Difference between revisions of "Skill and Mechanic Changes"
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* '''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. | * '''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. | ||
+ | * '''Third Baby Jobs''' have a stat cap of 120 instead of 117. | ||
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| [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | | [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | ||
* '''Cart Revolution''' has a range of 2 cells. | * '''Cart Revolution''' has a range of 2 cells. | ||
− | * '''Pharmacy''' can be used to brew '''Condensed Blue | + | * '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''' and '''Small Glistening Coat'''.<br> 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.<br> 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. | ||
+ | * '''Bio Cannibalize''' spawned plants scale their stats with caster's Base Level and use varios skills. | ||
+ | * '''Sphere Mine''' spawned bombs scale their HP with caster's Base Level. | ||
+ | * '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage. | ||
+ | * '''Flame Bomb''' consumes '''Concentrated Bottle Grenade''' and does fully mixed damage. | ||
+ | * '''Chemical Protection: Weapon/Armor/Shield/Helm''' consume '''Small Glistening Coat'''. | ||
* '''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'''. '''White Potion Z''' requires '''Detrimindexta''' instead of '''Alcohol'''. |
* '''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. | ||
* '''Blood Sucker''' has status icon. | * '''Blood Sucker''' has status icon. | ||
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** '''Sera's''' '''Pain Killer''' can only be cast on self or party members. | ** '''Sera's''' '''Pain Killer''' can only be cast on self or party members. | ||
** '''Sera's''' '''Summon Legion''' scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters. | ** '''Sera's''' '''Summon Legion''' scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters. | ||
+ | ** '''Sera's''' '''Poison Mist''' doesn't prevent some unit skills from being placed on top of it. | ||
** '''Eira's''' '''Over Boost's''' FLEE bonus is capped at 400 on GvG maps. | ** '''Eira's''' '''Over Boost's''' FLEE bonus is capped at 400 on GvG maps. | ||
** '''Eleanor's''' '''Tinder Breaker''' doesn't root her if the target wasn't rooted too (Bosses). | ** '''Eleanor's''' '''Tinder Breaker''' doesn't root her if the target wasn't rooted too (Bosses). | ||
+ | ** '''Eleanor's''' '''E.Q.C (Eternal Quick Combo)''' reduces Hard DEF. | ||
|} | |} | ||
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* '''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. | ||
* '''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. Doesn't prevent some unit skills from being placed on top of it. |
* '''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 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. | ||
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* '''Create Deadly Poison's''' after cast delay was removed. | * '''Create Deadly Poison's''' after cast delay was removed. | ||
* '''Soul Breaker''' properly respects reduction, is fully boosted by '''Lex Aeterna''' and both portions benefit from weapon's element. The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. | * '''Soul Breaker''' properly respects reduction, is fully boosted by '''Lex Aeterna''' and both portions benefit from weapon's element. The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. | ||
− | * '''Meteor Assault''' only has 5 levels and behaves like a normal physical melee attack, getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''. | + | * '''Meteor Assault''' only has 5 levels and behaves like a normal physical melee attack, getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''. Has no Cast Time but 0.5s Cooldown. |
* '''Dark Claw''' does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15s. | * '''Dark Claw''' does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15s. | ||
* '''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 cells 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.<br> The skill is able to critically hit, with increased base CRIT based on the level. | * '''Counter Slash''' had its area increased to 5x5 cells 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.<br> 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''. | ||
+ | * '''Weapon Crush''' has a greatly increased success chance. | ||
* '''Cloaking Exceed''' no longer consumes SP or triggers After-cast Delay when used to uncloak. Doubles CRIT for the next skill just like normal '''Cloaking''' does. | * '''Cloaking Exceed''' no longer consumes SP or triggers After-cast Delay when used to uncloak. Doubles CRIT for the next skill just like normal '''Cloaking''' does. | ||
* '''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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* '''Cart Revolution''' has a range of 2 cells. | * '''Cart Revolution''' has a range of 2 cells. | ||
* '''Cart Termination''' has a range of 2 cells. | * '''Cart Termination''' has a range of 2 cells. | ||
+ | * '''Melt Down''' is only usable with a weapon equipped and only works off melee attacks. | ||
* '''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. | * '''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. | ||
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* '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | * '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | ||
* '''Apple of Idun''' benefits from Healing done +% effects. | * '''Apple of Idun''' benefits from Healing done +% effects. | ||
+ | * '''Fortune's Kiss''' also boosts Critical Damage. | ||
* '''Lullaby''' ticks every 3s and the success rate is boosted by INT. | * '''Lullaby''' ticks every 3s and the success rate is boosted by INT. | ||
* '''Drum on the Battlefield''' increases DEF by a bigger amount and only boosts WATK, with a toned down amount. | * '''Drum on the Battlefield''' increases DEF by a bigger amount and only boosts WATK, with a toned down amount. | ||
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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''' | + | * '''Disarm''' uses DEX difference based success formula just like other divest skills and has a duration of 40s. 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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* '''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 Bosses. | + | * '''Joint Beat''' has different skill requirements and a maximum level of 5. Does more damage and the Neck Break debuff affects Bosses. Waist and Neck Break reduce Hard DEF, by a lower amount. |
* '''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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* '''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.<br> 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'''. | ||
+ | * '''Giant's Growth''' only has a chance to break the equipped weapon upon the x3 damage proc, the chance is 0.5% | ||
* '''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. | * '''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. | ||
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* '''Backstab''' now deals up to 1400% damage and doesn't turn Boss flagged monsters around. | * '''Backstab''' now deals up to 1400% damage and doesn't turn Boss flagged monsters around. | ||
* '''Raid''' got its animation back. | * '''Raid''' got its animation back. | ||
+ | * '''Strip Weapon/Armor/Shield/Helm''' have greatly increased success chances. | ||
* '''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'''. | ||
+ | * '''Close Confine''' boosts casters FLEE by 10%. | ||
* '''Chase Walk''' has status icon. | * '''Chase Walk''' has status icon. | ||
* '''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. | ||
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* '''Manhole''' cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has status icon. | * '''Manhole''' cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has status icon. | ||
* '''Chaos Panic''' is castable on top of targets. | * '''Chaos Panic''' is castable on top of targets. | ||
− | * '''Dimension Door''' is recastable, with new instance replacing the previous. | + | * '''Dimension Door''' is recastable, with new instance replacing the previous. The destination is randomized upon the cast so it's the same for anyone who enters the door. |
* '''Maelstrom''' is recastable, with new instance replacing the previous, has a 3x3 effective area and status icon. | * '''Maelstrom''' is recastable, with new instance replacing the previous, has a 3x3 effective area and status icon. | ||
* '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | * '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | ||
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| [[image:SorcererM.png|link=|caption]] || style="text-align:left;" | | | [[image:SorcererM.png|link=|caption]] || style="text-align:left;" | | ||
* '''The Tome of Elements''' is given upon Job change, this books contains all you need to know about Elemental Spirits. | * '''The Tome of Elements''' is given upon Job change, this books contains all you need to know about Elemental Spirits. | ||
− | * '''Energy Coat''' is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects). | + | * '''Energy Coat''' is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects) and the duration is infinite. |
+ | * '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. | ||
* '''Book Study''' boosts ASPD by 1% per level. | * '''Book Study''' boosts ASPD by 1% per level. | ||
* '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous level allow higher levels of skills. | * '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous level allow higher levels of skills. | ||
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* '''Fallen Empire''' has a Base Level/120 scaling. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | * '''Fallen Empire''' has a Base Level/120 scaling. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | ||
* '''Crescent Elbow''' doesn't reflect hits that didn't connect. | * '''Crescent Elbow''' doesn't reflect hits that didn't connect. | ||
+ | * '''Knuckle Arrow''' has AGI*3 for the initial hit and AGI*2 for the subhit damage scaling. The bonus damage on monsters (based on their level) is greatly increased. | ||
+ | * '''Howling of Lion''' has INT*3 damage scaling. | ||
* '''Ki Translation''' and '''Power Velocity''' no longer consume spirit spheres upon a failed cast (targeting a Gunslinger or someone with maximum amount of spheres for example). | * '''Ki Translation''' and '''Power Velocity''' no longer consume spirit spheres upon a failed cast (targeting a Gunslinger or someone with maximum amount of spheres for example). | ||
* Knuckles now deal 75% damage to large targets. | * Knuckles now deal 75% damage to large targets. | ||
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|- | |- | ||
| [[image:WarlockF.png|link=|caption]] || style="text-align:left;" | | | [[image:WarlockF.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Energy Coat''' is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects).. | + | * '''Energy Coat''' is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects) and the duration is infinite. |
+ | * '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. | ||
* '''Safety Wall''' has status icon. | * '''Safety Wall''' has status icon. | ||
* '''Sight Blaster''' has 5x5 cells trigger area. | * '''Sight Blaster''' has 5x5 cells trigger area. | ||
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* '''Water Ball''' was reworked to have a consistent hit timer, preventing the caster from moving and pauses if the target goes out of sight (resumes if the target comes back). | * '''Water Ball''' was reworked to have a consistent hit timer, preventing the caster from moving and pauses if the target goes out of sight (resumes if the target comes back). | ||
* '''Amplify Magical Power''' no longer cancels upon non-offensive casts (except '''Release''') and has status icon. | * '''Amplify Magical Power''' no longer cancels upon non-offensive casts (except '''Release''') and has status icon. | ||
− | * '''Gravitation Field's''' slowing effect also affects Bosses. | + | * '''Napalm Vulcan''' has inversed damage formula (more damage at lower levels) and the chance to Curse increased greatly with level. Deals doubled damage to Cursed targets and cancels the status. |
+ | * '''Gravitation Field's''' slowing effect also affects Bosses. The damage scales with Base Level past 100 and it no longer prevents the caster from using items or casting other skills. After-cast Delay is 2s. | ||
* '''Summon Sphere - Release''' had the damage increased, scaling with base and job levels. The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from '''Amplify Magical Power'''. | * '''Summon Sphere - Release''' had the damage increased, scaling with base and job levels. The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from '''Amplify Magical Power'''. | ||
* '''Jack Frost''' does its extra damage from ''Chill'' status by default to Boss monsters. | * '''Jack Frost''' does its extra damage from ''Chill'' status by default to Boss monsters. | ||
− | * '''Earth Strain''' no longer divests if no damage is dealt. | + | * '''Earth Strain''' no longer divests if no damage is dealt. The success chance is reduced by target's DEX. |
* '''Drain Life's''' INT damage scaling boosted to INT*3. | * '''Drain Life's''' INT damage scaling boosted to INT*3. | ||
* '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | * '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | ||
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* [[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. | * '''Plant''' monsters take 1 damage per tick from any status effect that deals damage. | ||
+ | * '''Weapon Break''', '''Armor Break''', '''Shield Break''' and '''Helm Break''' are the debuffs inflicted on monsters by skills and effects that divest or break equipment, this system has been revamped: | ||
+ | ** All such effects now work on Boss monsters, this includes bonuses from equipment. | ||
+ | ** Duration on monsters is a base of 40s, halved on Bosses. | ||
+ | ** Success chance is globally halved on Bosses. | ||
+ | ** '''Weapon Break''' reduces ATK by 30%, cancels and prevent the use of effects that increase ASPD, such as '''Two-Hand Quicken''' or '''Adrenaline Rush'''. | ||
+ | ** '''Armor Break''' reduces FLEE by 15% and increases the chance to receive a Critical Attack by 20% (on practice it's like adding +20 CRIT to the attacker). | ||
+ | ** '''Shield Break''' reduces DEF by 30%, cancels and prevents the use of guarding effects, such as '''Auto Guard''' or '''Parrying'''. | ||
+ | ** '''Helm Break''' reduces MDEF by 30% and increases Cast Time by 40% | ||
=== General Skill Mechanics === | === General Skill Mechanics === | ||
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* 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. | * 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. | * 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. | ||
+ | * Skills that can critically hit, display the critical animation upon doing so. | ||
* All effects that break equipment, signal it with the /omg emotion. | * All effects that break equipment, signal it with the /omg emotion. | ||
Revision as of 05:28, 24 September 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.
- Third Baby Jobs have a stat cap of 120 instead of 117.
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.
- Weapon Break, Armor Break, Shield Break and Helm Break are the debuffs inflicted on monsters by skills and effects that divest or break equipment, this system has been revamped:
- All such effects now work on Boss monsters, this includes bonuses from equipment.
- Duration on monsters is a base of 40s, halved on Bosses.
- Success chance is globally halved on Bosses.
- Weapon Break reduces ATK by 30%, cancels and prevent the use of effects that increase ASPD, such as Two-Hand Quicken or Adrenaline Rush.
- Armor Break reduces FLEE by 15% and increases the chance to receive a Critical Attack by 20% (on practice it's like adding +20 CRIT to the attacker).
- Shield Break reduces DEF by 30%, cancels and prevents the use of guarding effects, such as Auto Guard or Parrying.
- Helm Break reduces MDEF by 30% and increases Cast Time by 40%
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.
- Skills that can critically hit, display the critical animation upon doing so.
- 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.