Difference between revisions of "Skill and Mechanic Changes"
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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'''. Has no Cast Time but 0.5s Cooldown. | + | * '''Meteor Assault''' only requires 5 points in '''Katar Mastery''' to unlock, only has 5 levels and behaves like a normal physical melee attack, getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''.<br> Has no Cast Time but 0.5s Cooldown.<br> |
+ | * '''Cross Impact''' requires 1 point in '''Enchant Deadly Poison''' to unlock instead of the original requirement and deals increased damage with a dagger in the main hand. | ||
* '''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. | ||
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* '''Weapon Crush''' has a greatly increased success chance. | * '''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. | ||
− | * '''Poison Smoke''' | + | * '''Poison Smoke''' is recastable, with new instance replacing the previous. Has 1s Variable and 1s Fixed Cast Times, After-cast Delay is 1s. |
− | * '''Leech End''' was reworked, it now heals the user for | + | * '''Leech End''' was reworked, it now heals the user for 25% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. |
* '''Pyrexia's''' reapplication refreshes ''Blind'' and ''Hallucination''. | * '''Pyrexia's''' reapplication refreshes ''Blind'' and ''Hallucination''. | ||
* '''Toxin''' works through '''Devotion'''. | * '''Toxin''' works through '''Devotion'''. | ||
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* '''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''' 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 | + | * '''Chaos Panic''' is usable on top of targets and also 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. | * '''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. | ||
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** '''Shield Break''' reduces DEF by 30%, cancels and prevents the use of guarding effects, such as '''Auto Guard''' or '''Parrying'''. | ** '''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% | ** '''Helm Break''' reduces MDEF by 30% and increases Cast Time by 40% | ||
+ | |||
+ | === Guild Abilities === | ||
+ | * Some abilities have new requirements, for example '''Guild Storage''' requires '''Kafra Contract'''. | ||
+ | * '''Battle Orders''' has two levels, doubling the bonus at level 2. | ||
+ | * '''Regeneration''' lasts for 3 minutes. | ||
+ | * '''Restoration''' has instant cast. | ||
+ | * All '''Guild Auras''' had their area boosted to 9x9 cells and have 6 levels, granting an additional bonus at level 6 besides their base stat bonus, those bonuses are: | ||
+ | ** '''Great Leadership''' grants ASPD +5%. | ||
+ | ** '''Glorious Wounds''' grants FLEE +10. | ||
+ | ** '''Cold Heart''' boosts INT instead of AGI, grants HIT +10 at level 6. | ||
+ | ** '''Sharp Gaze''' grants CRIT +5. | ||
=== Equipment Bonuses === | === Equipment Bonuses === |
Revision as of 07:03, 1 December 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
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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
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%
Guild Abilities
- Some abilities have new requirements, for example Guild Storage requires Kafra Contract.
- Battle Orders has two levels, doubling the bonus at level 2.
- Regeneration lasts for 3 minutes.
- Restoration has instant cast.
- All Guild Auras had their area boosted to 9x9 cells and have 6 levels, granting an additional bonus at level 6 besides their base stat bonus, those bonuses are:
- Great Leadership grants ASPD +5%.
- Glorious Wounds grants FLEE +10.
- Cold Heart boosts INT instead of AGI, grants HIT +10 at level 6.
- Sharp Gaze grants CRIT +5.
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.