Difference between revisions of "Skill and Mechanic Changes"
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* 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 bonuses 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. | * '''Vulture's Eye''' and '''Snake's Eye''' had their range increasing bonuses 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 in all cases, multihit effects like '''Double Attack''' and '''Fear Breeze''' still apply separate hits, as well as dual wielding. | ||
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* [[Status Effects#Crystallization|Crystallization]] status now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once | * [[Status Effects#Crystallization|Crystallization]] status now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once | ||
* [[Status Effects#Bleeding|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. | * [[Status Effects#Bleeding|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. | ||
+ | * '''Plant''' monsters take 1 damage per tick from any status effect that deals damage. | ||
=== General Skill Mechanics === | === General Skill Mechanics === |
Revision as of 23:14, 25 February 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.
- 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.
- 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 bonuses 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 in all cases, multihit effects like Double Attack and Fear Breeze still apply separate hits, as well as dual wielding.
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
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.
- Plant monsters take 1 damage per tick from any status effect that deals damage.
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.
- All effects that break equipment, signal it with the /omg emotion.
Equipment Bonuses
- A large amount of equipment (especially older gear) had its bonuses improved to accomodate the changes better.