Difference between revisions of "Skill and Mechanic Changes"
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* 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. | * 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. | * 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 | + | * '''Double Attack''' effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and '''Kagemusha'''.<br> Abilities like '''Chain Action''', '''Eternal Chain''', '''Fear Breeze''' and '''Triple Attack''' are also boosted by such effects.<br> 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. <br>This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets. <br>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'''. | * 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. <br>This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets. <br>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.<br> Bows and guns have a base range of 9 cells instead of 5. | * '''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.<br> Bows and guns have a base range of 9 cells instead of 5. | ||
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* '''Judex''' has 5x5 splash area and halved Cast Times (both Variable and Fixed). Animation was improved to not show the white "bash" effect on the caster. | * '''Judex''' has 5x5 splash area and halved Cast Times (both Variable and Fixed). Animation was improved to not show the white "bash" effect on the caster. | ||
* '''Oratio''' requires 1 point in '''Aspersio'''. Fixed Cast Time is halved. Success chance goes up to 100% and the effect up to 30%. Enables melee attacks to recover a certain amount of SP by a chance. | * '''Oratio''' requires 1 point in '''Aspersio'''. Fixed Cast Time is halved. Success chance goes up to 100% and the effect up to 30%. Enables melee attacks to recover a certain amount of SP by a chance. | ||
− | * '''Duple Light''' requires 5 points in '''Oratio'''. Its activation chance is increased, physical portion is able to crit and | + | * '''Duple Light''' requires 5 points in '''Oratio'''. Its activation chance is increased, physical portion is able to crit and Double Attack, and magical follows weapon's element. Has a status icon. |
* '''Clementia''' is no longer a requisite for other skills. | * '''Clementia''' is no longer a requisite for other skills. | ||
* '''Ancilla''' requires 3 points in '''Praefatio'''. | * '''Ancilla''' requires 3 points in '''Praefatio'''. | ||
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* '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact. | * '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact. | ||
* '''Keen Nose''' has an After-cast Delay of 1s and a Cooldown of 2s. | * '''Keen Nose''' has an After-cast Delay of 1s and a Cooldown of 2s. | ||
− | * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double | + | * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Attack effects, taking priority over those.<br> The base activation chance is 30%, and the amount of hits is then randomized. Affects '''Double and Beast Strafing'''.<br>Can be canceled without a Cast Time and After-cast Delay. |
* '''Aimed Bolt''' has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.<br> The snare status is only removed if the skill actually connects. | * '''Aimed Bolt''' has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.<br> The snare status is only removed if the skill actually connects. | ||
* '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). The damage increase is the same at all levels, only duration changes. | * '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). The damage increase is the same at all levels, only duration changes. |
Revision as of 19:09, 7 February 2021
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 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. - 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.
- 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
- 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. - 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.
- 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.
- Deadly Poison's application is signaled by /panic emotion.
- 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:
- 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.
- Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.
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.