Difference between revisions of "Skill and Mechanic Changes"
From LeikaRO wiki
Terpsichore (Talk | contribs) |
Terpsichore (Talk | contribs) |
||
Line 9: | Line 9: | ||
* 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. | ||
* 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 | + | * '''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. |
* '''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. | * '''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. | ||
Line 97: | Line 97: | ||
* '''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 1s Cooldown plus 0.5s After-cast Delay instead of 2s 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 1s Cooldown plus 0.5s After-cast Delay instead of 2s 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).<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. | + | * '''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. | ||
Line 153: | Line 153: | ||
* '''Pile Bunker''' removes defensive buffs even if the hit doesn't connect. STR damage scaling boosted to STR*3. | * '''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 | + | * '''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. |
* '''FAWs''' cannot be attacked by self or allies and have increased stats. They also cannot be knocked back or moved around. Variable Cast Time was decreased to 0.5s at all levels. | * '''FAWs''' cannot be attacked by self or allies and have increased stats. They also cannot be knocked back or moved around. Variable Cast Time was decreased to 0.5s at all levels. | ||
* '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. | * '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. | ||
Line 248: | Line 248: | ||
* '''Spread Shot''' deals x1.5 more damage with Grenade Launchers and had its Variable Cast Time reduced to 1s. | * '''Spread Shot''' deals x1.5 more damage with Grenade Launchers and had its Variable Cast Time reduced to 1s. | ||
* '''Ground Drift''' updated to work with new grenade spheres, has 5x5 area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects and is no longer blocked by '''Auto Guard'''/'''Parrying'''/'''Cast-off Cicada Shell'''/'''Illusionary Shadow''' or reduced by '''Defender''', '''Wall of Fog''', and '''Smoke Powder'''. | * '''Ground Drift''' updated to work with new grenade spheres, has 5x5 area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects and is no longer blocked by '''Auto Guard'''/'''Parrying'''/'''Cast-off Cicada Shell'''/'''Illusionary Shadow''' or reduced by '''Defender''', '''Wall of Fog''', and '''Smoke Powder'''. | ||
− | * '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% | + | * '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% ATK to the formula. |
* '''Flicker''' reveals hidden targets in 5x5 area. | * '''Flicker''' reveals hidden targets in 5x5 area. | ||
* '''Blind Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | * '''Blind Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | ||
Line 256: | Line 256: | ||
* '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | * '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | ||
* '''Fallen Angel''' increases the damage of the consequent '''Desperado''' by up to 2 times. | * '''Fallen Angel''' increases the damage of the consequent '''Desperado''' by up to 2 times. | ||
− | * '''Fire Dance''' deals up to 2500% ATK, with a high chance to '' | + | * '''Fire Dance''' deals up to 2500% ATK, with a high chance to ''Blind'' enemies. It benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''. |
* '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated. | * '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated. | ||
* '''Howling Mine''' had its detonation area enlarged to 9x9 cells. Has new visual animation. | * '''Howling Mine''' had its detonation area enlarged to 9x9 cells. Has new visual animation. | ||
Line 269: | Line 269: | ||
| [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | | [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | ||
* '''Magnum Break''' has status icon. | * '''Magnum Break''' has status icon. | ||
− | * '''Auto Guard''' fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep. | + | * '''Auto Guard''' fails to activate when ''Stunned'', ''Frozen'', ''Petrified'', ''Asleep'' or under ''Deep Sleep''. |
* '''Shield Charge's''' damage scales with shield's weight and refine level. | * '''Shield Charge's''' damage scales with shield's weight and refine level. | ||
* '''Shield Boomeran's''' damage scales with shield weight and refine level. | * '''Shield Boomeran's''' damage scales with shield weight and refine level. | ||
Line 295: | Line 295: | ||
| [[image:RuneKnightM.png|link=|caption]] || style="text-align:left;" | | | [[image:RuneKnightM.png|link=|caption]] || style="text-align:left;" | | ||
* '''Magnum Break''' has status icon. | * '''Magnum Break''' has status icon. | ||
− | * '''Parrying''' fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep. | + | * '''Parrying''' fails to activate when ''Stunned'', ''Frozen'', ''Petrified'', ''Asleep'' or under ''Deep Sleep''. |
* '''Spiral Pierce''' ignores DEF and has improved damage formula, fully benefitting from weapon's weight. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | * '''Spiral Pierce''' ignores DEF and has improved damage formula, fully benefitting from weapon's weight. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | ||
* '''Concentration''' has status icon. | * '''Concentration''' has status icon. |
Revision as of 22:34, 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 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.
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
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.