Difference between revisions of "Skill and Mechanic Changes"
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| [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | | [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Pharmacy''' can be used to brew '''Condensed Blue Potions''' and grants transcendent Genetics the same success chance as a Job Level 70 Creator would have. The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials. 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 Potions''' and 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. 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. |
* '''Slim Potion Pitcher''' benefits from Healing done +% effects. | * '''Slim Potion Pitcher''' benefits from Healing done +% effects. | ||
− | * '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed | + | * '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed. |
* '''Special Pharmacy''' can now be used to brew the unimplemented potions: '''Mana Plus''', '''Full Swing''', '''Falmons''' and '''Muramura'''. | * '''Special Pharmacy''' can now be used to brew the unimplemented potions: '''Mana Plus''', '''Full Swing''', '''Falmons''' and '''Muramura'''. | ||
* '''Thorn Trap''' 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. | ||
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* '''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. | * '''Venom Dust''' only has 5 levels and the area is increased to 5x5. | ||
− | * '''Poison React''' only has 5 levels and '''Envenom's''' level is equal to skill level*2. The special attack (triggered by poison-property targets) does a lot more damage and ignores FLEE. If the target is ''poisoned'', either hit will attempt to override the ''Poison'' with ''Deadly Poison''. | + | * '''Poison React''' only has 5 levels and '''Envenom's''' level is equal to skill level*2. The special attack (triggered by poison-property targets) does a lot more damage and ignores FLEE.<br> If the target is ''poisoned'', either hit will attempt to override the ''Poison'' with ''Deadly Poison''. |
− | * '''Venom Splasher''' gets full benefit from '''EDP''' and the damage isn't split among targets. Now scales with '''Enchant Poison''' (40% per level) instead of '''Poison React'''. Detonation timer was reduced to 6 sec, which is the same as its cooldown and it works on bosses. Ignores FLEE and guarding/reflect effects. | + | * '''Venom Splasher''' gets full benefit from '''EDP''' and the damage isn't split among targets. Now scales with '''Enchant Poison''' (40% per level) instead of '''Poison React'''.<br> Detonation timer was reduced to 6 sec, which is the same as its cooldown and it works on bosses. Ignores FLEE and guarding/reflect effects. |
* '''Grimtooth''' benefits from '''EDP'''. | * '''Grimtooth''' benefits from '''EDP'''. | ||
* '''Throw Venom Knife''' benefits from '''EDP'''. | * '''Throw Venom Knife''' benefits from '''EDP'''. | ||
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* '''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. | ||
* '''Counter Slash''' had its area increased to 5x5 and now has 1 sec cooldown plus 0.5 sec after-caster delay instead of 2 sec after-cast delay. AGI and Job Level scaling applies as an extra % at the end of the formula. The skill is able to critically hit, with increased base CRIT based on the level. | * '''Counter Slash''' had its area increased to 5x5 and now has 1 sec cooldown plus 0.5 sec after-caster delay instead of 2 sec after-cast delay. AGI and Job Level scaling applies as an extra % at the end of the formula. The skill is able to critically hit, with increased base CRIT based on the level. | ||
− | * '''Weapon Blocking''' doesn't impair movement upon triggering and normal attack swings are disabled for a very short amount of time ('''Parrying''' style). Can be canceled at no cost and without triggering the after-cast delay. It also fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep. | + | * '''Weapon Blocking''' doesn't impair movement upon triggering and normal attack swings are disabled for a very short amount of time ('''Parrying''' style).<br> Can be canceled at no cost and without triggering the after-cast delay. It also fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep. |
* '''Cloaking Exceed''' no longer consumes SP or triggers after-cast delay when used to uncloak. | * '''Cloaking Exceed''' no longer consumes SP or triggers after-cast delay when used to uncloak. | ||
* '''Leech End''' was reworked, it now heals the user for 20% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. | * '''Leech End''' was reworked, it now heals the user for 20% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. | ||
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* '''Final Strike''' deals full damage to bosses. | * '''Final Strike''' deals full damage to bosses. | ||
* '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active and has a 0.2 seconds cooldown. | * '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active and has a 0.2 seconds cooldown. | ||
− | * '''Mucha Nage''' deals full damage to bosses and half to players but the damage isn't split | + | * '''Mucha Nage''' deals full damage to bosses and half to players but the damage isn't split, '''Throwing Mastery''' has no effect on the damage in case of Shadow Chasers. |
* '''Jyumonjikiri''' hits twice if '''Kagemusha''' is active. Has Base Level/100 scaling and status icon. | * '''Jyumonjikiri''' hits twice if '''Kagemusha''' is active. Has Base Level/100 scaling and status icon. | ||
* '''Setsudan''' deals additional damage based on MATK. | * '''Setsudan''' deals additional damage based on MATK. | ||
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| [[image:MechanicF.png|link=|caption]] || style="text-align:left;" | | | [[image:MechanicF.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''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). | + | * '''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''' now grants ranking points for armor refines. | * '''Equipment Refine''' now grants ranking points for armor refines. | ||
* '''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 5 min 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 5 min cooldown. | ||
* '''Magnetic Field''' now works when the caster is under '''Hovering''' status. | * '''Magnetic Field''' now works when the caster is under '''Hovering''' status. | ||
* '''Hovering''' only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky. | * '''Hovering''' only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky. | ||
− | * '''Arm Cannon''' had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed | + | * '''Arm Cannon''' had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed. |
− | * '''Flare Launcher''' has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear''', 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". | + | * '''Flare Launcher''' has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear''', it covers a frontal path with a length of 7 cells and width based on skill's level.<br> 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's''' has a Base Level/100 scaling and DEX scaling was boosted to DEX*2. | * '''Vulcan Arm's''' has a Base Level/100 scaling and DEX scaling was boosted to DEX*2. | ||
− | * '''Pile Bunker | + | * '''Pile Bunker''' removes defensive buffs even if the hit doesn't connect. STR damage scaling boosted to STR*3. |
* '''Axe Tornado''' makes you spin, as nature intended. VIT damage scaling boosted to VIT*2. | * '''Axe Tornado''' makes you spin, as nature intended. VIT damage scaling boosted to VIT*2. | ||
* '''Power Swing''' had its after-cast delay removed and given 0,75s cooldown instead. Had its range increased to 2 cells. The base stun duration is 5 seconds instead of 2. | * '''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 5 seconds instead of 2. | ||
− | * '''FAWs''' cannot be attacked by self or allies and have increased stats. They also | + | * '''FAWs''' cannot be attacked by self or allies and have increased stats. They also cannot be knocked back or moved around. Cast time was decreased to 0.5s at all levels. |
+ | * '''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'''. | ||
* '''Research Fire and Earth''' also increases Hard DEF. | * '''Research Fire and Earth''' also increases Hard DEF. | ||
* Mado Gear is no longer immune to '''Assassin Cross of Sunset'''. | * Mado Gear is no longer immune to '''Assassin Cross of Sunset'''. | ||
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* '''Tarot Card of Fate''' shows the visual animation for Wheel of Fortune on the caster instead of the target so it's possible to see. | * '''Tarot Card of Fate''' shows the visual animation for Wheel of Fortune on the caster instead of the target so it's possible to see. | ||
* '''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 cell trigger area and benefits from ranged damage % increasing effects and both damage portions carry element, doesn't cause attacking motion. Can only by attacked by skills that are normally able to hit traps | + | * '''Reverberation''' has 5x5 cell 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''' to unlock it. | * '''Death Valley''' only requires 1 point in '''Circle of Nature's Sound''' to unlock it. | ||
* '''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. | ||
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* '''Moonlight Serenade''' increases Total MATK by a percentage, using a different formula. | * '''Moonlight Serenade''' increases Total MATK by a percentage, using a different formula. | ||
* '''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. The note has | + | * '''Song of Despair's''' duration is also reduced by monsters, not just players, based on their Base Level. Has 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. |
− | * '''Improvised Song''' has most of Wizard and Ninja's spells in the list and the maximum level goes up to 10. Skills that normally have a maximum level of 5, are cast with level 10 instead. Rogues aren't able to copy those above their normal level though. | + | * '''Improvised Song''' has most of Wizard and Ninja's spells in the list and the maximum level goes up to 10. Skills that normally have a maximum level of 5, are cast with level 10 instead.<br> Rogues aren't able to copy those above their normal level though. |
* '''Infinite Humming''' also increases MATK by a percentage and reduces Fixed Cast Time by a flat amount. Has a bigger area. | * '''Infinite Humming''' also increases MATK by a percentage and reduces Fixed Cast Time by a flat amount. Has a bigger area. | ||
* '''Lerad's Dew''' no longer gives a tiny flat HP bonus, instead it increases healing received from all direct sources and recovers a percentage of Max HP every 6 seconds. Has a bigger area. | * '''Lerad's Dew''' no longer gives a tiny flat HP bonus, instead it increases healing received from all direct sources and recovers a percentage of Max HP every 6 seconds. Has a bigger area. | ||
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* '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | * '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | ||
* '''Electric Shocker''' affects bosses (doesn't move them, just roots) and has a minimum duration of 4 seconds on monsters and the trap is no longer removed when the Ranger dies. Has status icon. | * '''Electric Shocker''' affects bosses (doesn't move them, just roots) and has a minimum duration of 4 seconds on monsters and the trap is no longer removed when the Ranger dies. Has status icon. | ||
− | * '''Cluster Bomb's''' damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately. With this, the damage is no longer boosted by % effects but instead deals considerably more damage by default, and ignores DEF like all other traps. | + | * '''Cluster Bomb's''' damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately.<br> With this, the damage is no longer boosted by % effects but instead deals considerably more damage by default, and ignores DEF like all other traps. |
− | * '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''. Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1 minute. | + | * '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''.<br> Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1 minute. |
* Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them. | * Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them. | ||
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* '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | * '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | ||
* '''Death Bound''' doesn't reflect hits that didn't connect. Using the skill updates character's facing direction for better consistency. | * '''Death Bound''' doesn't reflect hits that didn't connect. Using the skill updates character's facing direction for better consistency. | ||
− | * '''Millenium Shield''' no longer stops the character upon a successful block and instead, displays two new, separate animations and sound sets: one for block and another for shield shattering. Has status icon. The shield's priority is below '''Parrying'''. | + | * '''Millenium Shield''' no longer stops the character upon a successful block and instead, displays two new, separate animations and sound sets: one for block and another for shield shattering.<br> Has status icon. The shield's priority is below '''Parrying'''. |
− | * '''Stonehard Skin''' also applies a damage absorbing shield for the duration, with a value equal to the HP spent on casting the skill. This shield absorbs physical and magical (not misc) damage and there is a visual animation for absorbing a hit. | + | * '''Stonehard Skin''' also applies a damage absorbing shield for the duration, with a value equal to the HP spent on casting the skill.<br> This shield absorbs physical and magical (not misc) damage and there is a visual animation for absorbing a hit. |
* '''Fighting Spirit''' increases WATK by a base of 70 plus 7 per each additional party member, and party gets half of that boost. | * '''Fighting Spirit''' increases WATK by a base of 70 plus 7 per each additional party member, and party gets half of that boost. | ||
* '''Wyrd Rune (Storm Blast)''' has a carrying limit of 60. | * '''Wyrd Rune (Storm Blast)''' has a carrying limit of 60. |
Revision as of 17:38, 30 March 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. 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.
- 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, statuses or reflect effects in all cases. Multihit effects like Double Attack and Fear Breeze as well as dual wielding, still apply separate hits.
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.