Difference between revisions of "Skill and Mechanic Changes"
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* {{Skill Icon|Meditatio}} '''Meditatio''' also boosts '''Sanctuary'''. | * {{Skill Icon|Meditatio}} '''Meditatio''' also boosts '''Sanctuary'''. | ||
* {{Skill Icon|Basilica}} '''Basilica''' can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Triples the HP and SP regeneration of affected targets.<br> Canceling the effect triggers a short Cooldown instead of After-cast Delay. | * {{Skill Icon|Basilica}} '''Basilica''' can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Triples the HP and SP regeneration of affected targets.<br> Canceling the effect triggers a short Cooldown instead of After-cast Delay. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Frepta-Armaiti}} '''Mana Recharge''' no longer requires '''Demon Bane'''. It was renamed to '''Frepta Armaiti''' and besides its original effect, it also enables the use of an active skill which consumes a<br> percentage of your own SP to deal miscellaneous damage in an area around, burn SP of enemies and recover it to allies. |
* {{Skill Icon|Coluseo Heal}} '''Coluceo Heal''' uses level 10 '''Heal's''' value regardless of the learned level. | * {{Skill Icon|Coluseo Heal}} '''Coluceo Heal''' uses level 10 '''Heal's''' value regardless of the learned level. | ||
* {{Skill Icon|Praefatio}} '''Praefatio''' has the same Cooldown at all levels. Duration increases with level. | * {{Skill Icon|Praefatio}} '''Praefatio''' has the same Cooldown at all levels. Duration increases with level. | ||
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* {{Skill Icon|Twilight Alchemy II}} '''Twilight Alchemy II''' can be used to brew '''Condensed Blue Potions'''. You may also choose which set of items to make by having only the required materials in the inventory.<br> No longer requires various Jobs in party, just Soul Link. | * {{Skill Icon|Twilight Alchemy II}} '''Twilight Alchemy II''' can be used to brew '''Condensed Blue Potions'''. You may also choose which set of items to make by having only the required materials in the inventory.<br> No longer requires various Jobs in party, just Soul Link. | ||
* {{Skill Icon|Bio Cannibalize}} '''Bio Cannibalize''' spawned plants scale their stats and Base Level with master's own, use various skills and cannot be knocked back.<br> They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level<br>They have their own names instead of copying master's.<br>There's a total limit of 5 plants and the duration of lower levels is reduced.<br>Monsters will attack them if possible. | * {{Skill Icon|Bio Cannibalize}} '''Bio Cannibalize''' spawned plants scale their stats and Base Level with master's own, use various skills and cannot be knocked back.<br> They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level<br>They have their own names instead of copying master's.<br>There's a total limit of 5 plants and the duration of lower levels is reduced.<br>Monsters will attack them if possible. | ||
− | * {{Skill Icon|}} '''Sphere Mine''' spawned bombs scale their HP and Level with caster's Base Level. The explosion begins if any enemy is within 5 cells or when attacked by the master.<br>Only the master can trigger the explosion, dealing 1 damage per hit, and allies cannot attack them at all, while enemies, including monsters, are able to. | + | * {{Skill Icon|Sphere Mine}} '''Sphere Mine''' spawned bombs scale their HP and Level with caster's Base Level. The explosion begins if any enemy is within 5 cells or when attacked by the master.<br>Only the master can trigger the explosion, dealing 1 damage per hit, and allies cannot attack them at all, while enemies, including monsters, are able to. |
* {{Skill Icon|Acid Terror}} '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage.<br> The damage scales with Base Level past 100. | * {{Skill Icon|Acid Terror}} '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage.<br> The damage scales with Base Level past 100. | ||
* {{Skill Icon|Flame Demonstration}} '''Flame Demonstration''' consumes '''Concentrated Bottle Grenade''' and does fully mixed damage.<br> The damage scales with Base Level past 100. | * {{Skill Icon|Flame Demonstration}} '''Flame Demonstration''' consumes '''Concentrated Bottle Grenade''' and does fully mixed damage.<br> The damage scales with Base Level past 100. | ||
− | * {{Skill Icon|Chemical Protection | + | * {{Skill Icon|Chemical Protection Weapon}} '''Chemical Protection: Weapon/Armor/Shield/Helm''' consume '''Small Glistening Coat'''. |
* {{Skill Icon|Condensed Potion Pitcher}} '''Condensed Potion Pitcher''' benefits from Healing done +% effects. Its Fixed Cast Time was removed and Variable increased. Has a short Cooldown. | * {{Skill Icon|Condensed Potion Pitcher}} '''Condensed Potion Pitcher''' benefits from Healing done +% effects. Its Fixed Cast Time was removed and Variable increased. Has a short Cooldown. | ||
− | * {{Skill Icon|Cart Boost}} '''Cart Boost''' increases Movement Speed up to 50%. | + | * {{Skill Icon|Cart Boost (Geneticist)}} '''Cart Boost''' increases Movement Speed up to 50%. |
* {{Skill Icon|Cart Cannon}} '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed.<br> Doesn't ignore DEF, the damage is slightly boosted and the Cast Time is reduced across all levels. | * {{Skill Icon|Cart Cannon}} '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed.<br> Doesn't ignore DEF, the damage is slightly boosted and the Cast Time is reduced across all levels. | ||
* {{Skill Icon|Cart Tornado}} '''Cart Tornado''' had its base damage formula greatly increased. | * {{Skill Icon|Cart Tornado}} '''Cart Tornado''' had its base damage formula greatly increased. | ||
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* {{Skill Icon|Spore Explosion}} '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*3, ignores FLEE and guarding effects.<br> Has a status icon. | * {{Skill Icon|Spore Explosion}} '''Spore Explosion''' had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*3, ignores FLEE and guarding effects.<br> Has a status icon. | ||
* {{Skill Icon|Crazy Weed}} '''Crazy Weed''' was remade. The skill summons a giant, beefy plant monster which uses the offensive skill on spawn, and then multiple times more at certain intervals.<br> The plant's stats scale with the Genetic's and its attack damage is boosted by Summon Damage % bonuses as well as those for this specific skill.<br>Deals neutral property damage but still hits through '''Hiding'''. | * {{Skill Icon|Crazy Weed}} '''Crazy Weed''' was remade. The skill summons a giant, beefy plant monster which uses the offensive skill on spawn, and then multiple times more at certain intervals.<br> The plant's stats scale with the Genetic's and its attack damage is boosted by Summon Damage % bonuses as well as those for this specific skill.<br>Deals neutral property damage but still hits through '''Hiding'''. | ||
− | * {{Skill Icon|Illusion Doping}} '''Illusion Doping''' reduces | + | * {{Skill Icon|Illusion Doping}} '''Illusion Doping''' reduces HIT by 10%, it's area at level 5 is reduced to 17x17 cell and a cast time of 0.5s remains. |
* {{Skill Icon|Sling Item}} '''Sling Item''' was revamped as following: | * {{Skill Icon|Sling Item}} '''Sling Item''' was revamped as following: | ||
** All '''Fruit Bombs''' had their damage formulas boosted and effects improved and '''Detonator''' isn't required for their crafting. | ** All '''Fruit Bombs''' had their damage formulas boosted and effects improved and '''Detonator''' isn't required for their crafting. | ||
− | ** { | + | ** {'''Banana Bomb''' always forces sitting but you're able to stand up right away. |
** All '''Throwing Potions''', '''Throwing Foods''' and '''Strange Items''' have an increased duration compared to the base items and their HP/SP recovery effects are also boosted. | ** All '''Throwing Potions''', '''Throwing Foods''' and '''Strange Items''' have an increased duration compared to the base items and their HP/SP recovery effects are also boosted. | ||
− | ** | + | ** '''Apple Bomb''', '''Coconut Bomb''' and '''Pineapple Bomb''' require '''White Powder''', '''Yellow Powder''' and '''Black Powder''' instead of '''Gun Powder''' for their creation. |
− | ** | + | ** '''Fruit Bombs''', '''Throwing Potions''', '''Throwing Foods''' and '''Strange Items''' have their full damage formulas and other effects listed in the item's descriptions. |
** Slinging an item makes the Genetic shout the name of the said item instead of skill's name, and there are different visual effects for all kinds of '''Throwing Items'''. | ** Slinging an item makes the Genetic shout the name of the said item instead of skill's name, and there are different visual effects for all kinds of '''Throwing Items'''. | ||
− | * {{Skill Icon|}} '''Demonic Fire''' ticks every second, consumes '''Concentrated Bottle Grenade''' and deals increased damage which scales with INT, Base and Job Levels.<br> Is recastable, with new instance replacing the previous. Area is increased to 7x7 cells. | + | * {{Skill Icon|Demonic Fire}} '''Demonic Fire''' ticks every second, consumes '''Concentrated Bottle Grenade''' and deals increased damage which scales with INT, Base and Job Levels.<br> Is recastable, with new instance replacing the previous. Area is increased to 7x7 cells. |
* {{Skill Icon|Fire Expansion}} '''Fire Expansion''' only consumes its item catalyst upon a succesful cast on top of '''Demonic Fire''', the new unit is placed right on top of '''Demonic Fire'''. | * {{Skill Icon|Fire Expansion}} '''Fire Expansion''' only consumes its item catalyst upon a succesful cast on top of '''Demonic Fire''', the new unit is placed right on top of '''Demonic Fire'''. | ||
* {{Skill Icon|Fire Expansion}} '''Fire Expansion''' (Lv.1) deals increased damage, the duration of '''Demonic Fire''' is extended by 10s but cannot exceed 28s. | * {{Skill Icon|Fire Expansion}} '''Fire Expansion''' (Lv.1) deals increased damage, the duration of '''Demonic Fire''' is extended by 10s but cannot exceed 28s. | ||
* {{Skill Icon|Fire Expansion}} '''Fire Expansion''' (Lv.2) deals largely increased damage and has a visual animation. | * {{Skill Icon|Fire Expansion}} '''Fire Expansion''' (Lv.2) deals largely increased damage and has a visual animation. | ||
− | * | + | * '''Smoke Powder''' has a status icon. |
− | * | + | * '''Tear Gas''' has a status icon. |
− | * | + | * '''Homunculus''' Changes: |
** Skill Cast Times, After-cast Delays and Cooldowns were adjusted across the board to make more sense. | ** Skill Cast Times, After-cast Delays and Cooldowns were adjusted across the board to make more sense. | ||
** Visual effects were added to all skills that had none. | ** Visual effects were added to all skills that had none. | ||
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** {{Skill Icon|Summon Legion}} '''Sera's''' '''Summon Legion''' scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters. | ** {{Skill Icon|Summon Legion}} '''Sera's''' '''Summon Legion''' scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters. | ||
** {{Skill Icon|Poison Mist}} '''Sera's''' '''Poison Mist''' deals increased damage and doesn't prevent some unit skills from being placed on top of it. Ticks every 1.5s at all levels. | ** {{Skill Icon|Poison Mist}} '''Sera's''' '''Poison Mist''' deals increased damage and doesn't prevent some unit skills from being placed on top of it. Ticks every 1.5s at all levels. | ||
− | ** {{Skill Icon| | + | ** {{Skill Icon|Over Boost}} '''Eira's''' '''Overboost's''' FLEE bonus is capped at 400 on GvG maps and ASPD goes up to 190. Eira herself doesn't receive the status as it only lowers her stats at higher levels. |
** {{Skill Icon|Tinder Breaker}} '''Eleanor's''' '''Tinder Breaker''' doesn't root her if the target wasn't rooted too (Bosses). | ** {{Skill Icon|Tinder Breaker}} '''Eleanor's''' '''Tinder Breaker''' doesn't root her if the target wasn't rooted too (Bosses). | ||
** {{Skill Icon|Eternal Quick Combo}} '''Eleanor's''' '''E.Q.C (Eternal Quick Combo)''' reduces Hard DEF. | ** {{Skill Icon|Eternal Quick Combo}} '''Eleanor's''' '''E.Q.C (Eternal Quick Combo)''' reduces Hard DEF. | ||
− | ** {{Skill Icon|Lava Slide | + | ** {{Skill Icon|Lava Slide}} '''Dieter's''' '''Lava Slide''' can be recasted, which replaces the previous unit. Each cell occupied by the effect can deal up to 5 hits, and then disappears, instead of the whole unit. |
|} | |} | ||
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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 {{Skill Icon|Venom Splasher}} '''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 {{Skill Icon|Venom Pressure}} '''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''', {{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| | + | * {{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, {{Skill Icon|Dagger Throwing Practice}} '''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 {{Skill Icon|Lightning Spear of Ice}} '''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 {{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| | + | * {{Skill Icon|Cart 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| | + | * {{Skill Icon|Lava 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|Charming Wink}} '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | * {{Skill Icon|Charming Wink}} '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | ||
* {{Skill Icon|Dissonance}} '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | * {{Skill Icon|Dissonance}} '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Song of Lutie}} '''Apple of Idun''' benefits from Healing done +% effects. The healing formula is increased on all of its portions. |
* {{Skill Icon|Fortune's Kiss}} '''Fortune's Kiss''' also boosts Critical Damage. | * {{Skill Icon|Fortune's Kiss}} '''Fortune's Kiss''' also boosts Critical Damage. | ||
* {{Skill Icon|Humming}} '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | * {{Skill Icon|Humming}} '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | ||
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* {{Skill Icon|Gloomy Day}} '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | * {{Skill Icon|Gloomy Day}} '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | ||
* {{Skill Icon|Harmonize}} '''Harmonize''' is no longer usable on Bosses. | * {{Skill Icon|Harmonize}} '''Harmonize''' is no longer usable on Bosses. | ||
− | * {{Skill Icon|Siren's | + | * {{Skill Icon|Siren's Voice}} '''Siren's Song''' visuals are improved. |
* {{Skill Icon|Metallic Sound}} '''Metallic Sound''' deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s. | * {{Skill Icon|Metallic Sound}} '''Metallic Sound''' deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s. | ||
* {{Skill Icon|Echo Song}} '''Echo Song''' reduces physical damage taken by a percentage. | * {{Skill Icon|Echo Song}} '''Echo Song''' reduces physical damage taken by a percentage. | ||
− | * {{Skill Icon|Lover | + | * {{Skill Icon|Lover Symphony}} '''Lover's Symphony''' reduces magical damage taken by a percentage. |
* {{Skill Icon|Windmill Rush}} '''Windmill Rush''' increases physical damage by a percentage. | * {{Skill Icon|Windmill Rush}} '''Windmill Rush''' increases physical damage by a percentage. | ||
* {{Skill Icon|Moonlight Serenade}} '''Moonlight Serenade''' increases magical damage by a percentage. | * {{Skill Icon|Moonlight Serenade}} '''Moonlight Serenade''' increases magical damage by a percentage. | ||
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* Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them. | * Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them. | ||
* Ranger traps deal half their damage normally, which is brought back by leveling '''Trap Research''', meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage. | * Ranger traps deal half their damage normally, which is brought back by leveling '''Trap Research''', meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage. | ||
− | * {{Skill Icon|Double | + | * {{Skill Icon|Double Strafe}} '''Double''' and '''Beast Strafing''' benefit from the effect of '''Fear Breeze'''. |
− | * {{Skill Icon|Beast | + | * {{Skill Icon|Beast Charge}} '''Beast Strafing''' works against Brute, Insect and Fish race monsters, and Warg riding Rangers. |
* {{Skill Icon|Beast Bane}} '''Beast Bane's''' bonus scales with Base Level, much like '''Demon Bane'''. Works against Brute, Insect and Fish race monsters. | * {{Skill Icon|Beast Bane}} '''Beast Bane's''' bonus scales with Base Level, much like '''Demon Bane'''. Works against Brute, Insect and Fish race monsters. | ||
* {{Skill Icon|Falcon Mastery}} '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. | * {{Skill Icon|Falcon Mastery}} '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. | ||
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* '''All Hunter and Ranger traps''' have had their HP increased by 400% (17500). | * '''All Hunter and Ranger traps''' have had their HP increased by 400% (17500). | ||
* '''All Hunter traps''' no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times. | * '''All Hunter traps''' no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Falcon Eyes}} '''True Sight''' also increases the damage of single-target Bow skills by a percentage, those are '''Double and Beast Strafing''', '''Arrow Charge''', '''Phantasmic Arrow''' and '''Aimed Bolt'''. |
* {{Skill Icon|Falcon Assault}} '''Falcon Assault's''' damage scales with Base Level past 100 and is elementless. The damage to players is halved, however. | * {{Skill Icon|Falcon Assault}} '''Falcon Assault's''' damage scales with Base Level past 100 and is elementless. The damage to players is halved, however. | ||
* {{Skill Icon|Camouflage}} '''Camouflage''' works like '''Cloaking''' regarding walls, has a status icon and no longer consumes SP when used to uncloak.<br> Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. | * {{Skill Icon|Camouflage}} '''Camouflage''' works like '''Cloaking''' regarding walls, has a status icon and no longer consumes SP when used to uncloak.<br> Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround. | ||
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* {{Skill Icon|Fear Breeze}} '''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. | * {{Skill Icon|Fear Breeze}} '''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. | ||
* {{Skill Icon|Aimed Bolt}} '''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. | * {{Skill Icon|Aimed Bolt}} '''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. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Unlimited}} '''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. |
* {{Skill Icon|Ranger Main}} '''Ranger Main''' has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%. Works against Brute, Insect and Fish race monsters. | * {{Skill Icon|Ranger Main}} '''Ranger Main''' has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%. Works against Brute, Insect and Fish race monsters. | ||
* {{Skill Icon|Trap Research}} '''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. | * {{Skill Icon|Trap Research}} '''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. | ||
* {{Skill Icon|Detonator}} '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | * {{Skill Icon|Detonator}} '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | ||
− | * {{Skill Icon|Electric | + | * {{Skill Icon|Electric Shock}} '''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. |
− | * {{Skill Icon| | + | * {{Skill Icon|Bomb Cluster}} '''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. |
* {{Skill Icon|Magenta Trap}} '''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. | * {{Skill Icon|Magenta Trap}} '''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. | ||
* Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them. | * Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them. | ||
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* The stats of Rebel exclusive weapons were revamped. | * The stats of Rebel exclusive weapons were revamped. | ||
* Many skills have largely improved visual animations and sound effects. | * Many skills have largely improved visual animations and sound effects. | ||
− | * | + | * '''Grenade Launchers''' use bullets as their ammunition. |
− | * | + | * '''Grenade Spheres''' aren't gone however. They're now catalysts that you may click to load.<br> When one is loaded, all attacks done with grenade launchers consume a sphere and gain a bonus to Mastery ATK, while inflicting various status effects. |
* {{Skill Icon|Chain Action}} '''Chain Action''' is a toggle (unremovable) for its main effect. Behaves like '''Double Attack''' of Thief with gear bonuses, meaning you get its full bonus with any weapon by using gear that enables double attack. | * {{Skill Icon|Chain Action}} '''Chain Action''' is a toggle (unremovable) for its main effect. Behaves like '''Double Attack''' of Thief with gear bonuses, meaning you get its full bonus with any weapon by using gear that enables double attack. | ||
* {{Skill Icon|Flip the Coin}} '''Flip the Coin''' doesn't remove a coin upon failure. | * {{Skill Icon|Flip the Coin}} '''Flip the Coin''' doesn't remove a coin upon failure. | ||
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|- | |- | ||
| [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | | [[image:RoyalGuardF.png|link=|caption]] || style="text-align:left;" | | ||
− | * | + | * '''Heavenly Bell''' is given upon Job change, it lets you summon the Gryphon anywhere except on PvP maps. |
* {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | * {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | ||
* {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | * {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | ||
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* {{Skill Icon|Devotion}} '''Devotion''' changed to 30 level range from 10 level range. | * {{Skill Icon|Devotion}} '''Devotion''' changed to 30 level range from 10 level range. | ||
* {{Skill Icon|Grand Cross}} '''Grand Cross''' doesn't delay its ticks, meaning the damage is never decreased. It doesn't hit or flinch the caster directly so you can't status yourself and the animation doesn't replicate itself.<br>The damage formula is slightly improved. | * {{Skill Icon|Grand Cross}} '''Grand Cross''' doesn't delay its ticks, meaning the damage is never decreased. It doesn't hit or flinch the caster directly so you can't status yourself and the animation doesn't replicate itself.<br>The damage formula is slightly improved. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Shield Reflect}} '''Reflect Shield''' is now a toggle. Works against normal hits when transfered through '''Devotion''', not just skills. |
* {{Skill Icon|Shrink}} '''Shrink''' only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like '''Desperado''', '''Dust''' and '''Fire Dance'''. | * {{Skill Icon|Shrink}} '''Shrink''' only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like '''Desperado''', '''Dust''' and '''Fire Dance'''. | ||
* {{Skill Icon|Gospel}} '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | * {{Skill Icon|Gospel}} '''Gospel's''' slowing debuff applies a separate SC status with its own icon. | ||
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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. | ||
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|- | |- | ||
| [[image:RuneKnightM.png|link=|caption]] || style="text-align:left;" | | | [[image:RuneKnightM.png|link=|caption]] || style="text-align:left;" | | ||
− | * | + | * '''Dragon Horn''' is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps. |
* {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | * {{Skill Icon|Provoke}} '''Provoke''' causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster. | ||
− | * | + | * '''Runewright's Lexicon''' is given upon Job change, this books contains all you need to know about Runestones. |
* {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | * {{Skill Icon|Magnum Break}} '''Magnum Break's''' damage isn't reduced for targets outside of 3x3 cells area, has a status icon.<br> The ''Ardent Weapon'' status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown. | ||
* {{Skill Icon|Two-Handed Sword Mastery}} '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | * {{Skill Icon|Two-Handed Sword Mastery}} '''Two-Handed Sword Mastery''' boosts Mastery ATK when not mounted by 6 per level instead of 4 per. | ||
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* {{Skill Icon|Sonic Wave}} '''Sonic Wave''' deals x1.5 damage with a two-handed weapon. | * {{Skill Icon|Sonic Wave}} '''Sonic Wave''' deals x1.5 damage with a two-handed weapon. | ||
* {{Skill Icon|Rune Mastery}} '''Rune Mastery''' displays a fitting visual animation. | * {{Skill Icon|Rune Mastery}} '''Rune Mastery''' displays a fitting visual animation. | ||
− | * | + | * '''Storm Blast''' now has its pre-nerf damage formula while retaining the 1s Cooldown. |
− | * | + | * '''Crushing Strike''' has a status icon and visual animation plus sound upon impact. There's a visual effect while the status is active. |
* {{Skill Icon|Phantom Thrust}} '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Also deals additional damage based on MATK. Has 0.5 sec Cooldown. | * {{Skill Icon|Phantom Thrust}} '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Also deals additional damage based on MATK. Has 0.5 sec Cooldown. | ||
* {{Skill Icon|Hundred Spears}} '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | * {{Skill Icon|Hundred Spears}} '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | ||
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* {{Skill Icon|Dragon Howling}} '''Dragon Howling''' can be used while not mounted. | * {{Skill Icon|Dragon Howling}} '''Dragon Howling''' can be used while not mounted. | ||
* {{Skill Icon|Dragon Breath}} '''Dragon Breath''' and '''Dragon Breath (Water)''' do not ignore DEF. | * {{Skill Icon|Dragon Breath}} '''Dragon Breath''' and '''Dragon Breath (Water)''' do not ignore DEF. | ||
− | * | + | * '''Millenium Shield''' no longer stops the character upon a successful block. Displays two new, separate animations and sound sets: one for block and another for shield shattering.<br> Has a status icon. The shield's priority is below '''Parrying'''. |
− | * | + | * '''Giant's Growth''' only has a chance to break the equipped weapon upon the x3 damage proc, the chance is 0.5%. |
− | * | + | * '''Stonehard Skin''' also applies a damage absorbing shield for the duration, with a value equal to the HP spent on casting the skill.<br> This shield absorbs physical and magical (not misc) damage and there is a visual animation for absorbing a hit. |
− | * | + | * '''Fighting Spirit''' increases WATK by a base of 70 plus 7 per each additional party member, and party gets half of that boost. |
− | * | + | * '''Abundance''' also increases MATK by 90 plus 1 per Job Level. |
* '''Pertz Runestone (Storm Blast)''' has a carrying limit of 60. | * '''Pertz Runestone (Storm Blast)''' has a carrying limit of 60. | ||
* '''Raido Runestone (Crush Strike)''' has a carrying limit of 40. | * '''Raido Runestone (Crush Strike)''' has a carrying limit of 40. | ||
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* {{Skill Icon|Strip Weapon}} '''Strip Weapon/Armor/Shield/Helm''' have greatly increased success chances. | * {{Skill Icon|Strip Weapon}} '''Strip Weapon/Armor/Shield/Helm''' have greatly increased success chances. | ||
* {{Skill Icon|Graffiti}} '''Graffiti''' now requires '''Cleaner''' instead of '''Flag Graffiti'''. | * {{Skill Icon|Graffiti}} '''Graffiti''' now requires '''Cleaner''' instead of '''Flag Graffiti'''. | ||
− | * | + | * '''Flag Graffiti''' has been removed, '''Manhole''''s requirement is now '''Graffiti'''. |
* {{Skill Icon|Cleaner}} '''Cleaner''' consumes '''Wet Brush'''. | * {{Skill Icon|Cleaner}} '''Cleaner''' consumes '''Wet Brush'''. | ||
* {{Skill Icon|Close Confine}} '''Close Confine''' boosts casters FLEE by 10%. | * {{Skill Icon|Close Confine}} '''Close Confine''' boosts casters FLEE by 10%. | ||
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* {{Skill Icon|Preserve}} '''Preserve''' is a permanent toggle and can't be dispelled by monsters, only players. | * {{Skill Icon|Preserve}} '''Preserve''' is a permanent toggle and can't be dispelled by monsters, only players. | ||
* {{Skill Icon|Triangle Shot}} '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. Requires 5 points in '''Double Strafing'''. | * {{Skill Icon|Triangle Shot}} '''Triangle Shot's''' Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. Requires 5 points in '''Double Strafing'''. | ||
− | * {{Skill Icon|Deadly | + | * {{Skill Icon|Deadly Infection}} '''Deadly Infection''' no longer works with certain status effects when used against Boss flagged monsters. |
* {{Skill Icon|Fatal Menace}} '''Fatal Menace''' is reworked entirely, no longer has snatch effect but instead does higher damager in a bigger area and places caster into special invisibility for 2s,<br> which allows the use of '''Raid''' and '''Backstab'''. Interrupts any casting in progress on the Shadow Chaser. Has 3s Cooldown.<br> Has no HIT penalty and instead ignores 50% of Hard DEF. | * {{Skill Icon|Fatal Menace}} '''Fatal Menace''' is reworked entirely, no longer has snatch effect but instead does higher damager in a bigger area and places caster into special invisibility for 2s,<br> which allows the use of '''Raid''' and '''Backstab'''. Interrupts any casting in progress on the Shadow Chaser. Has 3s Cooldown.<br> Has no HIT penalty and instead ignores 50% of Hard DEF. | ||
− | * {{Skill Icon|}} '''Body Painting's''' success chance is 100% and a fixed 7s duration ''Blind'' is applied as well. Shows a visual animation on all affected targets.<br> ''Blind'' is applied automatically when the main debuff lands, which also boosts the damage of '''Raid''', scaling with Base Level above 100.<br> Debuff's duration is 7s at all levels and After-cast Delay is 0.5s. | + | * {{Skill Icon|Body Painting}} '''Body Painting's''' success chance is 100% and a fixed 7s duration ''Blind'' is applied as well. Shows a visual animation on all affected targets.<br> ''Blind'' is applied automatically when the main debuff lands, which also boosts the damage of '''Raid''', scaling with Base Level above 100.<br> Debuff's duration is 7s at all levels and After-cast Delay is 0.5s. |
* {{Skill Icon|Manhole}} '''Manhole''' cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has a status icon. | * {{Skill Icon|Manhole}} '''Manhole''' cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has a status icon. | ||
* {{Skill Icon|Chaos Panic}} '''Chaos Panic''' is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous. | * {{Skill Icon|Chaos Panic}} '''Chaos Panic''' is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Dimensional Door}} '''Dimension Door''' is recastable, with new instance replacing the previous. The destination is randomized upon the cast so it's the same for anyone who enters the door. |
* {{Skill Icon|Maelstrom}} '''Maelstrom''' is recastable (also on top of self), with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased. | * {{Skill Icon|Maelstrom}} '''Maelstrom''' is recastable (also on top of self), with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased. | ||
* {{Skill Icon|Plagiarism}} '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | * {{Skill Icon|Plagiarism}} '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | ||
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* {{Skill Icon|Emergency Escape}} '''Emergency Escape''' causes an instant backslide instead of multiple small steps. | * {{Skill Icon|Emergency Escape}} '''Emergency Escape''' causes an instant backslide instead of multiple small steps. | ||
* {{Skill Icon|Feint Bomb}} '''Feint Bomb''' has a different damage formula, less reliant on Job Level and more on DEX. This means that the skill deals considerably higher damage at lower levels.<br>Monsters are rooted for 1s, till the bomb goes off. Wipes aggro completely and interrupts enemy's casts in progress on the Shadow Chaser. | * {{Skill Icon|Feint Bomb}} '''Feint Bomb''' has a different damage formula, less reliant on Job Level and more on DEX. This means that the skill deals considerably higher damage at lower levels.<br>Monsters are rooted for 1s, till the bomb goes off. Wipes aggro completely and interrupts enemy's casts in progress on the Shadow Chaser. | ||
− | * {{Skill Icon|Masquerade | + | * {{Skill Icon|Masquerade-Ignorance}} '''Masquerade: Ignorance''' recovers SP when used on monsters, with an amount based on their Base Level. |
* {{Skill Icon|Invisibility}} '''Invisibility''' shows its timer on the status icon. Works against Demon and Insect monsters. Voids After-cast Delays from autocasted skills while active. | * {{Skill Icon|Invisibility}} '''Invisibility''' shows its timer on the status icon. Works against Demon and Insect monsters. Voids After-cast Delays from autocasted skills while active. | ||
* {{Skill Icon|Auto Spell Mastery}} '''Auto Spell Mastery''' is a new passive skill which increases Weapon MATK and reduces After-cast Delay triggered by on-attack autocast effects (both from skills and items).<br> The bonus is active as long as '''Auto Shadow Spell''' is. | * {{Skill Icon|Auto Spell Mastery}} '''Auto Spell Mastery''' is a new passive skill which increases Weapon MATK and reduces After-cast Delay triggered by on-attack autocast effects (both from skills and items).<br> The bonus is active as long as '''Auto Shadow Spell''' is. | ||
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* {{Skill Icon|Napalm Beat}} '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. It is level selectable. | * {{Skill Icon|Napalm Beat}} '''Napalm Beat''' deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. It is level selectable. | ||
* {{Skill Icon|Safety Wall}} '''Safety Wall's''' Cast Time caps at level 7 and the duration is 1m at all levels. Has a status icon. | * {{Skill Icon|Safety Wall}} '''Safety Wall's''' Cast Time caps at level 7 and the duration is 1m at all levels. Has a status icon. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Study}} '''Book Study''' grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level. |
* {{Skill Icon|Auto Spell}} '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous levels allow higher levels of skills. | * {{Skill Icon|Auto Spell}} '''Auto Spell''' no longer has a skill level variance and the maximum learned level is used under '''Soul Link'''. Level 10 enables '''Earth Spike''' and previous levels allow higher levels of skills. | ||
− | * {{Skill Icon|Hocus pocus}} '''Abracadabra''' changed to include various new MVPs. The list of special skills was revamped, removing those that did nothing and adding '''Fortune''', skill's level determines which one can be triggered. | + | * {{Skill Icon|Hocus-pocus}} '''Abracadabra''' changed to include various new MVPs. The list of special skills was revamped, removing those that did nothing and adding '''Fortune''', skill's level determines which one can be triggered. |
* {{Skill Icon|Violent Gale}} '''Violent Gale's''' FLEE boost is doubled. | * {{Skill Icon|Violent Gale}} '''Violent Gale's''' FLEE boost is doubled. | ||
* {{Skill Icon|Land Protector}} '''Land Protector''' is level selectable. | * {{Skill Icon|Land Protector}} '''Land Protector''' is level selectable. | ||
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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. | ||
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* {{Skill Icon|Steel Body}} '''Steel Body''' doesn't reduce misc damage. | * {{Skill Icon|Steel Body}} '''Steel Body''' doesn't reduce misc damage. | ||
* {{Skill Icon|Snap}} '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | * {{Skill Icon|Snap}} '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Occult Impaction}} '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. |
* {{Skill Icon|Finger Offensive}} '''Finger Offensive''' has 6 levels, with the last firing all Spirit Spheres at once.<br> The damage is 350% of ATK per Spirit Sphere regardless of the skill's level.<br> The Cast Time scales properly with the amount of Spirit Spheres. | * {{Skill Icon|Finger Offensive}} '''Finger Offensive''' has 6 levels, with the last firing all Spirit Spheres at once.<br> The damage is 350% of ATK per Spirit Sphere regardless of the skill's level.<br> The Cast Time scales properly with the amount of Spirit Spheres. | ||
* {{Skill Icon|Chain Combo}} '''Chain Combo''' and '''Chain Crush Combo''' had their SP costs reduced. | * {{Skill Icon|Chain Combo}} '''Chain Combo''' and '''Chain Crush Combo''' had their SP costs reduced. | ||
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* {{Skill Icon|Tiger Knuckle Fist}} '''Tiger Knuckle Fist''' Deals x1.5 damage with knuckles. | * {{Skill Icon|Tiger Knuckle Fist}} '''Tiger Knuckle Fist''' Deals x1.5 damage with knuckles. | ||
* {{Skill Icon|Chain Crush Combo}} '''Chain Crush Combo''' has only 5 levels. Deals x1.5 damage with knuckles. | * {{Skill Icon|Chain Crush Combo}} '''Chain Crush Combo''' has only 5 levels. Deals x1.5 damage with knuckles. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Spiritual Sphere Absorption}} '''Spiritual Sphere Absorption''' and '''Assimilate Power''' no longer remove '''Kagerou'''/'''Oboro's''' charms. |
* {{Skill Icon|Ki Explosion}} '''Ki Explosion''' has two custom visuals, one for impact and another for the knockback effect. | * {{Skill Icon|Ki Explosion}} '''Ki Explosion''' has two custom visuals, one for impact and another for the knockback effect. | ||
* {{Skill Icon|Flash Combo}} '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has a status icon. | * {{Skill Icon|Flash Combo}} '''Flash Combo''' now has proper timers between skills and caster can no longer use items or move during the execution, has a status icon. | ||
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* {{Skill Icon|Windmill}} '''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'''. | * {{Skill Icon|Windmill}} '''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'''. | ||
* {{Skill Icon|Earth Shaker}} '''Earth Shaker's''' INT damage scaling boosted to INT*3. | * {{Skill Icon|Earth Shaker}} '''Earth Shaker's''' INT damage scaling boosted to INT*3. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Gentle Touch-Silence}} '''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. |
− | * {{Skill Icon| | + | * {{Skill Icon|Gentle Touch-Cure}} '''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.<br> Cannot be used on boss monsters. |
* {{Skill Icon|Howling of Lion}} '''Howling of Lion''' has Base Level/100 and INT*3 scaling, and is considered a ranged attack. Only removes benefitial songs. | * {{Skill Icon|Howling of Lion}} '''Howling of Lion''' has Base Level/100 and INT*3 scaling, and is considered a ranged attack. Only removes benefitial songs. | ||
* {{Skill Icon|Knuckle Arrow}} '''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). | * {{Skill Icon|Knuckle Arrow}} '''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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* {{Skill Icon|Hell's Inferno}} '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | * {{Skill Icon|Hell's Inferno}} '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | ||
* {{Skill Icon|Comet}} '''Comet''' had its Fixed Cast Time halved and Cooldown reduced to 10s. Base Level damage scaling for 2 Warlocks was moved at the end of the formula. | * {{Skill Icon|Comet}} '''Comet''' had its Fixed Cast Time halved and Cooldown reduced to 10s. Base Level damage scaling for 2 Warlocks was moved at the end of the formula. | ||
− | * {{Skill Icon|Summon}} '''Summon''' skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time. | + | * {{Skill Icon|Summon Fire Ball}} {{Skill Icon|Summon Water Ball}} {{Skill Icon|Summon Lightning Ball}} {{Skill Icon|Summon Stone}} '''Summon''' skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time. |
* {{Skill Icon|White Imprison}} '''White Imprison''' makes monsters ignore you, losing aggro. '''Gravitation Field''' only deals base damage to targets trapped by this skill (not the Base Level bonus). | * {{Skill Icon|White Imprison}} '''White Imprison''' makes monsters ignore you, losing aggro. '''Gravitation Field''' only deals base damage to targets trapped by this skill (not the Base Level bonus). | ||
* {{Skill Icon|Marsh of Abyss}} '''Marsh of Abyss''' also decreases ''Shadow'' property resistance of the target and can be used on Bosses. The MSPD and AGI/DEX reductions do not apply to Bosses.<br>Displays its animation every 2s while active. | * {{Skill Icon|Marsh of Abyss}} '''Marsh of Abyss''' also decreases ''Shadow'' property resistance of the target and can be used on Bosses. The MSPD and AGI/DEX reductions do not apply to Bosses.<br>Displays its animation every 2s while active. | ||
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=== PvP === | === 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. | * WoE damage reductions are 50% for skills and 25% for normal attacks. | ||
* GvG damage reductions are 40% for skills and 20% for normal attacks. | * GvG damage reductions are 40% for skills and 20% for normal attacks. |
Latest revision as of 23:16, 26 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
Changes | |
---|---|
|
Genetic
Guillotine Cross
Kagerou & Oboro
Mechanic
Minstrel & Wanderer
Ranger
Rebel
Royal Guard
Rune Knight
Shadow Chaser
Sorcerer
Soul Linker
Changes | |
---|---|
Sura
Warlock
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
- 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).