Difference between revisions of "Skill and Mechanic Changes"
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* '''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) and the duration is infinite. | * '''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. | + | * '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. |
* '''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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| [[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) and the duration is infinite. | * '''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. | + | * '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. |
* '''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. | ||
− | * '''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. | + | * '''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. The damage isn't split between targets. |
* '''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. | * '''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'''. |
Revision as of 07:23, 26 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.
- NPC_POWERUP boosts ATK by x2 instead of x3.