Difference between revisions of "Skill and Mechanic Changes"
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* '''Weapon Refine''' renamed to '''Equipment Refine''', now works with armor as well and refine level goes up to +20 (using Bradium and Carnium past +10).<br> Transcendent Mechanics have the same success chance as Job Level 70 Whitesmiths. | * '''Weapon Refine''' renamed to '''Equipment Refine''', now works with armor as well and refine level goes up to +20 (using Bradium and Carnium past +10).<br> Transcendent Mechanics have the same success chance as Job Level 70 Whitesmiths. | ||
* '''Equipment Refine''' grants ranking points for both weapon and armor refines when those reach +10/15/20, and in the case of weapons, the amount is based on their level. | * '''Equipment Refine''' grants ranking points for both weapon and armor refines when those reach +10/15/20, and in the case of weapons, the amount is based on their level. | ||
+ | * '''Research Fire and Earth''' was renamed to '''Geothermal Furnace'''. | ||
+ | * '''Geothermal Furnace''' also increases Hard DEF and be used while on Mado Gear.<br> Additionally, the skill has an active portion which places a 30 seconds long buff that adds a percentage of Fire and Earth damage to all physical attacks (up to 10% of each). | ||
* '''Mado Gear License''' is now an Active skill and can be used to mount your Mado anywhere except PvP/WoE/BG maps at the cost of 20 Mado Gear Fuel, has animation and 5m Cooldown. | * '''Mado Gear License''' is now an Active skill and can be used to mount your Mado anywhere except PvP/WoE/BG maps at the cost of 20 Mado Gear Fuel, has animation and 5m Cooldown. | ||
− | * ''' | + | * '''Mainframe Restructure''' increased Hard DEF and MDEF by up to 40%. |
* '''Hovering''' boosts FLEE by 10% instead of Movement Speed. Only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky. | * '''Hovering''' boosts FLEE by 10% instead of Movement Speed. 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%. | ||
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* '''Infrared Scan''' lasts for 4s. | * '''Infrared Scan''' lasts for 4s. | ||
* '''Analyze''' only shows its animation upon success. | * '''Analyze''' only shows its animation upon success. | ||
+ | * '''Magnetic Field''' now works when the caster is under '''Hovering''' status. It isn't canceled by '''Quagmire'''. | ||
* '''Repair''' is also usable without Mado Gear, and can be used to heal '''FAWs''', the recovery in this case is doubled. Shows the amount recovered and doesn't get you stuck in the casting animation. | * '''Repair''' is also usable without Mado Gear, and can be used to heal '''FAWs''', the recovery in this case is doubled. Shows the amount recovered and doesn't get you stuck in the casting animation. | ||
− | * '''Knuckle Boost''' has a Base Level/100 scaling and DEX scaling was boosted to DEX* | + | * '''Knuckle Boost''' has a Base Level/100 scaling and DEX scaling was boosted to DEX*3. |
− | * '''Arm | + | * '''Vulcan Arm''' fires 3 shots and splashes in a 5x5 area. Has a boosted damage formula, Base Level/100 scaling and DEX scaling was boosted to DEX*2.<br> The attack motion delay for this skill is halved (easier to spam). |
* '''Flare Launcher''' is also usable without Mado Gear. Has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear'''.<br> It covers a frontal path with a length of 7 cells and width based on skill's level. There's no longer a "dead zone". | * '''Flare Launcher''' is also usable without Mado Gear. Has a Base Level/100 scaling. Works in a way similar to '''Sharp Shooting''' or '''Cannon Spear'''.<br> It covers a frontal path with a length of 7 cells and width based on skill's level. There's no longer a "dead zone". | ||
* '''Cold Slower''' has a Base Level/100 scaling. | * '''Cold Slower''' has a Base Level/100 scaling. | ||
− | * ''' | + | * '''Arm Cannon''' has a Base Level/100 scaling and its base damage formula is increased. Has a normalized range of 13 cells at all levels.<br>Doesn't ignore DEF and the element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) was fixed. After-cast Delay is reduced for level 3. |
* '''Pile Bunker''' has a boosted damage formula. No longer requires the ''Pile Bunker'' mace equipped. Removes defensive buffs even if the hit doesn't connect. STR damage scaling boosted to STR*3. | * '''Pile Bunker''' has a boosted damage formula. No longer requires the ''Pile Bunker'' mace equipped. Removes defensive buffs even if the hit doesn't connect. STR damage scaling boosted to STR*3. | ||
* '''Axe Tornado''' recovers 1% of Max HP for each enemy it hits. VIT damage scaling boosted to VIT*2. The Cooldown for lower levels is greatly reduced. Makes you spin, as nature intended. | * '''Axe Tornado''' recovers 1% of Max HP for each enemy it hits. VIT damage scaling boosted to VIT*2. The Cooldown for lower levels is greatly reduced. Makes you spin, as nature intended. | ||
* '''Power Swing''' had its After-cast Delay removed and given 0,75s Cooldown instead. STR and DEX scalng was boosted to x2.<br> Had its range increased to 2 cells. The base ''Stun'' duration is 5s instead of 2s and chance is 20%. | * '''Power Swing''' had its After-cast Delay removed and given 0,75s Cooldown instead. STR and DEX scalng was boosted to x2.<br> Had its range increased to 2 cells. The base ''Stun'' duration is 5s instead of 2s and chance is 20%. | ||
− | |||
* '''FAWs''' cannot be attacked by self or allies and have increased stats, their ATK, MATK, HP and Level scale with Mechanic's Base Level.<br> They also cannot be knocked back or moved around. Variable Cast Time was decreased to 0.5s at all levels. They have their own names instead of copying Mechanic's. | * '''FAWs''' cannot be attacked by self or allies and have increased stats, their ATK, MATK, HP and Level scale with Mechanic's Base Level.<br> They also cannot be knocked back or moved around. Variable Cast Time was decreased to 0.5s at all levels. They have their own names instead of copying Mechanic's. | ||
* '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. Its DEX scales off master's Base Level. | * '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. Its DEX scales off master's Base Level. | ||
* '''FAW - Magic Decoy''' detects hidden targets and casts level 10 '''Fire Bolt'''/'''Cold Bold'''/'''Lightning Bolt'''/'''Earth Spike'''.<br> Also casts level 10 '''Heal''' on the Mechanic once every 10 seconds as long as the Mechanic is below 90% of Max HP. | * '''FAW - Magic Decoy''' detects hidden targets and casts level 10 '''Fire Bolt'''/'''Cold Bold'''/'''Lightning Bolt'''/'''Earth Spike'''.<br> Also casts level 10 '''Heal''' on the Mechanic once every 10 seconds as long as the Mechanic is below 90% of Max HP. | ||
* '''Remove FAW''' recovers one ''Steel'' when used on '''Silver Sniper''' or one ''Brigan'' when used on '''Magic Decoy'''. | * '''Remove FAW''' recovers one ''Steel'' when used on '''Silver Sniper''' or one ''Brigan'' when used on '''Magic Decoy'''. | ||
− | * ''' | + | * '''Magma Eruption''' has a boosted damage formula for the initial swing, and the eruption tick's damage scales with Base Level, up to 3600. |
− | * ''' | + | * '''Mado Gear''' changes: |
− | * | + | ** Has tripled HP Regeneration and '''Moving HP Recovery'''. |
− | * Mado Gear | + | ** Benefits from '''Assassin Cross of Sunset'''. |
− | * The ''Overheat Counter'' is only increased by offensive abilities. Dealing normal hits, receiving damage and casting supportive skills doesn't | + | ** The weight of most accessories required to use the Mado Gear specific skills was greatly decreased. |
+ | ** Is able to use a special version of self-only '''Adrenaline Rush''' through a consumable item named ''Speed Amplifying Circuit''. | ||
+ | ** The ''Overheat Counter'' is only increased by offensive abilities. Dealing normal hits, receiving damage and casting supportive skills doesn't do it. | ||
+ | ** '''Emergency Cool''' can remove the ''Overheat'' status if used ten times. | ||
+ | ** Not using any offensive ability for 3 seconds, removes one ''Overheat'' counter. | ||
+ | ** While ''Overheated'', HP Regeneration is disabled. | ||
+ | ** There are visual effects for gaining, losing and being under the ''Overheat'' status. | ||
|} | |} | ||
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* '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | * '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | ||
* '''Harmonize''' is no longer usable on Bosses. | * '''Harmonize''' is no longer usable on Bosses. | ||
+ | * '''Siren's Song''' visuals are improved. | ||
* '''Metallic Sound''' deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s. | * '''Metallic Sound''' deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s. | ||
* '''Echo Song''' reduces physical damage taken by a percentage. | * '''Echo Song''' reduces physical damage taken by a percentage. | ||
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* '''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 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''' | + | * '''Improvised Song''' includes most offensive Third Job spells in its list, as well as some supportive, and also a few First, Second and Transcendent Job ones.<br>The spells are cast at their maximum learnable level, and the skill's own level instead decreases Cooldown and SP Cost. |
* '''Circle of Nature's Sound''' had its unused visuals added. | * '''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. | ||
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* '''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 a 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.<br>The affected targets are moved around to random spots within the trap's effective area. 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. | ||
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* '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | * '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | ||
* '''Spread Shot''' deals x1.5 more damage with Grenade Launchers and had its Variable Cast Time reduced to 1s. | * '''Spread Shot''' deals x1.5 more damage with Grenade Launchers and had its Variable Cast Time reduced to 1s. | ||
− | * '''Ground Drift''' updated to work with new grenade spheres, has 5x5 cells area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects | + | * '''Ground Drift''' updated to work with new grenade spheres, has 5x5 cells area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects.<br>Is no longer blocked by '''Auto Guard'''/'''Parrying'''/'''Cast-off Cicada Shell'''/'''Illusionary Shadow''' or reduced by '''Defender''', '''Wall of Fog''', and '''Smoke Powder'''. |
− | + | ||
* '''Flicker''' reveals hidden targets in 5x5 cells area. | * '''Flicker''' reveals hidden targets in 5x5 cells area. | ||
* '''Binding Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | * '''Binding Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | ||
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* '''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''' doesn't require specific ammo and provides % based reductions against Demon and Undead races. The damage-absorbing shield scales with character's VIT<br> and blocks both physical and magical damage. This shield is a separate effect from the main one, meaning it doesn't cancel the other upon expiration. | * '''Platinum Alter''' doesn't require specific ammo and provides % based reductions against Demon and Undead races. The damage-absorbing shield scales with character's VIT<br> and blocks both physical and magical damage. This shield is a separate effect from the main one, meaning it doesn't cancel the other upon expiration. | ||
− | * ''' | + | * '''Quick Draw Shot''' hits twice when used with revolvers. |
* '''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. | ||
* '''Fire Dance''' deals up to 2500% ATK, with a high chance to ''Blind'' enemies. It benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''.<br> Prevents the caster from moving for 0.5s | * '''Fire Dance''' deals up to 2500% ATK, with a high chance to ''Blind'' enemies. It benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''.<br> Prevents the caster from moving for 0.5s | ||
− | * ''' | + | * '''Mass Spiral''' has a Base Level/130 damage scaling and its SP Cost is decreased. |
− | * ''' | + | * '''Anti-Material Blast''' has an INT*5 damage scaling had its SP Cost is decreased. |
− | * ''' | + | * '''Hammer of God''' had its area enlarged to 7x7 cells, base damage formula boosted, and every coin spent adds additional 200% ATK to targets affected by ''Crimson Marker''.<br>The Cooldown is only triggered if the skill actually goes off. |
+ | * '''Banishing Buster''' consumes 5 bullets. | ||
* '''Slug Shot's''' level determines the ''Slug Ammunition'' used, the damage formula is the same at all levels, as is the HIT penalty. Cast Time, Cooldown and After-cast Delay increases with level. | * '''Slug Shot's''' level determines the ''Slug Ammunition'' used, the damage formula is the same at all levels, as is the HIT penalty. Cast Time, Cooldown and After-cast Delay increases with level. | ||
+ | * '''Howling Mine''' had its detonation area enlarged to 9x9 cells. Has new visual animation. Has a STR*4 damage scaling. | ||
+ | * '''Dragon Tail''' doesn't split its damage between targets and its SP Cost is decreased. Has a STR based damage scaling based on skill's level, up to STR*6. | ||
+ | * '''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. | ||
+ | * '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated. | ||
* '''Round Trip''' has a 3s Cooldown and prevents the caster from moving for 1s. | * '''Round Trip''' has a 3s Cooldown and prevents the caster from moving for 1s. | ||
|} | |} | ||
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* '''Dragon Combo''' ''Stuns'' for a base duration of 5 seconds. | * '''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. Debuffs the damaged targets for 5 seconds, making them take 40% more damage from '''Rampage Blaster'''. |
− | * '''Earth Shaker'''' | + | * '''Earth Shaker's''' INT damage scaling boosted to INT*3. |
* '''Pressure Point: Silence's''' DEX damage scaling boosted to DEX*3 and the chance to inflict ''Silence'' is increased.<br>The skill is able to critically hit, with a +20 CRIT bonus and the chance to '''Silence''' is doubled when that happens. | * '''Pressure Point: Silence's''' DEX damage scaling boosted to DEX*3 and the chance to inflict ''Silence'' is increased.<br>The skill is able to critically hit, with a +20 CRIT bonus and the chance to '''Silence''' is doubled when that happens. | ||
− | * '''Pressure Point: Cure''' shows the amount healed and the base healing is increased. | + | * '''Pressure Point: Cure''' shows the amount healed and the base healing is greatly increased, also adding an amount equal to that of level 10 '''Heal''' into the formula. |
* '''Howling of Lion''' has Base Level/100 and INT*3 scaling, and is considered a ranged attack. | * '''Howling of Lion''' has Base Level/100 and INT*3 scaling, and is considered a ranged attack. | ||
* '''Knuckle Arrow''' has AGI*3 for the initial hit and AGI*2 for the subhit damage scaling. The bonus damage on monsters (based on their level) is greatly increased.<br> Faces the target directly and knocks it in the opposite direction. Deal additional damage equal to the collision portion to Bosses (single bundle). | * '''Knuckle Arrow''' has AGI*3 for the initial hit and AGI*2 for the subhit damage scaling. The bonus damage on monsters (based on their level) is greatly increased.<br> Faces the target directly and knocks it in the opposite direction. Deal additional damage equal to the collision portion to Bosses (single bundle). | ||
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* '''Safety Wall's''' Cast Time caps at level 7. Has a status icon. | * '''Safety Wall's''' Cast Time caps at level 7. Has a status icon. | ||
* '''Storm Gust''' knocks targets caught in the area in random directions. | * '''Storm Gust''' knocks targets caught in the area in random directions. | ||
− | * '''Sight Blaster''' has 5x5 cells trigger area. | + | * '''Sight Blaster''' has 5x5 cells trigger area and doesn't hit traps. |
* '''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). | ||
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* '''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.<br> 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. The damage pierces 50% of Hard MDEF.<br> The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from '''Amplify Magical Power'''. |
* '''Jack Frost''' does its extra damage from ''Chill'' status by default to Boss monsters. | * '''Jack Frost''' does its extra damage from ''Chill'' status by default to Boss monsters. | ||
* '''Earth Strain''' no longer divests if no damage is dealt. The success chance is reduced by target's DEX. Shows the divested piece on the target by using the effects from Rogue's Strip skills. | * '''Earth Strain''' no longer divests if no damage is dealt. The success chance is reduced by target's DEX. Shows the divested piece on the target by using the effects from Rogue's Strip skills. |
Revision as of 19:06, 15 November 2019
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.
Contents
General
- 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.
Abilities like Chain Action, Eternal Chain, Fear Breeze and Triple Attack are also boosted by such effects.
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.
- 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. - Monsters summoned by Bio Cannibalize, Sphere Mine, Summon Legion and FAWs, log their kills as master's own for the purpose of quest progress, loot right and MVP rights.
Their attacks do not activate master's autocast effects. - Daggers, Knuckles and Books deal 75% damage to large targets.
- Whips deal 75% damage to large targets, just like Instruments.
- Two-Handed Spears passively grant +25% Hard DEF.
- Two-Handed Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
- Daggers had their unused attack sound enabled.
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. - Immobilized melee monsters only use Teleportation from their idle skill set if there are valid targets around, and all other skills when alone.
They also use chase skills when there are valid targets around. - 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.