Difference between revisions of "Skill and Mechanic Changes"
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* '''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''' 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''' 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 5s instead of 2s. | * '''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. | ||
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* '''Fling''' reduces DEF by 10% per coin (up to 5), half for players. | * '''Fling''' reduces DEF by 10% per coin (up to 5), half for players. | ||
* '''Tracking''' ignores FLEE and had its Cast Time greatly reduced. | * '''Tracking''' ignores FLEE and had its Cast Time greatly reduced. | ||
+ | * '''Disarm''' only shows its special visual effect when the divest attempt is successful. | ||
* '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | * '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | ||
* '''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. | ||
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* '''Insignia''' changes: | * '''Insignia''' changes: | ||
** The base effect decreases elemental resistances by 25% instead of increasing damage received. HP drain/recovery and the elemental endow doesn't work on Bosses. | ** The base effect decreases elemental resistances by 25% instead of increasing damage received. HP drain/recovery and the elemental endow doesn't work on Bosses. | ||
− | ** '''Fire Insignia (Lv.2)''' increases | + | ** '''Fire Insignia (Lv.2)''' increases ASPD by 20% instead of BATK. |
** '''Water Insignia (Lv.2)''' increases Healing received by 20%, up from 10%. | ** '''Water Insignia (Lv.2)''' increases Healing received by 20%, up from 10%. | ||
− | ** '''Wind Insignia (Lv.2)''' | + | ** '''Wind Insignia (Lv.2)''' Reduces After-cast Delay by 20% instead of 10%. |
** '''Earth Insignia (Lv.2)''' increases Hard DEF by 40% instead of boosting Max HP and Hard DEF by a tiny flat amount. | ** '''Earth Insignia (Lv.2)''' increases Hard DEF by 40% instead of boosting Max HP and Hard DEF by a tiny flat amount. | ||
− | ** '''All Insignias (Lv.3)''' boost the damage done with corresponding element by | + | ** '''All Insignias (Lv.3)''' boost the damage done with corresponding element by 30% and reduce Variable and Fixed Cast Times plus After-cast Delay of skills of those elements by 30%. |
* '''Elemental Spirit''' changes: | * '''Elemental Spirit''' changes: | ||
** '''@eleinfo''' command is present, listing all the stats of the currenly summoned Spirit. | ** '''@eleinfo''' command is present, listing all the stats of the currenly summoned Spirit. |
Revision as of 08:32, 30 May 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.
Skills that had no animation, now have one. - 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.
Miscellaneous
- 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.
- 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.