Difference between revisions of "Skill and Mechanic Changes"
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* '''Change Cart''' and '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts | * '''Change Cart''' and '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts | ||
* '''Cart Revolution''' has a range of 2 cells. | * '''Cart Revolution''' has a range of 2 cells. | ||
− | * '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''' | + | * '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''',<br> '''Small Glistening Coat''', '''Counteragent''', '''Mixture''' and all '''Dyestuffs'''.<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> | + | * '''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, use various skills and cannot be knocked back.<br> They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level. | * '''Bio Cannibalize''' spawned plants scale their stats with caster's Base Level, use various skills and cannot be knocked back.<br> They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level. | ||
* '''Sphere Mine''' spawned bombs scale their HP with caster's Base Level. | * '''Sphere Mine''' spawned bombs scale their HP with caster's Base Level. | ||
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* '''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'''. '''White Potion Z''' requires '''Detrimindexta''' instead of '''Alcohol'''. | + | * '''Special Pharmacy''' can now be used to brew the unimplemented potions: '''Mana Plus''', '''Full Swing''', '''Falmons''' and '''Muramura'''.<br> '''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. | ||
− | * '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*2, ignores FLEE and guarding effects. Has status icon. | + | * '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*2, ignores FLEE and guarding effects.<br> Has status icon. |
* '''Smoke Powder''' has status icon. | * '''Smoke Powder''' has status icon. | ||
* '''Tear Gas''' has status icon. | * '''Tear Gas''' has status icon. | ||
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* '''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.<br> 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. | * '''Weapon Crush''' has a greatly increased success chance. | ||
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* '''All Hunter and Ranger traps''' have had their HP increased by 400% (17500). | * '''All Hunter and Ranger traps''' have had their HP increased by 400% (17500). | ||
* '''All Hunter traps''' no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times. | * '''All Hunter traps''' no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times. | ||
− | * '''Camouflage''' works like '''Cloaking''' regarding walls, has status icon and no longer consumes SP when used to uncloak. Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. | + | * '''Camouflage''' works like '''Cloaking''' regarding walls, has status icon and no longer consumes SP when used to uncloak.<br> Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. |
* '''Warg Bite''' has a visual indication upon its success and a status icon. | * '''Warg Bite''' has a visual indication upon its success and a status icon. | ||
* '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact. | * '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact. | ||
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* All Cast Times, Cooldowns and After-cast Delays were changed to provide a better experience and build diversity. | * All Cast Times, Cooldowns and After-cast Delays were changed to provide a better experience and build diversity. | ||
* Gunslinger and Rebel skill trees were customized to make more sense. | * Gunslinger and Rebel skill trees were customized to make more sense. | ||
− | * Skills that missed proper animations and character motions (pulling out the intended weapon and such) have been improved with custom implementations. Some existing effects have been updated as well. | + | * Skills that missed proper animations and character motions (pulling out the intended weapon and such) have been improved with custom implementations.<br> Some existing effects have been updated as well. |
* Weapon sounds have been corrected and skills that missed their own sounds, now have them. | * Weapon sounds have been corrected and skills that missed their own sounds, now have them. | ||
* Custom ammunition of all elements is available as well as boxes with Rebel exclusive ammo (Full Metal Jacket, Dragon Tail, Projection Landmine). | * Custom ammunition of all elements is available as well as boxes with Rebel exclusive ammo (Full Metal Jacket, Dragon Tail, Projection Landmine). | ||
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* '''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. | ||
− | * '''Ground Drift''' updated to work with new grenade spheres, has 5x5 cells area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects and is no longer blocked by '''Auto Guard'''/'''Parrying'''/'''Cast-off Cicada Shell'''/'''Illusionary Shadow''' or reduced by '''Defender''', '''Wall of Fog''', and '''Smoke Powder'''. | + | * '''Ground Drift''' updated to work with new grenade spheres, has 5x5 cells area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects and is no longer blocked by<br> '''Auto Guard'''/'''Parrying'''/'''Cast-off Cicada Shell'''/'''Illusionary Shadow''' or reduced by '''Defender''', '''Wall of Fog''', and '''Smoke Powder'''. |
* '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% ATK to targets affected by ''Crimson Marker''. | * '''Hammer of God''' had its area enlarged to 7x7 cells and every coin spent adds additional 200% ATK to targets affected by ''Crimson Marker''. | ||
* '''Flicker''' reveals hidden targets in 5x5 cells area. | * '''Flicker''' reveals hidden targets in 5x5 cells area. | ||
* '''Blind Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | * '''Blind Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | ||
− | * '''Crimson Marker''' now also reduces FLEE by 10% and Movement Speed decrease no longer works on Boss flagged Monsters. Shows marked targets on the minimap to all party members. Has a range of 14 cells. | + | * '''Crimson Marker''' now also reduces FLEE by 10% and Movement Speed decrease no longer works on Boss flagged Monsters. Shows marked targets on the minimap to all party members.<br> Has a range of 14 cells. |
* '''Heat Barrel's''' formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion. | * '''Heat Barrel's''' formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion. | ||
* '''Platinum Alter''' provides % based reductions against Demon and Undead races. | * '''Platinum Alter''' provides % based reductions against Demon and Undead races. | ||
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* '''Charge Attack''' has a different formula for damage and cast time scaling based on cells. | * '''Charge Attack''' has a different formula for damage and cast time scaling based on cells. | ||
* '''Parrying''' fails to activate when ''Stunned'', ''Frozen'', ''Petrified'', ''Asleep'' or under ''Deep Sleep''. | * '''Parrying''' fails to activate when ''Stunned'', ''Frozen'', ''Petrified'', ''Asleep'' or under ''Deep Sleep''. | ||
− | * '''Spiral Pierce''' ignores DEF and has improved damage formula, fully benefitting from weapon's weight. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | + | * '''Spiral Pierce''' ignores DEF and has improved damage formula, fully benefitting from weapon's weight.<br> Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. |
* '''Concentration''' has status icon. | * '''Concentration''' has status icon. | ||
* '''Aura Blade's''' bonus damage always connects except in the case of a lucky dodge, '''Hundred Spears''' gets its benefit for every subhit and it also has status icon. | * '''Aura Blade's''' bonus damage always connects except in the case of a lucky dodge, '''Hundred Spears''' gets its benefit for every subhit and it also has status icon. | ||
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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. Waist and Neck Break reduce Hard DEF, by a lower amount. | + | * '''Joint Beat''' has different skill requirements and a maximum level of 5. Does more damage and the Neck Break debuff affects Bosses.<br> 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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* '''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. The damage isn't split between targets. | + | * '''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.<br> 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.<br> 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. The success chance is reduced by target's DEX. | * '''Earth Strain''' no longer divests if no damage is dealt. The success chance is reduced by target's DEX. |
Revision as of 01:45, 31 March 2018
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. - Multiple status effects that had no trigger visual effects, now have one. Those include: Bleeding, Deep Sleep and Crystallization.
- 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. - Healing abilities that account MATK, heal for a fixed amount, without a variation.
- 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.
- Double Hit effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and Kagemusha.
- 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. Their animations aren't shown on concealed targets.
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.
- Autocasted skills do not consume item catalysts, if they have any. The general chance to autocast has been increased for almost all items with such bonuses.
- Daggers, Knuckles and Books deal 75% damage to large targets.
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
- Basic Status Effect immunity and resistance caps have been changed to promote usage of pre-Renewal statuses.
To reach immunity you must have a total base value of 130 in the stat required to resist the intended status. - Damage Over Time status effects do not sap EXP from monsters, this also applies to Third Job statuses such as Burning or Leech End. Those statuses do not trigger rude attack skills.
- Coma triggered by equipment bonuses doesn't sap EXP either.
- Basic Status Effects have minimum durations that are unaffected by resistances, those are:
- Stun: 0.25 seconds.
- Petrification, Freeze and Sleep: 1 second.
- Curse, Silence, Blind, Confusion and Illusion: 2 seconds.
- Poison, Deadly Poison and Bleeding: 3 seconds.
- Crystallization now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once. Has a much bigger visual effect once applied.
- Bleeding 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.
The damage is based on Base Level plus 0.5% of Max HP, with monsters taking more damage than players, and players below level 100 taking less than those above. - Deadly Poison requires twice the normal resistances and cannot refresh itself to prevent abusive use of the 10%/15% HP zap from its initial application.
- DoT statuses that deal invisible damage, do not reduce the EXP given by monsters.
- 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.
- Those changes are extensive so make sure to check the item's stats ingame with the @id command and in this thread
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.
- MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big.
- General stats for some monsters were adjusted so they pose more challenge, this mostly applies to MvPs, minibosses and some high-level mobs.
- MvPs and minibosses provide more EXP and usually drop additional loot since they're no longer a pushover.
- Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways.
- 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.
- Strip effects inflicted by monsters last for half their normal durations.
PvP
- Siege and Vellum equipment isn't available at all to ensure there are real gearing choices.
- WoE damage reductions are 50% for skills and 25% for normal attacks.
- GvG damage reductions are 40% for skills and 20% for normal attacks.
- The final proc enchants of Temporal Boots do not work in WoE or GvG.
- Detardeurus, Fallen Bishop Hibram, Golden Thief Bug, Tao Gunka, Samurai Specter, Thanatos, Atroce, Maya Purple and Deviling cards are disabled in WoE and GvG.
- Emergency Call Scroll is available and can be used from the skillbar, it follows the same mechanics and cooldown as normal skill.