Difference between revisions of "Skill and Mechanic Changes"
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* 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. | * 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. | * 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 | + | * '''Double Hit''' effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and '''Kagemusha'''. |
* 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. 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'''. | * 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. 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.<br> Bows and guns have a base range of 9 cells instead of 5. | * '''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.<br> Bows and guns have a base range of 9 cells instead of 5. | ||
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| [[image:GuillotineCrossM.png|link=|caption]] || style="text-align:left;" | | | [[image:GuillotineCrossM.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Double Attack''' is | + | * Cloaking effect (from '''Cloaking''' and '''Cloaking Exceed''') boosts Perfect Dodge by 20 instead of doubling CRIT rate. |
+ | * '''Double Attack''' is a toggle (unremovable) for its main effect. The other bonuses apply passively. | ||
* '''Katar Mastery''' increases Mastery ATK by 4 per level. | * '''Katar Mastery''' increases Mastery ATK by 4 per level. | ||
* '''Venom Dust''' only has 5 levels and the area is increased to 5x5. Doesn't prevent some unit skills from being placed on top of it. | * '''Venom Dust''' only has 5 levels and the area is increased to 5x5. Doesn't prevent some unit skills from being placed on top of it. | ||
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| [[image:RangerM.png|link=|caption]] || style="text-align:left;" | | | [[image:RangerM.png|link=|caption]] || style="text-align:left;" | | ||
* Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them. | * Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them. | ||
+ | * 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. | ||
* '''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'''. | ||
* '''Detect''' has 5x5 cells effective area, up from 3x3 cells. | * '''Detect''' has 5x5 cells effective area, up from 3x3 cells. | ||
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* '''Warg Bite''' has a visual indication upon its 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 visual and sound effects 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 visual and sound effects upon impact. | ||
− | * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. | + | * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Hit effects, taking priority over those. |
* '''Aimed Bolt''' has an increased HIT rate. | * '''Aimed Bolt''' has an increased HIT rate. | ||
* '''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. | * '''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. | ||
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* Weapon ASPD penalties were tweaked across the board, for Gunslingers as well. Expect shotguns and grenade launchers to be faster for example. | * 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. | ||
− | * '''Chain Action''' is | + | * '''Chain Action''' is a toggle (unremovable) for its main effect. Behaves like '''Double Attack''' of Thief with gear bonuses, meaning you get its full bonus with any weapon by using gear that enables double attack. |
* '''Desperado''' benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''. | * '''Desperado''' benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''. | ||
* '''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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* '''Fling''' reduces DEF by 10% per coin (up to 5), half for players. | * '''Fling''' reduces DEF by 10% per coin (up to 5), half for players. | ||
* '''Tracking''' ignores FLEE and had its Cast Time greatly reduced. | * '''Tracking''' ignores FLEE and had its Cast Time greatly reduced. | ||
+ | * '''Piercing Shot''' is able to critically hit, with a +10 CRIT bonus. | ||
* '''Disarm''' uses DEX difference based success formula just like other divest skills and has a duration of 40s. Only shows its special visual effect when the divest attempt is successful. | * '''Disarm''' uses DEX difference based success formula just like other divest skills and has a duration of 40s. Only shows its special visual effect when the divest attempt is successful. | ||
* '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | * '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | ||
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* '''Devotion''' changed to 30 level range from 10 level range. | * '''Devotion''' changed to 30 level range from 10 level range. | ||
* '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | * '''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. Works against normal hits when transfered through '''Devotion''', not just skills. |
* '''Shrink''' only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like '''Desperado''', '''Dust''' and '''Fire Dance'''. | * '''Shrink''' only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like '''Desperado''', '''Dust''' and '''Fire Dance'''. | ||
* '''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. | ||
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|- | |- | ||
| [[image:ShadowChaserF.png|link=|caption]] || style="text-align:left;" | | | [[image:ShadowChaserF.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Double Attack''' is | + | * '''Double Attack''' is a toggle (unremovable) for its main effect, and passively increases the HIT with daggers by a percentage instead of a fixed amount. |
* '''Backstab''' now deals up to 1400% damage and doesn't turn Boss flagged monsters around. | * '''Backstab''' now deals up to 1400% damage and doesn't turn Boss flagged monsters around. | ||
* '''Raid''' got its animation back. | * '''Raid''' got its animation back. | ||
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* '''Summon''' skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time. | * '''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. | ||
+ | * '''Earth Strain''' shows the divested piece on the target by using the effects from Rogue's Strip skills. | ||
|} | |} | ||
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* '''NPC_POWERUP''' increases ATK for normal hits by x2 and damage done with physical skills by 50% | * '''NPC_POWERUP''' increases ATK for normal hits by x2 and damage done with physical skills by 50% | ||
* All '''NPC breath''' skills inflict various status effects. | * All '''NPC breath''' skills inflict various status effects. | ||
+ | * Strip effects inflicted by monsters last for half their normal durations. | ||
=== PvP === | === PvP === |
Revision as of 02:16, 12 February 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 that had no animation, now have one. - 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.
- 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.
- 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. 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.
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.
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. - Basic Status Effects have minimum durations that are unaffected by resistances, those are:
- Stun: 0.25 seconds.
- Petrification, Freeze and Sleep: 1 second.
- Poison, Deadly Poison and Bleeding: 2 seconds.
- Curse, Silence, Blind, Confusion and Illusion: 3 seconds.
- Crystallization now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once.
- 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.
- Deadly Poison requires twice the normal resistances.
- 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.
- 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%
- 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.