Difference between revisions of "Skill and Mechanic Changes"
From LeikaRO wiki
Terpsichore (Talk | contribs) |
Terpsichore (Talk | contribs) |
||
Line 17: | Line 17: | ||
* '''Third Baby Jobs''' have a stat cap of 120 instead of 117. | * '''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. | * '''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.<br> Meaning that for example magical damage doesn't count towards '''Kyrie Eleison's''' damage limit. | * '''Barrier''' effects such as '''Kyrie Eleison''', '''Stonehard Skin''' and '''Platinum Alter''' are not removed by damage types that they don't block.<br> 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. | ||
Line 77: | Line 80: | ||
* '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''',<br> '''Small Glistening Coat''', '''Counteragent''', '''Mixture''' and all '''Dyestuffs'''.<br> Grants transcendent Genetics the same success chance as a Job Level 70 Creator would have.<br> The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials.<br> There's rumors about a book filled with strange recipes employing the '''Old Herb''', whoever finds it, will be able to produce useful new brewages. | * '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''',<br> '''Small Glistening Coat''', '''Counteragent''', '''Mixture''' and all '''Dyestuffs'''.<br> Grants transcendent Genetics the same success chance as a Job Level 70 Creator would have.<br> The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials.<br> There's rumors about a book filled with strange recipes employing the '''Old Herb''', whoever finds it, will be able to produce useful new brewages. | ||
* '''Twilight Alchemy II''' can be used to brew '''Condensed Blue Potions'''. You may also choose which set of items to make by having only the required materials in the inventory.<br> No longer requires various Jobs in party, just Soul Link. | * '''Twilight Alchemy II''' can be used to brew '''Condensed Blue Potions'''. You may also choose which set of items to make by having only the required materials in the inventory.<br> No longer requires various Jobs in party, just Soul Link. | ||
− | * '''Bio Cannibalize''' spawned plants scale their stats and level with caster's Base Level, use various skills and cannot be knocked back.<br> They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level. | + | * '''Bio Cannibalize''' spawned plants scale their stats and level with caster's Base Level, use various skills and cannot be knocked back.<br> They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level. They have their own names instead of copying master's. |
* '''Sphere Mine''' spawned bombs scale their HP and Level with caster's Base Level. | * '''Sphere Mine''' spawned bombs scale their HP and Level with caster's Base Level. | ||
* '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage. | * '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage. | ||
Line 87: | Line 90: | ||
* '''Cart Tornado''' had its base damage formula greatly increased. | * '''Cart Tornado''' had its base damage formula greatly increased. | ||
* '''Special Pharmacy''' can now be used to brew the unimplemented potions: '''Mana Plus''', '''Full Swing''', '''Falmons''' and '''Muramura'''.<br> '''White Potion Z''' requires '''Detrimindexta''' instead of '''Alcohol'''. | * '''Special Pharmacy''' can now be used to brew the unimplemented potions: '''Mana Plus''', '''Full Swing''', '''Falmons''' and '''Muramura'''.<br> '''White Potion Z''' requires '''Detrimindexta''' instead of '''Alcohol'''. | ||
− | * '''Thorn Trap''' has a HP value and can be destroyed. The status effect is now canceled on the affected target upon unit's removal. | + | * '''Thorn Trap''' has a HP value and can be destroyed. The status effect is now canceled on the affected target upon unit's removal. Has no effect on bosses and can be used inside instances. |
* '''Blood Sucker''' has a status icon. | * '''Blood Sucker''' has a status icon. | ||
* '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*3, ignores FLEE and guarding effects.<br> Has a status icon. | * '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*3, ignores FLEE and guarding effects.<br> Has a status icon. | ||
Line 207: | Line 210: | ||
* '''Cart Revolution''' has a range of 2 cells. | * '''Cart Revolution''' has a range of 2 cells. | ||
* '''Cart Termination''' has a range of 2 cells. | * '''Cart Termination''' has a range of 2 cells. | ||
+ | * '''Hilt Binding''' grants 3 str and 10 BATK. | ||
+ | * '''Adrenaline Rush''' also boosts CRIT by 5 per level, this applies to '''Mado Adrenaline Rush''' usable through ''Speed Amplifying Circuit'' but not to '''Full Adrenaline Rush'''. | ||
* '''Melt Down''' is only usable with a weapon equipped and only works off melee attacks. | * '''Melt Down''' is only usable with a weapon equipped and only works off melee attacks. | ||
* '''Weapon Refine''' renamed to '''Equipment Refine''', now works with armor as well and refine level goes up to +20 (using Bradium and Carnium past +10).<br> Transcendent Mechanics have the same success chance as Job Level 70 Whitesmiths. | * '''Weapon Refine''' renamed to '''Equipment Refine''', now works with armor as well and refine level goes up to +20 (using Bradium and Carnium past +10).<br> Transcendent Mechanics have the same success chance as Job Level 70 Whitesmiths. | ||
− | * '''Equipment Refine''' grants ranking points for both weapon and armor refines when those reach +10/15/20. | + | * '''Equipment Refine''' grants ranking points for both weapon and armor refines when those reach +10/15/20, and in the case of weapons, the amount is based on their level. |
* '''Mado Gear License''' is now an Active skill and can be used to mount your Mado anywhere except PvP/WoE/BG maps at the cost of 20 Mado Gear Fuel, has animation and 5m Cooldown. | * '''Mado Gear License''' is now an Active skill and can be used to mount your Mado anywhere except PvP/WoE/BG maps at the cost of 20 Mado Gear Fuel, has animation and 5m Cooldown. | ||
* '''Magnetic Field''' now works when the caster is under '''Hovering''' status. | * '''Magnetic Field''' now works when the caster is under '''Hovering''' status. | ||
− | * '''Hovering''' | + | * '''Hovering''' boosts FLEE by 10% instead of Movement Speed. Only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky. |
* '''Acceleration''' increases Movement Speed by 25%, up from 10%. | * '''Acceleration''' increases Movement Speed by 25%, up from 10%. | ||
+ | * '''Elemental Shift''' has separate status icons for each element. | ||
* '''Infrared Scan''' lasts for 4s. | * '''Infrared Scan''' lasts for 4s. | ||
− | * '''Arm Cannon''' | + | * '''Analyze''' only shows its animation upon success. |
− | * '''Flare Launcher''' | + | * '''Repair''' is also usable without Mado Gear, and can be used to heal '''FAWs''', the recovery in this case is doubled. Shows the amount recovered and doesn't get you stuck in the casting animation. |
+ | * '''Knuckle Boost''' has a Base Level/100 scaling and DEX scaling was boosted to DEX*2. | ||
+ | * '''Arm Cannon''' has a Base Level/100 scaling. Had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed. Doesn't ignore DEF. | ||
+ | * '''Flare Launcher''' is also usable without Mado Gear. Has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear'''.<br> It covers a frontal path with a length of 7 cells and width based on skill's level. There's no longer a "dead zone". | ||
* '''Cold Slower''' has a Base Level/100 scaling. | * '''Cold Slower''' has a Base Level/100 scaling. | ||
− | * '''Vulcan Arm''' fires 3 shots and splashes in a 5x5 area. Has a Base Level/100 scaling and DEX scaling was boosted to DEX*2. The attack motion delay for this skill is halved (easier to spam). | + | * '''Vulcan Arm''' fires 3 shots and splashes in a 5x5 area. Has a boosted damage formula, Base Level/100 scaling and DEX scaling was boosted to DEX*2.<br> The attack motion delay for this skill is halved (easier to spam). |
− | * '''Pile Bunker''' | + | * '''Pile Bunker''' has a boosted damage formula. No longer requires the ''Pile Bunker'' mace equipped. Removes defensive buffs even if the hit doesn't connect. STR damage scaling boosted to STR*3. |
− | * '''Axe Tornado''' | + | * '''Axe Tornado''' recovers 1% of Max HP for each enemy it hits. VIT damage scaling boosted to VIT*2. The Cooldown for lower levels is greatly reduced. Makes you spin, as nature intended. |
− | * '''Power Swing''' had its After-cast Delay removed and given 0,75s Cooldown instead. Had its range increased to 2 cells. The base ''Stun'' duration is 5s instead of 2s. | + | * '''Power Swing''' had its After-cast Delay removed and given 0,75s Cooldown instead. STR and DEX scalng was boosted to x2.<br> Had its range increased to 2 cells. The base ''Stun'' duration is 5s instead of 2s and chance is 20%. |
− | * '''FAWs''' cannot be attacked by self or allies and have increased stats, their ATK, MATK, HP and | + | * '''Magma Eruption''' has a boosted damage formula for the initial swing, and the eruption tick's damage scales with Base Level, up to 3600. |
+ | * '''FAWs''' cannot be attacked by self or allies and have increased stats, their ATK, MATK, HP and Level scale with Mechanic's Base Level.<br> They also cannot be knocked back or moved around. Variable Cast Time was decreased to 0.5s at all levels. They have their own names instead of copying Mechanic's. | ||
* '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. | * '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. | ||
− | * '''FAW - Magic Decoy''' detects hidden targets and casts level 10 '''Fire Bolt'''/'''Cold Bold'''/'''Lightning Bolt'''/'''Earth Spike'''. | + | * '''FAW - Magic Decoy''' detects hidden targets and casts level 10 '''Fire Bolt'''/'''Cold Bold'''/'''Lightning Bolt'''/'''Earth Spike'''.<br> Also casts level 10 '''Heal''' on the Mechanic once every 10 seconds as long as the Mechanic is below 90% of Max HP. |
− | * '''Research Fire and Earth''' also increases Hard DEF. | + | * '''Remove FAW''' recovers one ''Steel'' when used on '''Silver Sniper''' or one ''Brigan'' when used on '''Magic Decoy'''. |
+ | * '''Research Fire and Earth''' was renamed to '''Geothermal Furnace'''. | ||
+ | * '''Geothermal Furnace''' and also increases Hard DEF.<br> Additionally, the skill has an active portion which places a 30 seconds long buff that adds a percentage of Fire and Earth damage to all physical attacks (up to 10% of each). Can be used while on Mado Gear. | ||
* 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 | + | * Mado Gear is able to use a special version of self-only '''Adrenaline Rush''' through a consumable item named ''Speed Amplifying Circuit''. |
* The ''Overheat Counter'' is only increased by offensive abilities. Dealing normal hits, receiving damage and casting supportive skills doesn't count. | * The ''Overheat Counter'' is only increased by offensive abilities. Dealing normal hits, receiving damage and casting supportive skills doesn't count. | ||
|} | |} | ||
Line 264: | Line 276: | ||
* '''Song of Mana''' recovers a base of 1% Max SP every 5s. | * '''Song of Mana''' recovers a base of 1% Max SP every 5s. | ||
* '''Dance with Wargs''' grants a higher ASPD boost, WATK boost formula is reworked and stacks with other similar buffs and the skill no longer reduces Fixed Cast Time by a percentage. | * '''Dance with Wargs''' grants a higher ASPD boost, WATK boost formula is reworked and stacks with other similar buffs and the skill no longer reduces Fixed Cast Time by a percentage. | ||
− | |||
|} | |} | ||
Line 355: | Line 366: | ||
| [[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. | * '''Heavenly Bell''' is given upon Job change, it lets you summon the Gryphon anywhere except on PvP maps. | ||
− | * '''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. | + | * '''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. |
* '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | * '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | ||
* '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | * '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | ||
Line 386: | Line 397: | ||
* '''Dragon Horn''' is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps. | * '''Dragon Horn''' is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps. | ||
* '''Runewright's Lexicon''' is given upon Job change, this books contains all you need to know about Runestones. | * '''Runewright's Lexicon''' is given upon Job change, this books contains all you need to know about Runestones. | ||
− | * '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon. | + | * '''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. |
* '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | * '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | ||
* '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | * '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | ||
Line 437: | Line 448: | ||
* '''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 (allows the use of '''Raid''' and '''Backstab''').<br> 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 for 2s (allows the use of '''Raid''' and '''Backstab''').<br> Has 3s Cooldown. | ||
+ | * '''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. | ||
− | * '''Chaos Panic''' is usable on top of targets and also recastable, with new instance replacing the previous. | + | * '''Chaos Panic''' is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous. |
* '''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. | * '''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. | ||
− | * '''Maelstrom''' is recastable, with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased. | + | * '''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. |
* '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | * '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | ||
* '''Reproduce''' allows to copy '''Ray of Genesis''' and '''Hesperus Lit''', the copied skills do not have an increased SP cost. | * '''Reproduce''' allows to copy '''Ray of Genesis''' and '''Hesperus Lit''', the copied skills do not have an increased SP cost. | ||
Line 478: | Line 490: | ||
* '''Cloud Kill''' requires 2 points in '''Heaven's Drive''' and '''Deluge''' to unlock it. | * '''Cloud Kill''' requires 2 points in '''Heaven's Drive''' and '''Deluge''' to unlock it. | ||
* '''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''' | + | * '''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''' to unlock it. | * '''Earth Grave''' requires 2 points in '''Seismic Weapon''' and 4 points in '''Earth Spike''' to unlock it. | ||
* '''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. | ||
Line 552: | Line 564: | ||
* '''Chain Combo''' is usable after '''Dragon Combo'''. | * '''Chain Combo''' is usable after '''Dragon Combo'''. | ||
* '''Fury''' has a status icon. | * '''Fury''' has a status icon. | ||
+ | * '''Steel Body''' doesn't reduce misc damage. | ||
* '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | * '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | ||
* '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. | * '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. |
Revision as of 04:49, 24 October 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.
Arch Bishop
Changes | |
---|---|
|
Extended Super Novice
Changes | |
---|---|
|
Genetic
Changes | |
---|---|
|
Guillotine Cross
Changes | |
---|---|
|
Kagerou & Oboro
Changes | |
---|---|
|
Mechanic
Changes | |
---|---|
|
Minstrel & Wanderer
Changes | |
---|---|
|
Ranger
Changes | |
---|---|
|
Rebel
Changes | |
---|---|
|
Royal Guard
Changes | |
---|---|
|
Rune Knight
Changes | |
---|---|
|
Shadow Chaser
Changes | |
---|---|
|
Sorcerer
Changes | |
---|---|
|
Soul Linker
Changes | |
---|---|
|
Sura
Changes | |
---|---|
|
Warlock
Changes | |
---|---|
|
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.