Difference between revisions of "Skill and Mechanic Changes"
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* '''Kyrie Eleison''' doesn't trigger motion animation on the affected target. | * '''Kyrie Eleison''' doesn't trigger motion animation on the affected target. | ||
* '''Magnus Exorcismus''' deals 150% of MATK per hit. | * '''Magnus Exorcismus''' deals 150% of MATK per hit. | ||
+ | * '''Slow Poison''' has increased duration. | ||
* '''Sanctuary''' deals MDEF and reductions piercing damage, it isn't halved and doesn't consume "charges". | * '''Sanctuary''' deals MDEF and reductions piercing damage, it isn't halved and doesn't consume "charges". | ||
* '''Assumptio''' doesn't stack with '''Steel Body'''. | * '''Assumptio''' doesn't stack with '''Steel Body'''. | ||
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* '''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. Has a second portion which scales with caster's VIT but only if the caster is an Arch Bishop. | * '''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, is level selectable and the Hard DEF penalty is increased. |
* '''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. | ||
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| [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | | [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | ||
* '''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 and is no longer "pseudo neutral". |
* '''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. | * '''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> No longer requires various Jobs in party, just Soul Link. | * '''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. | ||
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* '''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. | ||
* '''Throw Shuriken''' only has 5 levels, deals increased damage and inflicts ''Bleeding'' by a chance. | * '''Throw Shuriken''' only has 5 levels, deals increased damage and inflicts ''Bleeding'' by a chance. | ||
+ | * '''Throw Huuma Shuriken''' doesn't split its damage across the targets. Had its After-cast Delay reduced to 1.5s. | ||
* '''Mist Slash''' deals largely increased damage and doesn't make you shout the skill's name. | * '''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. | ||
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* '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active and has a 0.2s Cooldown. | * '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active and has a 0.2s Cooldown. | ||
* '''Mucha Nage''' deals full damage to Bosses and half to players but the damage isn't split, '''Throwing Mastery''' has no effect on the damage in case of Shadow Chasers. | * '''Mucha Nage''' deals full damage to Bosses and half to players but the damage isn't split, '''Throwing Mastery''' has no effect on the damage in case of Shadow Chasers. | ||
− | * '''Jyumonjikiri''' hits twice if '''Kagemusha''' is active. Has Base Level/100 scaling and status icon. | + | * '''Jyumonjikiri''' hits twice if '''Kagemusha''' is active. Has Base Level/100 scaling and status icon. The duration of the status is increased to 3.5s to account for latency. |
* '''Setsudan''' deals additional damage based on MATK. | * '''Setsudan''' deals additional damage based on MATK. | ||
* '''Happo Kunai''' has updated damage formula which also scales with Base Level and is fully ranged. | * '''Happo Kunai''' has updated damage formula which also scales with Base Level and is fully ranged. | ||
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* '''Hovering''' only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky. | * '''Hovering''' only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky. | ||
* '''Acceleration''' increases Movement Speed by 25%, up from 10%. | * '''Acceleration''' increases Movement Speed by 25%, up from 10%. | ||
+ | * '''Infrared Scan''' lasts for 4s. | ||
* '''Arm Cannon''' had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed. | * '''Arm Cannon''' had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed. | ||
* '''Flare Launcher''' has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear''', it covers a frontal path with a length of 7 cells and width based on skill's level.<br> There's no longer a "dead zone". | * '''Flare Launcher''' has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear''', it covers a frontal path with a length of 7 cells and width based on skill's level.<br> There's no longer a "dead zone". | ||
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* '''Apple of Idun''' benefits from Healing done +% effects. | * '''Apple of Idun''' benefits from Healing done +% effects. | ||
* '''Fortune's Kiss''' also boosts Critical Damage. | * '''Fortune's Kiss''' also boosts Critical Damage. | ||
+ | * '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | ||
* '''Lullaby''' ticks every 3s and the success rate is boosted by INT. | * '''Lullaby''' ticks every 3s and the success rate is boosted by INT. | ||
* '''Drum on the Battlefield''' increases DEF by a bigger amount and only boosts WATK, with a toned down amount. | * '''Drum on the Battlefield''' increases DEF by a bigger amount and only boosts WATK, with a toned down amount. | ||
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| [[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's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon. | + | * '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. |
* '''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. | ||
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* '''Close Confine''' boosts casters FLEE by 10%. | * '''Close Confine''' boosts casters FLEE by 10%. | ||
* '''Chase Walk''' has a status icon. | * '''Chase Walk''' has a status icon. | ||
− | * '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. | + | * '''Preserve''' is a permanent toggle and can't be dispelled by monsters, only players. |
+ | * '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. | ||
* '''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. | ||
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* '''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. | ||
− | * '''Maelstrom''' is recastable, with new instance replacing the previous, has a 3x3 effective area and status icon. | + | * '''Maelstrom''' is recastable, with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased. |
* '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | * '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | ||
* '''Reproduce''' allows to copy '''Ray of Genesis''' and '''Hesperus Lit''', the copied skills do not have an increased SP cost. | * '''Reproduce''' allows to copy '''Ray of Genesis''' and '''Hesperus Lit''', the copied skills do not have an increased SP cost. | ||
* '''Auto Shadow Spell''' allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one. | * '''Auto Shadow Spell''' allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one. | ||
* '''Emergency Escape''' causes an instant backslide instead of multiple small steps. | * '''Emergency Escape''' causes an instant backslide instead of multiple small steps. | ||
+ | * '''Feint Bomb''' has a different damage formula, less reliant on Job Level and more on DEX. This means that the skill deals considerably higher damage at lower levels. | ||
+ | * '''Masquerade: Ignorance''' recovers SP when used on monsters, with an amount based on their Base Level. | ||
* Able to use all the bows that Rangers can. | * Able to use all the bows that Rangers can. | ||
|} | |} | ||
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* '''Fire Ball''' has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area. | * '''Fire Ball''' has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area. | ||
* '''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. | ||
− | * '''Book Study''' boosts ASPD by 1% per level. | + | * '''Book Study''' grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level. |
* '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous levels allow higher levels of skills. | * '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous levels allow higher levels of skills. | ||
* '''Abracadabra''' changed to include various new MVPs. The list of special skills was revamped, removing those that did nothing and adding '''Fortune''', skill's level determines which one can be triggered. | * '''Abracadabra''' changed to include various new MVPs. The list of special skills was revamped, removing those that did nothing and adding '''Fortune''', skill's level determines which one can be triggered. | ||
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** '''Spirit Sympathy''' increases Spirit's ATK by 50 per level. | ** '''Spirit Sympathy''' increases Spirit's ATK by 50 per level. | ||
** '''Elemental Action''' skills deal largely increased damage and inflict status effects. The area of that have one, was boosted to 5x5 (Lv.2) and 9x9 (Lv.3) cells. | ** '''Elemental Action''' skills deal largely increased damage and inflict status effects. The area of that have one, was boosted to 5x5 (Lv.2) and 9x9 (Lv.3) cells. | ||
− | ** '''Tidal Weapon''' | + | ** '''Tidal Weapon''' grants 20% of physical and magical damage as additional Water property damage instead of granting WATK and no longer forces Water endow.<br> The buff isn't removed upon recast of '''Elemental Action'''. |
** '''Circle of Fire''' deals increased damage and knocks back 2 cells. | ** '''Circle of Fire''' deals increased damage and knocks back 2 cells. | ||
** '''Fire Mantle''' deals increased damage, has a bigger layout an a 5x5 splash effect, with 4 cells knockback. | ** '''Fire Mantle''' deals increased damage, has a bigger layout an a 5x5 splash effect, with 4 cells knockback. |
Revision as of 20:33, 2 August 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 which fit their prefix.
- 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%.
- NPC_AGIUP entries used only on attack, are also used on chase.
- 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.