Difference between revisions of "Skill and Mechanic Changes"
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* {{Skill Icon|Lightning Crash}} '''Lightning Crash''' deals increased damage and roots the affected targets by up to 0.5s. | * {{Skill Icon|Lightning Crash}} '''Lightning Crash''' deals increased damage and roots the affected targets by up to 0.5s. | ||
* {{Skill Icon|Falling Ice Pillar}} '''Falling Ice Pillar''' has a 9x9 cells area to match its visual effect, deals increased damage and has a lower Cast Time. | * {{Skill Icon|Falling Ice Pillar}} '''Falling Ice Pillar''' has a 9x9 cells area to match its visual effect, deals increased damage and has a lower Cast Time. | ||
− | * {{Skill Icon|Charm Earth}} '''Dohu Koukai''', '''Kazehu Seiran''', '''Hyouhu Hubuki''' and '''Kahu Enten''' have 2 levels, with the second summoning all 10 charms at once but with a true Fixed Cast Time.<br> The first level has no Cast Time and the charm's duration is extended to 10 minutes. | + | * {{Skill Icon|Charm-Earth}} '''Dohu Koukai''', {{Skill Icon|Charm-Wind}} '''Kazehu Seiran''', {{Skill Icon|Charm-Ice}} '''Hyouhu Hubuki''' and {{Skill Icon|Charm-Fire}} '''Kahu Enten''' have 2 levels, with the second summoning all 10 charms at once but with a true Fixed Cast Time.<br> The first level has no Cast Time and the charm's duration is extended to 10 minutes. |
− | * {{Skill Icon|Charm Earth}} '''Dohu Koukai''' doesn't endow one's weapon with the ''Earth Property'' when all charms are out.<br> Instead you gain 15% to halve any direct damage taken. | + | * {{Skill Icon|Charm-Earth}} '''Dohu Koukai''' doesn't endow one's weapon with the ''Earth Property'' when all charms are out.<br> Instead you gain 15% to halve any direct damage taken. |
− | * {{Skill Icon|Rapid Throw}} '''Mucha Nage''' deals full damage to Bosses and half to players but the damage isn't split, '''Throwing Mastery''' has no effect on the skill's damage. | + | * {{Skill Icon|Rapid Throw}} '''Mucha Nage''' deals full damage to Bosses and half to players but the damage isn't split, {{Skill Icon|Dagger Throwing Practice}} '''Throwing Mastery''' has no effect on the skill's damage. |
* {{Skill Icon|Cross Slash}} '''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<br>Its base damage formula is improved. | * {{Skill Icon|Cross Slash}} '''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<br>Its base damage formula is improved. | ||
* {{Skill Icon|Soul Cutter}} '''Setsudan''' deals additional damage based on MATK and its base damage formula is improved. | * {{Skill Icon|Soul Cutter}} '''Setsudan''' deals additional damage based on MATK and its base damage formula is improved. | ||
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* {{Skill Icon|Release Ninja Spell}} '''Kaihou''' deals 250% of MATK per every charm spent. | * {{Skill Icon|Release Ninja Spell}} '''Kaihou''' deals 250% of MATK per every charm spent. | ||
* {{Skill Icon|Cast Ninja Spell}} '''Zenkai''' cannot be stacked. Fire version also causes ''Blind'' along with ''Burning''. | * {{Skill Icon|Cast Ninja Spell}} '''Zenkai''' cannot be stacked. Fire version also causes ''Blind'' along with ''Burning''. | ||
− | * {{Skill Icon|Illusion Shadow}} '''Zanzou''' cannot be damaged by self or allies, only enemies. Copies caster's Base Level. Scales better with caster's Max SP.<br> Completely swaps aggro and redirects the current cast on the Ninja to the clone. | + | * {{Skill Icon|Illusion-Shadow}} '''Zanzou''' cannot be damaged by self or allies, only enemies. Copies caster's Base Level. Scales better with caster's Max SP.<br> Completely swaps aggro and redirects the current cast on the Ninja to the clone. |
− | * {{Skill Icon|Charm Ice}} '''Hyouhu Hubuki's''' Ice Charms boost '''Lightning Spear of Ice''' by 20% per. Has a Base Level/100 scaling. | + | * {{Skill Icon|Charm-Ice}} '''Hyouhu Hubuki's''' Ice Charms boost {{Skill Icon|Lightning Spear of Ice}} '''Lightning Spear of Ice''' by 20% per. Has a Base Level/100 scaling. |
* {{Skill Icon|Kunai Explosion}} '''Bakuretsu Kunai''' uses the '''Explosive Kunai''' from inventory (no need to have it equipped) and has increased SP cost. | * {{Skill Icon|Kunai Explosion}} '''Bakuretsu Kunai''' uses the '''Explosive Kunai''' from inventory (no need to have it equipped) and has increased SP cost. | ||
* {{Skill Icon|Kagemusha}} '''Kagemusha''' always displays its animation, and a second one on affected targets. | * {{Skill Icon|Kagemusha}} '''Kagemusha''' always displays its animation, and a second one on affected targets. | ||
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* {{Skill Icon|Pure Soul}} '''Meikyo Shisui''' grants 50% chance to avoid magical damage instead of its default effect on emulators (40% to avoid all damage). Ticks once at the start so no tick is lost. | * {{Skill Icon|Pure Soul}} '''Meikyo Shisui''' grants 50% chance to avoid magical damage instead of its default effect on emulators (40% to avoid all damage). Ticks once at the start so no tick is lost. | ||
* {{Skill Icon|Akaitsuki}} '''Akaitsuki''' works on effects that do not heal at 100% HP ('''Sanctuary''', '''Epiclesis''', '''Warmer''' and such) and shows damage numbers instead of heal amount. | * {{Skill Icon|Akaitsuki}} '''Akaitsuki''' works on effects that do not heal at 100% HP ('''Sanctuary''', '''Epiclesis''', '''Warmer''' and such) and shows damage numbers instead of heal amount. | ||
− | * {{Skill Icon|Illusion Bewitch}} '''Genwaku''' fails to move targets but still applies the '''Confusion''' status in GvG, this has a fixed success chance that disregards resistances.<br>Redirects the aggro and current casting on the Ninja to the new target, interrupts casting in progress on the target and can be used on party members. | + | * {{Skill Icon|Illusion-Bewitch}} '''Genwaku''' fails to move targets but still applies the '''Confusion''' status in GvG, this has a fixed success chance that disregards resistances.<br>Redirects the aggro and current casting on the Ninja to the new target, interrupts casting in progress on the target and can be used on party members. |
− | * {{Skill Icon|Illusion Death}} '''Jyusatsu''' applies '''Curse''' with a fixed success chance that disregards resistances and duration reductions. | + | * {{Skill Icon|Illusion-Death}} '''Jyusatsu''' applies '''Curse''' with a fixed success chance that disregards resistances and duration reductions. |
− | * {{Skill Icon|Right Hand Mastery}} '''Right Hand Mastery''' and '''Left Hand Mastery''' increase the damage of normal attacks while dual-wielding by a greater amount and also boost ASPD with huuma shurikens. | + | * {{Skill Icon|Right Hand Mastery}} '''Right Hand Mastery''' and {{Skill Icon|Left Hand Mastery}} '''Left Hand Mastery''' increase the damage of normal attacks while dual-wielding by a greater amount and also boost ASPD with huuma shurikens. |
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| [[image:MechanicF.png|link=|caption]] || style="text-align:left;" | | | [[image:MechanicF.png|link=|caption]] || style="text-align:left;" | | ||
* {{Skill Icon|Loud Exclamation}} '''Loud Exclamation''' was remade. Now instead increases Merchant's resistance to ''Sleep'' and ''Confusion'' statuses.<br> Additionally attempts to remove those statuses from self and party members in a 11x11 cells area at a 40% chance. | * {{Skill Icon|Loud Exclamation}} '''Loud Exclamation''' was remade. Now instead increases Merchant's resistance to ''Sleep'' and ''Confusion'' statuses.<br> Additionally attempts to remove those statuses from self and party members in a 11x11 cells area at a 40% chance. | ||
− | * {{Skill Icon|}} '''Change Cart''' and '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts.<br> '''Change Cart's''' list includes the Mechanic-only ''Hi-tech Cart''. | + | * {{Skill Icon|Change Cart}} '''Change Cart''' and {{Skill Icon|Decorate Cart}} '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts.<br> '''Change Cart's''' list includes the Mechanic-only ''Hi-tech Cart''. |
− | * {{Skill Icon|Change | + | * {{Skill Icon|Change Revolution}} '''Cart Revolution''' has a range of 2 cells. |
* {{Skill Icon|Cart Termination}} '''Cart Termination''' has a range of 2 cells. | * {{Skill Icon|Cart Termination}} '''Cart Termination''' has a range of 2 cells. | ||
* {{Skill Icon|Hilt Binding}} '''Hilt Binding''' grants 3 str and 10 BATK. | * {{Skill Icon|Hilt Binding}} '''Hilt Binding''' grants 3 str and 10 BATK. | ||
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* {{Skill Icon|Full Adrenaline Rush}} '''Full Adrenaline Rush''' also boosts CRIT with Maces and Axes, just like the base skill does. | * {{Skill Icon|Full Adrenaline Rush}} '''Full Adrenaline Rush''' also boosts CRIT with Maces and Axes, just like the base skill does. | ||
* {{Skill Icon|Melt Down}} '''Melt Down''' is only usable with a weapon equipped and only works off melee attacks. | * {{Skill Icon|Melt Down}} '''Melt Down''' is only usable with a weapon equipped and only works off melee attacks. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Equipment Refine}} '''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. Has no SP Cost. |
* {{Skill Icon|Equipment Refine}} '''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. | * {{Skill Icon|Equipment Refine}} '''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. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Fire Earth Research}} '''Research Fire and Earth''' was renamed to '''Geothermal Furnace'''. |
− | * {{Skill Icon| | + | * {{Skill Icon|Fire Earth Research}} '''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). |
* {{Skill Icon|Mado Gear License}} '''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. | * {{Skill Icon|Mado Gear License}} '''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. | ||
− | * {{Skill Icon|Mainframe | + | * {{Skill Icon|Remodel Mainframe}} '''Mainframe Restructure''' increased Hard DEF and MDEF by up to 40%. |
− | * {{Skill Icon| | + | * {{Skill Icon|Hover}} '''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. |
* {{Skill Icon|Acceleration}} '''Acceleration''' increases Movement Speed by 25%, up from 10%. | * {{Skill Icon|Acceleration}} '''Acceleration''' increases Movement Speed by 25%, up from 10%. | ||
* {{Skill Icon|Elemental Shift}} '''Elemental Shift''' has separate status icons for each element. | * {{Skill Icon|Elemental Shift}} '''Elemental Shift''' has separate status icons for each element. | ||
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* {{Skill Icon|Knuckle Boost}} '''Knuckle Boost''' has a Base Level/100 scaling and DEX scaling was boosted to DEX*3. | * {{Skill Icon|Knuckle Boost}} '''Knuckle Boost''' has a Base Level/100 scaling and DEX scaling was boosted to DEX*3. | ||
* {{Skill Icon|Vulcan 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). | * {{Skill Icon|Vulcan 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). | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Flame Launcher}} '''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". |
− | * {{Skill Icon| | + | * {{Skill Icon|Ice Launcher}} '''Cold Slower''' has a Base Level/100 scaling. |
* {{Skill Icon|Arm Cannon}} '''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. | * {{Skill Icon|Arm Cannon}} '''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. | ||
* {{Skill Icon|Pile Bunker}} '''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. | * {{Skill Icon|Pile Bunker}} '''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. | ||
* {{Skill Icon|Axe Tornado}} '''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. | * {{Skill Icon|Axe Tornado}} '''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. | ||
* {{Skill Icon|Power Swing}} '''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%. Deals x1.5 damage with a two-handed axe. | * {{Skill Icon|Power Swing}} '''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%. Deals x1.5 damage with a two-handed axe. | ||
− | * | + | * '''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.<br>The duration is 60s at all levels. |
− | * {{Skill Icon|FAW | + | * {{Skill Icon|FAW Silver Sniper}} '''FAW - Silver Sniper''' uses level 5 '''Tracking''' as its skill. Its DEX scales off master's Base Level. |
− | * {{Skill Icon|FAW | + | * {{Skill Icon|FAW Magic Decoy}} '''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. |
− | * {{Skill Icon| | + | * {{Skill Icon|Divest FAW}} '''Remove FAW''' recovers one ''Steel'' when used on '''Silver Sniper''' or one ''Brigan'' when used on '''Magic Decoy'''. |
− | * {{Skill Icon|Magma | + | * {{Skill Icon|Magma Flow}} '''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: |
** Gains additional 4 cells to its normal attack range as long as a weapon is equipped. | ** Gains additional 4 cells to its normal attack range as long as a weapon is equipped. | ||
** Has tripled HP Regeneration and '''Moving HP Recovery'''. | ** Has tripled HP Regeneration and '''Moving HP Recovery'''. | ||
** Benefits from '''Assassin Cross of Sunset'''. | ** Benefits from '''Assassin Cross of Sunset'''. | ||
− | ** {{Skill Icon|Teleport}} '''Teleportation''', '''Loud Exclamation''' and '''Greed''' can be used. | + | ** {{Skill Icon|Teleport}} '''Teleportation''', {{Skill Icon|Loud Exclamation}} '''Loud Exclamation''' and {{Skill Icon|Greed}} '''Greed''' can be used. |
** The weight of most accessories required to use the Mado Gear specific skills was greatly decreased. | ** 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''. | ** Is able to use a special version of self-only '''Adrenaline Rush''' through a consumable item named ''Speed Amplifying Circuit''. | ||
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* {{Skill Icon|Hesperus Lit}} '''Hesperus Lit''' is usable normally (no need for '''Banding''' or '''Inspiration'''), dealing 3 hits by default, just like with '''Inspiration''' before the change.<br> Cooldown is reduced to 2/3/4/5/6s and After-cast Delay to 1s. Can also be used with any melee weapon. Its casting cannot be interrupted. | * {{Skill Icon|Hesperus Lit}} '''Hesperus Lit''' is usable normally (no need for '''Banding''' or '''Inspiration'''), dealing 3 hits by default, just like with '''Inspiration''' before the change.<br> Cooldown is reduced to 2/3/4/5/6s and After-cast Delay to 1s. Can also be used with any melee weapon. Its casting cannot be interrupted. | ||
* {{Skill Icon|King's Grace}} '''King's Grace''' suspends the effect of all active '''Devotion''' links while Royal Guard is under the status instead of outright canceling them. Ticks once at the start in order to heal 5 times. | * {{Skill Icon|King's Grace}} '''King's Grace''' suspends the effect of all active '''Devotion''' links while Royal Guard is under the status instead of outright canceling them. Ticks once at the start in order to heal 5 times. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Moon Slasher}} '''Moonslasher''' blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. |
* {{Skill Icon|Earth Drive}} '''Earth Drive''' deals additional damage based on MATK. Its casting cannot be interrupted. | * {{Skill Icon|Earth Drive}} '''Earth Drive''' deals additional damage based on MATK. Its casting cannot be interrupted. | ||
* {{Skill Icon|Banding}} '''Banding''' persists through map changes. | * {{Skill Icon|Banding}} '''Banding''' persists through map changes. |
Revision as of 01:48, 21 January 2024
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.
Do note that the changes below are in relation to the original state of the things circa 2014.
If a skill follows its in-game description, then it can 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. - Skills which missed a motion animation when their cast becomes instant, 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 Attack 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. - Monsters summoned by Bio Cannibalize, Sphere Mine and FAWs cannot be stacked on top of each other.
- Venom Splasher, Spore Explosion and Howling Mine detonate if the target dies while under their effect.
- 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 Staves passively grant +50% Hard MDEF.
- Two-Handed Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
- Two-Handed Swords and Axes have an attack range of 2 cells.
- Daggers had their unused attack sound enabled.
Arch Bishop
Extended Super Novice
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Genetic
Guillotine Cross
Kagerou & Oboro
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
- Skills trigged by autocast effects, can not trigger other autocast skills.
- 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.
Monsters require 160 in a stat to reach immunity. - 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 increase 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.
Its application is signaled by /panic emotion. - 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 for breaks (but not divests) 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:
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.
- End-game MVP monsters can only receive a portion of their Max HP in damage per hit, ranging from 20% to 40%.
- 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 15 second 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 Aeterna 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.
- Slave Monsters:
- Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.
- Aren't affected by item bonuses and skill effects which leech HP/SP.
- Aren't affected by any item bonus which adds a chance of getting loot upon killing a monster.
PvP
- File:-icon.png 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.
- WoE/GvG objects such as Barricades, Guardian Stones or Emperium block the cell they occupy. This means it isn't possible to get inside their sprites.
- 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.
- Butterfly Wing is usable inside of the WoE castles but only out of combat (10s of not taking or inflicting damage).