Difference between revisions of "Skill and Mechanic Changes"
From LeikaRO wiki
FlashCombo (Talk | contribs) (→Arch Bishop) |
Terpsichore (Talk | contribs) |
||
Line 1: | Line 1: | ||
[[image:rebel_by_nico.jpg|right|link=|caption]] | [[image:rebel_by_nico.jpg|right|link=|caption]] | ||
== Classes == | == 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. | + | 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.<br> 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 === | === 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. | + | * 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,<br> white "bash" effect is removed for skills where it doesn't belong, skills missing weapon motion had it added. 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'''. | * 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. <br>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. | + | * 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. <br>Some of the skills affected by this are '''Arrow Vulcan''', '''Sharp Shooting''', '''Magnus Exorcismus''' and all Wizard AoEs.<br> 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. | * '''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. | * 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. | ||
Line 81: | Line 81: | ||
* '''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'''. | * '''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 a 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. | + | * '''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 a status icon. |
− | * '''Smoke Powder''' has status icon. | + | * '''Smoke Powder''' has a status icon. |
− | * '''Tear Gas''' has status icon. | + | * '''Tear Gas''' has a status icon. |
* '''Fire Expansion''' (Lv.1) had INT damage scaling boosted to INT*2. | * '''Fire Expansion''' (Lv.1) had INT damage scaling boosted to INT*2. | ||
* '''Fire Expansion''' (Lv.2) deals largely increased damage and has visual animation. INT damage scaling boosted to INT*2. | * '''Fire Expansion''' (Lv.2) deals largely increased damage and has visual animation. INT damage scaling boosted to INT*2. | ||
Line 99: | Line 99: | ||
** '''Bayeri's''' skill casts can no longer be interrupted. | ** '''Bayeri's''' skill casts can no longer be interrupted. | ||
** '''Bayeri's''' '''Stahl Horn''' actually makes the Homunculus charge at the target. | ** '''Bayeri's''' '''Stahl Horn''' actually makes the Homunculus charge at the target. | ||
− | ** '''Bayeri's''' '''Stein Wand''' replaces previously active '''Safety Walls''' so only two can be active at once. The wall's duration matches that of the base skill so the visual | + | ** '''Bayeri's''' '''Stein Wand''' replaces previously active '''Safety Walls''' so only two can be active at once.<br> The wall's duration matches that of the base skill so the visual timers are correct. |
** '''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. | ** '''Sera's''' '''Poison Mist''' doesn't prevent some unit skills from being placed on top of it. | ||
− | ** '''Eira's''' ''' | + | ** '''Eira's''' '''Overboost's''' FLEE bonus is capped at 400 on GvG maps and ASPD goes up to 190. Eira herself doesn't receive the status as it only lowers her stats at higher levels. |
** '''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. | ** '''Eleanor's''' '''E.Q.C (Eternal Quick Combo)''' reduces Hard DEF. | ||
Line 124: | Line 124: | ||
* '''Throw Venom Knife''' benefits from '''EDP'''. | * '''Throw Venom Knife''' benefits from '''EDP'''. | ||
* '''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.<br> The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. |
− | * '''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> | + | * '''Meteor Assault''' only requires 5 points in '''Katar Mastery''' to unlock, only has 5 levels and behaves like a normal physical melee attack,<br> 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. | * '''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. | ||
Line 213: | Line 213: | ||
| [[image:Performers.png|link=|caption]] || style="text-align:left;" | | | [[image:Performers.png|link=|caption]] || style="text-align:left;" | | ||
* The acts of Dancing and Singing have their associated status icons for the performer. | * The acts of Dancing and Singing have their associated status icons for the performer. | ||
+ | * All Songs, Dances and Performances have their own status icons. | ||
* '''Pang Voice's''' success rate is boosted by Base Level, has a 1s Cooldown instead of 2s After-cast Delay. | * '''Pang Voice's''' success rate is boosted by Base Level, has a 1s Cooldown instead of 2s After-cast Delay. | ||
* '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | * '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | ||
Line 230: | Line 231: | ||
* '''Moonlight Serenade''' increases Total MATK by a percentage, using a different formula. | * '''Moonlight Serenade''' increases Total MATK by a percentage, using a different formula. | ||
* '''Great Echo''' deals largely increased damage. | * '''Great Echo''' deals largely increased damage. | ||
− | * '''Song of Despair's''' duration is also reduced by monsters, not just players, based on their Base Level. Has status icon. The note has the same HP value as '''Reveberation'''.<br> Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. Has status icon. | + | * '''Song of Despair's''' duration is also reduced by monsters, not just players, based on their Base Level. Has a status icon. The note has the same HP value as '''Reveberation'''.<br> Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. Has a status icon. |
* '''Improvised Song''' has most of Wizard and Ninja's spells in the list and the maximum level goes up to 10. Skills that normally have a maximum level of 5, are cast with level 10 instead.<br> Rogues aren't able to copy those above their normal level though. | * '''Improvised Song''' has most of Wizard and Ninja's spells in the list and the maximum level goes up to 10. Skills that normally have a maximum level of 5, are cast with level 10 instead.<br> Rogues aren't able to copy those above their normal level though. | ||
* '''Infinite Humming''' also increases MATK by a percentage and reduces Fixed Cast Time by a flat amount. Has a bigger area. | * '''Infinite Humming''' also increases MATK by a percentage and reduces Fixed Cast Time by a flat amount. Has a bigger area. | ||
Line 250: | Line 251: | ||
* '''Detect''' has 5x5 cells effective area, up from 3x3 cells. | * '''Detect''' has 5x5 cells effective area, up from 3x3 cells. | ||
* '''Blits Beat''' for Rangers does 5 hits by default at any Job Level and the trigger chance is equal to that of a Job Level 70 Sniper. This doesn't scale further. | * '''Blits Beat''' for Rangers does 5 hits by default at any Job Level and the trigger chance is equal to that of a Job Level 70 Sniper. This doesn't scale further. | ||
− | * '''Ankle Snare''' has a minimum duration of 4s on monsters. Has status icon. | + | * '''Ankle Snare''' has a minimum duration of 4s on monsters. Has a status icon. |
* '''Skid Trap''' roots affected enemies or allies for 2s, this doesn't work on the Hunter himself. | * '''Skid Trap''' roots affected enemies or allies for 2s, this doesn't work on the Hunter himself. | ||
* '''Blast Mine''' actually explodes upon its natural expiration, effective area is 3x3 cells. | * '''Blast Mine''' actually explodes upon its natural expiration, effective area is 3x3 cells. | ||
Line 256: | Line 257: | ||
* '''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.<br> Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. | + | * '''Camouflage''' works like '''Cloaking''' regarding walls, has a 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. | ||
Line 265: | Line 266: | ||
* '''Trap Research''' boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range. | * '''Trap Research''' boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range. | ||
* '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | * '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | ||
− | * '''Electric Shocker''' affects Bosses (doesn't move them, just roots) and has a minimum duration of 4s on monsters and the trap is no longer removed when the Ranger dies. Has status icon. | + | * '''Electric Shocker''' affects Bosses (doesn't move them, just roots) and has a minimum duration of 4s on monsters and the trap is no longer removed when the Ranger dies. Has a status icon. |
* '''Cluster Bomb's''' damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately.<br> With this, the damage is no longer boosted by % effects but instead deals considerably more damage by default, and ignores DEF like all other traps. | * '''Cluster Bomb's''' damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately.<br> With this, the damage is no longer boosted by % effects but instead deals considerably more damage by default, and ignores DEF like all other traps. | ||
* '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''.<br> Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1m. | * '''Magenta Trap''', '''Cobalt Trap''', '''Maize Trap''', and '''Verdure Trap''' have had their catalyst requirements changed to 1 colored '''Point''' from 1 '''Elemental Ore'''.<br> Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1m. | ||
Line 323: | Line 324: | ||
| [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | | [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | ||
* '''Heavenly Bell''' is given upon Job change, it lets you summon the Gryphon anywhere except on PvP maps. | * '''Heavenly Bell''' is given upon Job change, it lets you summon the Gryphon anywhere except on PvP maps. | ||
− | * '''Magnum Break''' has status icon. | + | * '''Magnum Break''' has a status icon. |
* '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | * '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | ||
* '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | * '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | ||
Line 353: | Line 354: | ||
* '''Dragon Horn''' is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps. | * '''Dragon Horn''' is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps. | ||
* '''Runewright's Lexicon''' is given upon Job change, this books contains all you need to know about Runestones. | * '''Runewright's Lexicon''' is given upon Job change, this books contains all you need to know about Runestones. | ||
− | * '''Magnum Break''' has status icon. | + | * '''Magnum Break''' has a status icon. |
* '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | * '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | ||
* '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | * '''Spear Mastery''' boosts Mastery ATK when mounted by 6 per level instead of 5 per. | ||
Line 359: | Line 360: | ||
* '''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.<br> 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 a status icon. |
* '''Aura Blade's''' bonus damage scales with Base Level past 100 and always connects except in the case of a lucky dodge.<br> '''Hundred Spears''' gets its benefit for every subhit and the status also has icon. | * '''Aura Blade's''' bonus damage scales with Base Level past 100 and always connects except in the case of a lucky dodge.<br> '''Hundred Spears''' gets its benefit for every subhit and the status also has icon. | ||
− | * '''Frenzy''' doesn't disable SP regeneration, has status icon and doesn't cancel '''Two-Hand Quicken''', suspending its ASPD bonus instead. | + | * '''Frenzy''' doesn't disable SP regeneration, has a status icon and doesn't cancel '''Two-Hand Quicken''', suspending its ASPD bonus instead. |
* '''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. | ||
Line 370: | Line 371: | ||
* '''Rune Mastery''' displays a fitting visual animation. | * '''Rune Mastery''' displays a fitting visual animation. | ||
* '''Storm Blast''' now has its pre-nerf damage formula while retaining the 1s Cooldown. | * '''Storm Blast''' now has its pre-nerf damage formula while retaining the 1s Cooldown. | ||
− | * '''Crush Strike''' has status icon and visual animation plus sound upon impact. | + | * '''Crush Strike''' has a status icon and visual animation plus sound upon impact. |
* '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Has 0.5 sec Cooldown. | * '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Has 0.5 sec Cooldown. | ||
* '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | * '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | ||
* '''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 a 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%. | * '''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. | ||
Line 397: | Line 398: | ||
* '''Cleaner''' consumes '''Wet Brush'''. | * '''Cleaner''' consumes '''Wet Brush'''. | ||
* '''Close Confine''' boosts casters FLEE by 10%. | * '''Close Confine''' boosts casters FLEE by 10%. | ||
− | * '''Chase Walk''' has status icon. | + | * '''Chase Walk''' has a 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. | ||
* '''Deadly Infect''' no longer works with certain status effects when used against Boss flagged monsters. | * '''Deadly Infect''' no longer works with certain status effects when used against Boss flagged monsters. | ||
* '''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 a status icon. |
* '''Chaos Panic''' is usable on top of targets and also recastable, with new instance replacing the previous. | * '''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. | ||
Line 427: | Line 428: | ||
* '''Land Protector''' is level selectable. | * '''Land Protector''' is level selectable. | ||
* '''Elemental Change''' skills had their Cast Time changes to 2s Variable and 0.5s Fixed and there's a success formula based Sage's stats and Base/Job Levels, also a better visual animation. | * '''Elemental Change''' skills had their Cast Time changes to 2s Variable and 0.5s Fixed and there's a success formula based Sage's stats and Base/Job Levels, also a better visual animation. | ||
− | * '''Memorization''' has a true Cast Time of 2s (not reduced by anything) and its charges aren't consumed by instant skills. Has status icon. | + | * '''Memorization''' has a true Cast Time of 2s (not reduced by anything) and its charges aren't consumed by instant skills. Has a status icon. |
* '''Double Casting''' has a true Cast Time of 1s (not reduced by anything) | * '''Double Casting''' has a true Cast Time of 1s (not reduced by anything) | ||
− | * '''Wall of Fog''' is castable on top of '''Volcano''' and '''Violent Gale'''. Has status icon. | + | * '''Wall of Fog''' is castable on top of '''Volcano''' and '''Violent Gale'''. Has a status icon. |
− | * '''Spider Web''' has status icon. | + | * '''Spider Web''' has a status icon. |
* '''Striking''' can be cast on Sorcerer's own Elemental Spirit or those from party members, using Lv.4 weapon formula. Has an increased upkeep SP cost. | * '''Striking''' can be cast on Sorcerer's own Elemental Spirit or those from party members, using Lv.4 weapon formula. Has an increased upkeep SP cost. | ||
− | * '''Spell Fist''' is affected by ''Lex Aeterna'' and works with '''Earth Spike''', doubling the skill's level. Has status icon. | + | * '''Spell Fist''' is affected by ''Lex Aeterna'' and works with '''Earth Spike''', doubling the skill's level. Has a status icon. |
* '''Fire Walk''' and '''Electric Walk''' have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s. | * '''Fire Walk''' and '''Electric Walk''' have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s. | ||
* '''Warmer''' requires 4 points in '''Volcano''' to unlock. | * '''Warmer''' requires 4 points in '''Volcano''' to unlock. | ||
Line 511: | Line 512: | ||
* '''Blessing''' and '''Increase Agility''' deal 1 damage to undead targets, so Rogues can copy those skills. | * '''Blessing''' and '''Increase Agility''' deal 1 damage to undead targets, so Rogues can copy those skills. | ||
* '''Chain Combo''' is usable after '''Dragon Combo'''. | * '''Chain Combo''' is usable after '''Dragon Combo'''. | ||
− | * '''Fury''' has status icon. | + | * '''Fury''' has a status icon. |
* '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | * '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | ||
* '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. | * '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. | ||
* '''Spiritual Sphere Absorption''' and '''Assimilate Power''' no longer remove '''Kagerou'''/'''Oboro's''' charms. | * '''Spiritual Sphere Absorption''' and '''Assimilate Power''' no longer remove '''Kagerou'''/'''Oboro's''' charms. | ||
− | * '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has status icon. | + | * '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has a status icon. |
* '''Ride the Lightning''' has the original damage formula (scales with DEX*2) and Cast Time removed. | * '''Ride the Lightning''' has the original damage formula (scales with DEX*2) and Cast Time removed. | ||
* '''Skynet Blow's''' AGI damage scaling boosted to AGI*2. | * '''Skynet Blow's''' AGI damage scaling boosted to AGI*2. | ||
Line 539: | Line 540: | ||
* '''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. The damage isn't split between targets. | * '''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 a status icon. |
* '''Sight Blaster''' has 5x5 cells trigger area. | * '''Sight Blaster''' has 5x5 cells trigger area. | ||
* '''Fire Pillar''' does 150% MATK per hit. | * '''Fire Pillar''' does 150% MATK per hit. | ||
* '''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 a 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.<br> 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.<br> After-cast Delay is 2s. |
* '''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'''. | * '''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. | ||
Line 564: | Line 565: | ||
* 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. | * 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. | * 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''',<br> 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. | * 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 17:17, 28 April 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 missing weapon motion had it added. 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.
- Barrier effects such as Kyrie Eleison, Stonehard Skin and Platinum Alter are not removed by damage types that they don't block.
Meaning that for example magical damage doesn't count towards Kyrie Eleison's damage limit.
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.
Overweight HP and SP Regeneration
- There are three Overweight stages, in all cases, what's decreased is the amount, the intervals between ticks are unchanged.
- 50%: the amount regenerated is reduced by 50%.
- 70%: the amount regenerated is reduced by 75%.
- 90%: regeneration is disabled.
- Those changes affect regeneration from passive skills: Increase Spiritual Power, Increase Recuperative Power, Ninpou Training, Spiritual Recovery, Voice Lessons and Peaceful Rest.
- All Overweight stages are updated instantly upon gaining/losing enough weight, and so is the regeneration.
- System messages for all stages are customized and don't overlap.
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.
- Burning is a part of "body statuses" that don't stack (all basic hard statuses such as Stun or Freeze).
To make its use smoother, it can't override the hard statuses, but those statuses do override Burning. - 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.