Difference between revisions of "Skill and Mechanic Changes"
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=== 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,<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. | * 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''', '''Fear''', '''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.<br> 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. | ||
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* '''Lauda Agnus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | * '''Lauda Agnus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | ||
* '''Lauda Ramus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | * '''Lauda Ramus''' has a status icon and displays its unused visual animation, and '''Cure's''' animation upon curing a status effect. | ||
− | * '''Renovatio''' had its Cast Time reduced to 2s Variable and 1s Fixed. | + | * '''Renovatio''' had its Cast Time reduced to 2s Variable and 1s Fixed. Has a second portion which scales with caster's VIT but only if the caster is an Arch Bishop. |
* '''Odin's Power''' has visual animation and a status icon. | * '''Odin's Power''' has visual animation and a status icon. | ||
* '''Epiclesis''' deals MDEF and reductions piercing damage to enemy Undead and Demon targets, in the case of bosses the damage is equal to double that done by '''Heal'''. | * '''Epiclesis''' deals MDEF and reductions piercing damage to enemy Undead and Demon targets, in the case of bosses the damage is equal to double that done by '''Heal'''. | ||
* '''Eucharistica''' has only 5 levels, granting 2% per level, and the offensive boost is a final increase to damage. | * '''Eucharistica''' has only 5 levels, granting 2% per level, and the offensive boost is a final increase to damage. | ||
* '''Silentium''' doesn't de-silence enemies, only allies. Can be used to de-silence allies in range. | * '''Silentium''' doesn't de-silence enemies, only allies. Can be used to de-silence allies in range. | ||
+ | * '''Convenio''' consumes an ''Ancilla'', has a true Fixed Cast Time (not reduced by anything) and a moderate Cooldown. | ||
+ | * '''Vituperatum''' requires 10 points in '''Duple Light''' and 1 point in '''Silentium''' to unlock. Affects targets around the caster, has a reduced area and increased SP cost. | ||
+ | * Consuming an ''Ancilla'' increases Healing Done by 15% and SP Regeneration by 30% for 1 minute. | ||
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** '''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. | ** '''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''' '''Paralyzing Needle''' increases Variable Cast Time by a lower amount and reduces Soft DEF and MDEF by a higher. | ||
** '''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. | ||
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* '''Poison React''' only has 5 levels and '''Envenom's''' level is equal to skill level*2. The special attack (triggered by poison-property targets) does a lot more damage and ignores FLEE.<br> If the target is ''poisoned'', either hit will attempt to override the ''Poison'' with ''Deadly Poison''. | * '''Poison React''' only has 5 levels and '''Envenom's''' level is equal to skill level*2. The special attack (triggered by poison-property targets) does a lot more damage and ignores FLEE.<br> If the target is ''poisoned'', either hit will attempt to override the ''Poison'' with ''Deadly Poison''. | ||
* '''Venom Splasher''' gets full benefit from '''EDP''' and the damage isn't split among targets. Now scales with '''Enchant Poison''' (40% per level) instead of '''Poison React'''.<br> Detonation timer was reduced to 6 sec, which is the same as its Cooldown and it works on Bosses. Ignores FLEE and guarding/reflect effects. | * '''Venom Splasher''' gets full benefit from '''EDP''' and the damage isn't split among targets. Now scales with '''Enchant Poison''' (40% per level) instead of '''Poison React'''.<br> Detonation timer was reduced to 6 sec, which is the same as its Cooldown and it works on Bosses. Ignores FLEE and guarding/reflect effects. | ||
+ | * '''Sonic Blow''' doesn't get its damage modifier halved under the effect of '''EDP'''. | ||
* '''Grimtooth''' benefits from '''EDP'''. | * '''Grimtooth''' benefits from '''EDP'''. | ||
* '''Throw Venom Knife''' benefits from '''EDP'''. | * '''Throw Venom Knife''' benefits from '''EDP'''. | ||
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* They receive a custom headgear upon job change, just like third jobs. | * They receive a custom headgear upon job change, just like third jobs. | ||
* '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 4 per level. | * '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 4 per level. | ||
− | * '''Mist Slash''' deals largely increased damage. | + | * '''Throw Shuriken''' only has 5 levels, deals increased damage and inflicts ''Bleeding'' by a chance. |
+ | * '''Mist Slash''' deals largely increased damage and doesn't make you shout the skill's name. | ||
* '''Throw Zeny''' deals full damage to Bosses. | * '''Throw Zeny''' deals full damage to Bosses. | ||
* '''Final Strike''' deals full damage to Bosses. | * '''Final Strike''' deals full damage to Bosses. | ||
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* '''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. | * '''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. | ||
+ | * '''Circle of Nature's Sound''' had its unused visuals added. | ||
* '''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. | ||
* '''Lerad's Dew''' no longer gives a tiny flat HP bonus, instead it increases healing received from all direct sources and recovers a percentage of Max HP every 6s. Has a bigger area. | * '''Lerad's Dew''' no longer gives a tiny flat HP bonus, instead it increases healing received from all direct sources and recovers a percentage of Max HP every 6s. Has a bigger area. | ||
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* '''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. | * '''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. The damage-absorbing shield scales with character's VIT. | + | * '''Platinum Alter''' provides % based reductions against Demon and Undead races. The damage-absorbing shield scales with character's VIT and blocks both physical and magical damage. |
* '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | * '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | ||
* '''Fallen Angel''' increases the damage of the consequent '''Desperado''' by up to 2 times and has a range of 9 cells. | * '''Fallen Angel''' increases the damage of the consequent '''Desperado''' by up to 2 times and has a range of 9 cells. | ||
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* '''Shield Boomerang's''' damage scales with shield weight and refine level. | * '''Shield Boomerang's''' damage scales with shield weight and refine level. | ||
* '''Devotion''' changed to 30 level range from 10 level range. | * '''Devotion''' changed to 30 level range from 10 level range. | ||
+ | * '''Grand Cross''' doesn't delay its ticks, meaning the damage is never decreased. It doesn't hit or flinch the caster directly so you can't status yourself and the animation doesn't replicate itself. | ||
* '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | * '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | ||
* '''Reflect Shield''' is now a toggle. Works against normal hits when transfered through '''Devotion''', not just skills. | * '''Reflect Shield''' is now a toggle. Works against normal hits when transfered through '''Devotion''', not just skills. | ||
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* '''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. | ||
+ | * '''Ki Explosion''' has two custom visuals, one for impact and another for the knockback effect. | ||
* '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has a 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. | ||
+ | * '''Dragon Combo''' ''Stuns'' for a base duration of 5 seconds. | ||
* '''Skynet Blow's''' AGI damage scaling boosted to AGI*2. | * '''Skynet Blow's''' AGI damage scaling boosted to AGI*2. | ||
* '''Windmill's''' DEX damage scaling boosted to DEX*2. | * '''Windmill's''' DEX damage scaling boosted to DEX*2. | ||
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* '''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. | * '''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. | * '''Coma''' triggered by equipment bonuses doesn't sap EXP either. | ||
+ | * '''Chill''', '''Slow Casting''', '''Paralyzing Needle''' and '''Masquerade: Laziness''' also decrease the Cast Time of monsters. | ||
* '''Basic Status Effects''' have minimum durations that are unaffected by resistances, those are: | * '''Basic Status Effects''' have minimum durations that are unaffected by resistances, those are: | ||
** '''Stun''': 0.25 seconds. | ** '''Stun''': 0.25 seconds. | ||
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** '''Poison, Deadly Poison and Bleeding''': 3 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''').<br> To make its use smoother, it can't override the hard statuses, but those statuses do override '''Burning'''. | * '''Burning''' is a part of "body statuses" that don't stack (all basic hard statuses such as '''Stun''' or '''Freeze''').<br> To make its use smoother, it can't override the hard statuses, but those statuses do override '''Burning'''. | ||
+ | * '''Chill''' also increases Fixed Cast Time. | ||
* '''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. | * '''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.<br> 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. | * '''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.<br> 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. |
Revision as of 00:52, 15 May 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, Fear, 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.
Various new equipment pieces and cards exist that boost both the chance and the damage of such mechanics. - 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
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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.
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.
- Chill, Slow Casting, Paralyzing Needle and Masquerade: Laziness also decrease the Cast Time of monsters.
- 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. - Chill also increases Fixed Cast Time.
- 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.