisible damage, do not reduce the EXP given by monsters.
- 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 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:
- Great Leadership grants ASPD +5%.
- Glorious Wounds grants FLEE +10.
- Cold Heart boosts INT instead of AGI, grants HIT +10 at level 6.
- Sharp Gaze grants CRIT +5.
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.
- 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 moderate 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. - 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 Aterna 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.
PvP
- 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.
- 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.