Difference between revisions of "Skill and Mechanic Changes"
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=== All === | === 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. | ||
* 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. | * 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. | * 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. | ||
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* '''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.<br> 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'''.<br> Detonation timer was reduced to 6 sec, which is the same as its Cooldown and it works on | + | * '''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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* '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 4 per level. | * '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 4 per level. | ||
* '''Mist Slash''' deals largely increased damage. | * '''Mist Slash''' deals largely increased damage. | ||
− | * '''Throw Zeny''' deals full damage to | + | * '''Throw Zeny''' deals full damage to Bosses. |
− | * '''Final Strike''' deals full damage to | + | * '''Final Strike''' deals full damage to Bosses. |
* '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active and has a 0.2s Cooldown. | * '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active and has a 0.2s Cooldown. | ||
− | * '''Mucha Nage''' deals full damage to | + | * '''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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* '''Reverberation''' has 5x5 cells 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. | * '''Reverberation''' has 5x5 cells 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 | + | * '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. |
− | * '''Harmonize''' is no longer usable on | + | * '''Harmonize''' is no longer usable on Bosses. |
* '''Windmill Rush''' increases WATK by a percentage, using a different formula. | * '''Windmill Rush''' increases WATK by a percentage, using a different formula. | ||
* '''Moonlight Serenade''' increases Total MATK by a percentage, using a different formula. | * '''Moonlight Serenade''' increases Total MATK by a percentage, using a different formula. | ||
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* '''Trap Research''' boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range. | * '''Trap Research''' boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range. | ||
* '''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 | + | * '''Electric Shocker''' affects Bosses (doesn't move them, just roots) and has a minimum duration of 4s 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.<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. | * '''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'''.<br> Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1m. | * '''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 1m. | ||
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* '''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 cells 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 cells 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% ATK to | + | * '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% ATK to targets affected by ''Crimson Marker''. |
* '''Flicker''' reveals hidden targets in 5x5 cells area. | * '''Flicker''' reveals hidden targets in 5x5 cells 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. | ||
− | * '''Crimson Marker''' now also reduces FLEE by 10% and | + | * '''Crimson Marker''' now also reduces FLEE by 10% and Movement Speed decrease no longer works on Boss flagged Monsters. Shows marked targets on the minimap to all party members. Has a range of 14 cells. |
* '''Heat Barrel's''' formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion. | * '''Heat Barrel's''' formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion. | ||
* '''Platinum Alter''' provides % based reductions against Demon and Undead races. | * '''Platinum Alter''' provides % based reductions against Demon and Undead races. | ||
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* '''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. | ||
* '''Dragon Tail''' doesn't split its damage between targets. | * '''Dragon Tail''' doesn't split its damage between targets. | ||
+ | * '''Slug Shot's''' level determines the ''Slug Ammunition'' used, the damage formula is the same at all levels. | ||
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* '''Two-Hand Quicken''' also grants CRIT and a chance to dodge damaging spells (not debuffs). | * '''Two-Hand Quicken''' also grants CRIT and a chance to dodge damaging spells (not debuffs). | ||
* '''Head Crush''' has different skill requirements and does x2 damage with a two-handed sword. | * '''Head Crush''' has different skill requirements and does x2 damage with a two-handed sword. | ||
− | * '''Joint Beat''' has different skill requirements and a maximum level of 5. Does more damage and the Neck Break debuff affects | + | * '''Joint Beat''' has different skill requirements and a maximum level of 5. Does more damage and the Neck Break debuff affects Bosses. |
* '''Enchant Blade''' adds base MATK to the damage, besides the skill's own bonus and also works with skills. | * '''Enchant Blade''' adds base MATK to the damage, besides the skill's own bonus and also works with skills. | ||
* '''Wind Cutter''' had its damage boosted, area increased to 7x7 cells and Cooldown reduced to 1s. Deals x1.5 damage with a two-handed sword. | * '''Wind Cutter''' had its damage boosted, area increased to 7x7 cells and Cooldown reduced to 1s. Deals x1.5 damage with a two-handed sword. | ||
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| [[image:ShadowChaserF.png|link=|caption]] || style="text-align:left;" | | | [[image:ShadowChaserF.png|link=|caption]] || style="text-align:left;" | | ||
* '''Double Attack''' increases the HIT with Daggers by a percentage instead of a fixed amount. | * '''Double Attack''' increases the HIT with Daggers by a percentage instead of a fixed amount. | ||
− | * '''Back Stab''' now deals up to 1400% damage and doesn't turn | + | * '''Back Stab''' now deals up to 1400% damage and doesn't turn Boss flagged monsters around. |
+ | * '''Raid''' got its animation back. | ||
* '''Graffiti''' now requires '''Cleaner''' instead of '''Flag Graffiti'''. | * '''Graffiti''' now requires '''Cleaner''' instead of '''Flag Graffiti'''. | ||
* '''Flag Graffiti''' has been removed, '''Manhole''''s requirement is now '''Graffiti'''. | * '''Flag Graffiti''' has been removed, '''Manhole''''s requirement is now '''Graffiti'''. | ||
* '''Cleaner''' consumes '''Wet Brush'''. | * '''Cleaner''' consumes '''Wet Brush'''. | ||
* '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. | * '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. | ||
− | * '''Deadly Infect''' no longer works with certain status effects when used against | + | * '''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. | ||
* '''Manhole's''' status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has status icon. | * '''Manhole's''' status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has status icon. | ||
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* '''Spider Web''' has status icon. | * '''Spider Web''' has status icon. | ||
* '''Spellfist''' is affected by ''Lex Aeterna'' and has status icon. | * '''Spellfist''' is affected by ''Lex Aeterna'' and has status icon. | ||
− | * '''Insignias''' increase both physical and magical damage dealt and have status icons. | + | * '''Insignias''' increase both physical and magical damage dealt and have status icons. The buff isn't removed by '''Clearance'''. |
* '''Diamond Dust's''' crystallization debuff affects monsters but doesn't disable them. There's also a visual indication upon successful application and the snowflake effect is bigger and slightly darker. | * '''Diamond Dust's''' crystallization debuff affects monsters but doesn't disable them. There's also a visual indication upon successful application and the snowflake effect is bigger and slightly darker. | ||
* '''Poison Buster''' works with ''Deadly Poison'' as well, its area is 5x5 cells at all levels and the animation doesn't replicate for every affected target. | * '''Poison Buster''' works with ''Deadly Poison'' as well, its area is 5x5 cells at all levels and the animation doesn't replicate for every affected target. | ||
− | * '''Spirit Recovery''' | + | * '''Spirit Recovery''' has a visual animation. |
+ | * '''Elemental Action''' has its Cooldown reduced to 2/4/6 sec. | ||
* '''Elemental Spirits''' Changes. | * '''Elemental Spirits''' Changes. | ||
− | ** ''' | + | ** '''@eleinfo''' command is present, listing all the stats of the currenly summoned Spirit. |
− | ** '''Elemental Action''' skills deal increased damage and inflict status effects. | + | ** Their stats were improved across the board, both base stats and scaling are greatly boosted. |
− | ** '''Elemental Spirit''' | + | ** All Spirits copy Sorcerer's Movement Speed, just like Homunculus. |
− | ** ''' | + | ** Their vision and chase ranges are the same as player's and leash range is slightly longer. This also means that '''Offensive Mode''' allows to send the spirit towards distant targets. |
− | ** ''' | + | ** All skills had their animations revamped and cleaned up, Elemental Spirit yells the name of the used skill, or '''Offensive Mode'''. |
+ | ** They properly follow the Sorcerer through portals on the same map, like those in Bifrost Tower and other similar maps. | ||
+ | ** '''Elemental Action''' skills deal largely increased damage and inflict status effects. The areas of those thave have was boosted to 5x5 and 9x9 cells. | ||
+ | ** '''Elemental Spirit Mode''' is indicated by a status icon for the Sorcerer. | ||
+ | ** '''Passive Mode''' and '''Defensive Mode''' buffs aren't removed by '''Clearance'''. | ||
+ | ** '''Offensive Mode''' is reworked, the Spirit's leash range and follow mechanics are suspended while attacking a target, unless the Sorcerer leaves vision range. '''Elemental Action''' proc chance is 5%. | ||
+ | ** '''Fire Mantle''' has a 5x5 splash effect. | ||
|} | |} | ||
Revision as of 12:47, 7 April 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
- 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.
- 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
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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.
- 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.
- 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.