Difference between revisions of "Skill and Mechanic Changes"
From LeikaRO wiki
Terpsichore (Talk | contribs) |
Terpsichore (Talk | contribs) |
||
Line 568: | Line 568: | ||
=== Monsters === | === Monsters === | ||
+ | * No longer monsters respawn within player's view range, it happens a couple of cells outside. | ||
+ | * All '''NPC_''' skills without clear animations and sounds, now have them. | ||
* 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. | * 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. | ||
− | * All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype. | + | * All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype. '''Champion''' monsters use entirely different skillsets. |
+ | * Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways. | ||
+ | * MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big. | ||
* Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro. | * Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro. | ||
− | * MVP monsters are trapped normally by '''Hunter's traps''' and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use '''Trample''' if they're trapped and being actively damaged, which has a moderate Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues. | + | * MVP monsters are trapped normally by '''Hunter's traps''' and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use '''Trample''' if they're trapped and being<br>actively damaged, which has a moderate Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues. |
* Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like '''Lex Aterna''' on MVPs that aren't being tanked, is more tricky. | * Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like '''Lex Aterna''' on MVPs that aren't being tanked, is more tricky. | ||
+ | * Monsters that use toggle abilities, don't cancel those upon recast, the duration is refreshed instead. | ||
+ | * Monsters that cast a skill on chase, do not unlock their target. | ||
* Passive monsters react to non-damaging debuff skills, not just attacks. | * Passive monsters react to non-damaging debuff skills, not just attacks. | ||
+ | * Passive monsters do not drop aggro when hit by an immobilization effect, they keep their target. | ||
* '''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''' 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''' increases ATK for normal hits by x2 and damage done with physical skills by 50% | * '''NPC_POWERUP''' increases ATK for normal hits by x2 and damage done with physical skills by 50% | ||
+ | * All '''NPC breath''' skills inflict various status effects. | ||
[[Category:LeikaRO Custom]] | [[Category:LeikaRO Custom]] |
Revision as of 20:17, 29 November 2017
Contents
Classes
Some skills, status effects and mechanics 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 Discord.
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
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
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.
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.
- Healing status effects such as Renovatio, Warmer or Epiclesis stop ticking once HP is at 100%, unless Akaitsuki is active.
- 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%
Equipment Bonuses
- A large amount of equipment (especially older gear) had its bonuses improved or revamped to accomodate the changes above better. This is something very extensive so make sure to check the item's stats ingame with the @id command.
Monsters
- No longer monsters respawn within player's view range, it happens a couple of cells outside.
- All NPC_ skills without clear animations and sounds, now have them.
- 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.
- All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype. Champion monsters use entirely different skillsets.
- Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways.
- MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big.
- Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro.
- MVP monsters are trapped normally by Hunter's traps and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use Trample if they're trapped and being
actively damaged, which has a moderate Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues. - Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like Lex Aterna on MVPs that aren't being tanked, is more tricky.
- Monsters that use toggle abilities, don't cancel those upon recast, the duration is refreshed instead.
- Monsters that cast a skill on chase, do not unlock their target.
- Passive monsters react to non-damaging debuff skills, not just attacks.
- Passive monsters do not drop aggro when hit by an immobilization effect, they keep their target.
- 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 increases ATK for normal hits by x2 and damage done with physical skills by 50%
- All NPC breath skills inflict various status effects.