Difference between revisions of "Skill and Mechanic Changes"
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* {{Skill Icon|Sonic Blow}} '''Sonic Blow''' doesn't get its damage modifier halved under the effect of '''EDP'''. | * {{Skill Icon|Sonic Blow}} '''Sonic Blow''' doesn't get its damage modifier halved under the effect of '''EDP'''. | ||
* {{Skill Icon|Grimtooth}} '''Grimtooth''' benefits from '''EDP'''. | * {{Skill Icon|Grimtooth}} '''Grimtooth''' benefits from '''EDP'''. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Venom Knife}} '''Throw Venom Knife''' benefits from '''EDP''' and uses weapon's element. |
* {{Skill Icon|Create Deadly Poison}} '''Create Deadly Poison's''' after cast delay was removed. | * {{Skill Icon|Create Deadly Poison}} '''Create Deadly Poison's''' after cast delay was removed. | ||
− | * {{Skill Icon|Soul | + | * {{Skill Icon|Soul Destroyer}} '''Soul Breaker''' properly respects reduction, is fully boosted by '''Lex Aeterna''' and both portions benefit from weapon's element.<br> The magical portion's damage formula isn't halved by '''EDP''' as it isn't boosted by it. |
* {{Skill Icon|Meteor Assault}} '''Meteor Assault''' no longer requires '''Sonic Blow''', only has 5 levels and behaves like a normal physical melee attack,<br> getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''.<br> Has a true Cast Time of 0.4 and no After-cast Delay.<br> | * {{Skill Icon|Meteor Assault}} '''Meteor Assault''' no longer requires '''Sonic Blow''', only has 5 levels and behaves like a normal physical melee attack,<br> getting full benefit from % cards, '''EDP''' and bonuses like '''Magnum Break's'''.<br> Has a true Cast Time of 0.4 and no After-cast Delay.<br> | ||
* {{Skill Icon|Cross Impact}} '''Cross Impact''' no longer has any skill requirements. Deals increased damage with a dagger in the main hand. | * {{Skill Icon|Cross Impact}} '''Cross Impact''' no longer has any skill requirements. Deals increased damage with a dagger in the main hand. | ||
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* {{Skill Icon|Weapon Crush}} '''Weapon Crush''' has a greatly increased success chance. It's 100% of ATK damage ignores FLEE and guarding effects. | * {{Skill Icon|Weapon Crush}} '''Weapon Crush''' has a greatly increased success chance. It's 100% of ATK damage ignores FLEE and guarding effects. | ||
* {{Skill Icon|Cloaking Exceed}} '''Cloaking Exceed''' no longer consumes SP or triggers After-cast Delay when used to uncloak. | * {{Skill Icon|Cloaking Exceed}} '''Cloaking Exceed''' no longer consumes SP or triggers After-cast Delay when used to uncloak. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Poisonous Smoke}} '''Poison Smoke''' is recastable, with new instance replacing the previous. Has 1s Variable and 1s Fixed Cast Times, After-cast Delay is 1s. |
* {{Skill Icon|Venom Pressure}} '''Venom Pressure''' used on a target debuffed by '''Venom Splasher''', upgrades it to '''Venom Scourge''' and detonates instantly.<br>This consumes twice as much SP and if there isn't enough, the skill is cast with its normal effect. | * {{Skill Icon|Venom Pressure}} '''Venom Pressure''' used on a target debuffed by '''Venom Splasher''', upgrades it to '''Venom Scourge''' and detonates instantly.<br>This consumes twice as much SP and if there isn't enough, the skill is cast with its normal effect. | ||
− | * | + | * '''Venom Scourge''' is a boosted version of {{Skill Icon|Venom Splasher}} '''Venom Splasher''', which gains Base Level/120 scaling, one extra cell to its effective range and a doubled chance to ''Poison''.<br>Additionally, it spreads the '''Guillotine Cross Poison''' consumed by '''Venom Pressure''' to all affected targets. |
− | * | + | * '''Leech End''' was reworked, it now heals the user for 25% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. |
− | * | + | * '''Pyrexia's''' reapplication refreshes ''Blind'' and ''Hallucination''. |
− | * | + | * '''Toxin''' works through '''Devotion'''. |
* All poisons that cause effects at intervals, do so with an overhead emotion effect. | * All poisons that cause effects at intervals, do so with an overhead emotion effect. | ||
|} | |} | ||
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* All '''Huuma Shurikens''' have increased ATK and additional slots in some cases. | * All '''Huuma Shurikens''' have increased ATK and additional slots in some cases. | ||
* They receive a custom headgear upon job change, just like third jobs. | * They receive a custom headgear upon job change, just like third jobs. | ||
− | * {{Skill Icon|Throwing | + | * {{Skill Icon|Dagger Throwing Practice}} '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 10 per level. |
* {{Skill Icon|Throw Shuriken}} '''Throw Shuriken''' only has 5 levels, deals increased damage, hitting targets in a 3x9 line and inflicting ''Bleeding'' by a chance.<br> '''Shurikens''' are catalysts instead of ammunition, each level uses a different '''Shuriken'''.<br> The damage scales with Base Level past 100. | * {{Skill Icon|Throw Shuriken}} '''Throw Shuriken''' only has 5 levels, deals increased damage, hitting targets in a 3x9 line and inflicting ''Bleeding'' by a chance.<br> '''Shurikens''' are catalysts instead of ammunition, each level uses a different '''Shuriken'''.<br> The damage scales with Base Level past 100. | ||
* {{Skill Icon|Throw Kunai}} '''Throw Kunai's''' damage scales with Base Level past 100. The SP cost is increased. | * {{Skill Icon|Throw Kunai}} '''Throw Kunai's''' damage scales with Base Level past 100. The SP cost is increased. | ||
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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| | + | * {{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| | + | * {{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| | + | * {{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| | + | * {{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| | + | * {{Skill Icon|Soul Cutter}} '''Setsudan''' deals additional damage based on MATK and its base damage formula is improved. |
− | * {{Skill Icon| | + | * {{Skill Icon|Kunai Splash}} '''Happo Kunai''' has updated damage formula which also scales with Base Level and is fully ranged. Deals x1.5 damage with huuma shurikens.<br> Consumes 5 '''Kunais'''. |
− | * {{Skill Icon| | + | * {{Skill Icon|Swirling Petal}} '''Huuma Shuriken Ranka''' has Base Level/120 scaling and the AGI scaling is boosted to AGI*2. |
− | * {{Skill Icon| | + | * {{Skill Icon|Makibishi}} '''Makibishi''' has a fixed, cage-like layout at all levels and its damage formula is improved. Ignores FLEE and DEF.<br> Consumes 8 '''Caltrops''' at all levels. |
− | * {{Skill Icon| | + | * {{Skill Icon|Release Ninja Spell}} '''Kaihou''' deals 250% of MATK per every charm spent. |
− | * {{Skill Icon| | + | * {{Skill Icon|Cast Ninja Spell}} '''Zenkai''' cannot be stacked. Fire version also causes ''Blind'' along with ''Burning''. |
− | * {{Skill Icon| | + | * {{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| | + | * {{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| | + | * {{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. | ||
* {{Skill Icon|Zangetsu}} '''Zangetsu''' boosts EMATK. It is shown in the chat window whether you were buffed or debuffed. Consumes a '''Shadow Orb'''. | * {{Skill Icon|Zangetsu}} '''Zangetsu''' boosts EMATK. It is shown in the chat window whether you were buffed or debuffed. Consumes a '''Shadow Orb'''. | ||
* {{Skill Icon|Oboro Gensou}} '''Oboro Gensou''' works in a 9x9 cells area and the healing portion mumbo jumbo is gone, the skill always applies its effect. Consumes a '''Shadow Orb'''. | * {{Skill Icon|Oboro Gensou}} '''Oboro Gensou''' works in a 9x9 cells area and the healing portion mumbo jumbo is gone, the skill always applies its effect. Consumes a '''Shadow Orb'''. | ||
− | * {{Skill Icon| | + | * {{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| | + | * {{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| | + | * {{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 '''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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* {{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|Moonslasher}} '''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. | ||
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* {{Skill Icon|Demon Bane}} '''Demon Bane''' also boosts CRIT and the Base Level scaling is increased. | * {{Skill Icon|Demon Bane}} '''Demon Bane''' also boosts CRIT and the Base Level scaling is increased. | ||
* {{Skill Icon|Angelus}} '''Angelus''' had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. | * {{Skill Icon|Angelus}} '''Angelus''' had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. | ||
− | * {{Skill Icon|Signum | + | * {{Skill Icon|Signum Crusis}} '''Signum Crucis''' had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted. |
* {{Skill Icon|Dodge}} '''Dodge''' grants up to 20 FLEE. | * {{Skill Icon|Dodge}} '''Dodge''' grants up to 20 FLEE. | ||
* {{Skill Icon|Triple Attack}} '''Triple Attack''' is a toggle (unremovable). Deals x1.5 damage with knuckles. | * {{Skill Icon|Triple Attack}} '''Triple Attack''' is a toggle (unremovable). Deals x1.5 damage with knuckles. |
Revision as of 01:09, 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
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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
- 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).