Difference between revisions of "Skill and Mechanic Changes"
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* '''Barrier''' effects such as '''Kyrie Eleison''', '''Stonehard Skin''' and '''Platinum Alter''' are not removed by damage types that they don't block.<br> Meaning that for example magical damage doesn't count towards '''Kyrie Eleison's''' damage limit. | * '''Barrier''' effects such as '''Kyrie Eleison''', '''Stonehard Skin''' and '''Platinum Alter''' are not removed by damage types that they don't block.<br> 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.<br>Their attacks do not activate master's autocast effects. | * 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.<br>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. | * Daggers, Knuckles and Books deal 75% damage to large targets. | ||
* Whips deal 75% damage to large targets, just like Instruments. | * Whips deal 75% damage to large targets, just like Instruments. | ||
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| [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | | [[image:GeneticF.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Change Cart''' and '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts | + | * '''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''. |
* '''Cart Revolution''' has a range of 2 cells and is no longer "pseudo neutral". | * '''Cart Revolution''' has a range of 2 cells and is no longer "pseudo neutral". | ||
* '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''',<br> '''Small Glistening Coat''', '''Counteragent''', '''Mixture''' and all '''Dyestuffs'''.<br> Grants transcendent Genetics the same success chance as a Job Level 70 Creator would have.<br> The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials.<br> There's rumors about a book filled with strange recipes employing the '''Old Herb''', whoever finds it, will be able to produce useful new brewages. | * '''Pharmacy''' can be used to brew '''Condensed Blue Potion''', '''Concentrated Bottle Grenade''', '''Diluted Acid Bottle''',<br> '''Small Glistening Coat''', '''Counteragent''', '''Mixture''' and all '''Dyestuffs'''.<br> Grants transcendent Genetics the same success chance as a Job Level 70 Creator would have.<br> The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials.<br> There's rumors about a book filled with strange recipes employing the '''Old Herb''', whoever finds it, will be able to produce useful new brewages. | ||
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* Can now reach level 175/60, this includes custom Job Level stat bonuses, the ability to raise a stat to 130 and additional stat points, just like transcended third classes. | * Can now reach level 175/60, this includes custom Job Level stat bonuses, the ability to raise a stat to 130 and additional stat points, just like transcended third classes. | ||
* Can wear Transcendent and Third Job-only gear. | * Can wear Transcendent and Third Job-only gear. | ||
− | * Kunai scrolls and boxes are available from Ninpou Dealer. | + | * Kunai scrolls and boxes, Shuriken and Caltrops boxes are available from Ninpou Dealer. |
* Explosive Kunai is equippable like all other Kunais, it has neutral property and high ATK. | * Explosive Kunai is equippable like all other Kunais, it has neutral property and high ATK. | ||
− | * All | + | * 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. | ||
* '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 10 per level. | * '''Throwing Mastery''' works for all kunai and huuma skills and has increased Mastery ATK bonus of 10 per level. | ||
− | * '''Throw Shuriken''' only has 5 levels, deals increased damage and | + | * '''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. |
− | * '''Throw Huuma Shuriken''' doesn't split its damage across the targets. Had its After-cast Delay reduced to 1.5s. | + | * '''Throw Kunai''' ignores DEF and its damage scales with Base Level past 100. |
− | * '''Mist Slash''' deals largely increased damage | + | * '''Throw Huuma Shuriken''' has a 5x5 area and doesn't split its damage across the targets and its damage scales with Base Level past 100.<br> Had its After-cast Delay reduced to 1.5s. |
− | * '''Throw Zeny''' deals full damage to Bosses. | + | * '''Mist Slash''' only has 5 levels and deals largely increased damage, with a cast range of 2 cells.<br> The '''Hiding''' status is triggered even if you're damaged during its animation.<br> Has a Cooldown instead of After-cast Delay.<br> The damage scales with Base LeveL past 100.<br> Doesn't make you shout the skill's name. |
− | * '''Final Strike''' | + | * '''Reverse Tatami''' deals increased damage which scales with Base Level past 100. |
− | * '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active | + | * '''Shadow Jump''' had its animation restored. |
+ | * '''Soul''' also increases FLEE and has an increased duration. | ||
+ | * '''Illusionary Shadow''' only has 5 levels.<br> No longer consumes the '''Soul''' but requires it to be present. | ||
+ | * '''Throw Zeny''' only has 5 levels and deals full damage to Bosses.<br> There's a Cooldown and the After-cast Delay is greatly reduced. | ||
+ | * '''Final Strike''' has an entirely different formula, resulting in much higher damage, heavily influenced by skill's level and current HP.<br> Deals full damage to Bosses and only a quarter to players. | ||
+ | * '''Shadow Slash''' is usable without the need of hiding if '''Kagemusha''' is active.<br> The damage scales with Base Level past 100. | ||
* '''Wind Blade''' no longer has After-cast Delay, to be in line with the other spells. | * '''Wind Blade''' no longer has After-cast Delay, to be in line with the other spells. | ||
* '''Falling Ice Pillar''' has a 9x9 cells area to match its visual effect. | * '''Falling Ice Pillar''' has a 9x9 cells area to match its visual effect. | ||
− | * '''Mucha Nage''' deals full damage to Bosses and half to players but the damage isn't split, '''Throwing Mastery''' has no effect on the damage | + | * '''Dohu Koukai''', '''Kazehu Seiran''', '''Hyouhu Hubuki''' and '''Kahu Enten''' have 2 levels, with the second summoning all 10 charms at once, which has an increased Cast Time.<br> The charm's duration is extended to 10 minutes. |
− | * '''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 | + | * '''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. |
+ | * '''Mucha Nage''' deals full damage to Bosses and half to players but the damage isn't split, '''Throwing Mastery''' has no effect on the skill's damage. | ||
+ | * '''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. | ||
* '''Setsudan''' deals additional damage based on MATK and its base damage formula is improved. | * '''Setsudan''' deals additional damage based on MATK and its base damage formula is improved. | ||
− | * '''Happo Kunai''' has updated damage formula which also scales with Base Level and is fully ranged. | + | * '''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'''. |
* '''Huuma Shuriken Ranka''' has Base Level/120 scaling and the AGI scaling is boosted to AGI*2. | * '''Huuma Shuriken Ranka''' has Base Level/120 scaling and the AGI scaling is boosted to AGI*2. | ||
+ | * '''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. | ||
* '''Kaihou''' deals 250% of MATK per every charm spent. | * '''Kaihou''' deals 250% of MATK per every charm spent. | ||
* '''Zenkai''' cannot be stacked. Fire version also causes ''Blind'' along with ''Burning''. | * '''Zenkai''' cannot be stacked. Fire version also causes ''Blind'' along with ''Burning''. | ||
− | * '''Zanzou''' cannot be damaged by self or allies, only enemies. Copies caster's Base Level. Completely swaps aggro and redirects the current cast on the Ninja to the clone. | + | * '''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. |
* '''Hyouhu Hubuki's''' Ice Charms boost '''Lightning Spear of Ice''' by 20% per. | * '''Hyouhu Hubuki's''' Ice Charms boost '''Lightning Spear of Ice''' by 20% per. | ||
* '''Bakuretsu Kunai''' uses the '''Explosive Kunai''' from inventory (no need to have it equipped) and has increased SP cost. | * '''Bakuretsu Kunai''' uses the '''Explosive Kunai''' from inventory (no need to have it equipped) and has increased SP cost. | ||
− | * '''Zangetsu''' boosts EMATK. | + | * '''Kagemusha''' always displays its animation, and a second one on affected targets. |
− | * '''Oboro Gensou''' works in a 9x9 cells area and the healing portion mumbo jumbo is gone, the skill always applies its effect. | + | * '''Zangetsu''' boosts EMATK. It is shown in the chat window whether you were buffed or debuffed. Consumes a '''Shadow Orb'''. |
+ | * '''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'''. | ||
* '''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. | * '''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. | ||
* '''Akaitsuki''' works on effects that do not heal at 100% HP ('''Sanctuary''', '''Epiclesis''', '''Warmer''' and such) and shows damage numbers instead of heal amount. | * '''Akaitsuki''' works on effects that do not heal at 100% HP ('''Sanctuary''', '''Epiclesis''', '''Warmer''' and such) and shows damage numbers instead of heal amount. | ||
* '''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 and can be used on party members. | * '''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 and can be used on party members. | ||
* '''Jyusatsu''' applies '''Curse''' with a fixed success chance that disregards resistances and duration reductions. | * '''Jyusatsu''' applies '''Curse''' with a fixed success chance that disregards resistances and duration reductions. | ||
+ | * '''Right Hand Mastery''' and '''Left Hand Mastery''' increase the damage of normal attacks while dual-wielding by a greater amount and also boost ASPD with huuma shurikens. | ||
|} | |} | ||
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| [[image:MechanicF.png|link=|caption]] || style="text-align:left;" | | | [[image:MechanicF.png|link=|caption]] || style="text-align:left;" | | ||
− | * '''Change Cart''' and '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts | + | * '''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''. |
* '''Cart Revolution''' has a range of 2 cells. | * '''Cart Revolution''' has a range of 2 cells. | ||
* '''Cart Termination''' has a range of 2 cells. | * '''Cart Termination''' has a range of 2 cells. | ||
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* '''Magma Eruption''' has a boosted damage formula for the initial swing, and the eruption tick's damage scales with Base Level, up to 3600. | * '''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: | * '''Mado Gear''' changes: | ||
+ | ** 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'''. | ||
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* Weapon ASPD penalties were tweaked across the board, for Gunslingers as well. Expect shotguns and grenade launchers to be faster for example. | * Weapon ASPD penalties were tweaked across the board, for Gunslingers as well. Expect shotguns and grenade launchers to be faster for example. | ||
* 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. | ||
+ | * '''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. | ||
* '''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. | * '''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. | ||
− | * ''' | + | * '''Flip the Coin''' doesn't remove a coin upon failure. |
* '''Magical Bullet''' has an entirely different formula, it follows ammo's element and behaves like a spell, but is blocked by '''Pneuma''' and guarding effects. Damage is boosted by ranged % effects.<br>Inflicts additional damage to monsters based on their Base Level. | * '''Magical Bullet''' has an entirely different formula, it follows ammo's element and behaves like a spell, but is blocked by '''Pneuma''' and guarding effects. Damage is boosted by ranged % effects.<br>Inflicts additional damage to monsters based on their Base Level. | ||
* '''Increase Accuracy''' lasts for 4m. | * '''Increase Accuracy''' lasts for 4m. | ||
* '''Adjustment''' lasts for 30s. | * '''Adjustment''' lasts for 30s. | ||
− | * '''Gatling Fever''' | + | * '''Gatling Fever''' provides a bigger ATK boost. Can be canceled without a Cast Time and After-cast Delay. |
* '''Madness Canceller''' lasts for 20s and can be canceled without a Cast Time and After-cast Delay. | * '''Madness Canceller''' lasts for 20s and can be canceled without a Cast Time and After-cast Delay. | ||
* '''Fling''' reduces DEF by 10% per coin (up to 5), half for players. | * '''Fling''' reduces DEF by 10% per coin (up to 5), half for players. | ||
− | * '''Tracking''' | + | * '''Triple Action's''' damage scales with Base Level past 100. Deals x1.5 damage with gatling guns. |
+ | * '''Bull's Eye''' was reworked to deal heavy damage and root the target. Both the damage and root's duration decrease for every cell separating you and the target.<br> Requires '''Madness Canceller''' and '''Triple Action''' to unlock. | ||
+ | * '''Rapid Shower's''' damage scales with Base Level past 100. | ||
+ | * '''Desperado''' benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''. | ||
+ | * '''Tracking's''' damage scales with Base Level past 100. Ignores FLEE plus guarding effects and had its Cast Time is greatly reduced. | ||
* '''Piercing Shot''' is able to critically hit, with a +10 CRIT bonus. | * '''Piercing Shot''' is able to critically hit, with a +10 CRIT bonus. | ||
* '''Disarm''' uses DEX difference based success formula just like other divest skills and has a duration of 40s. The base success chance is slightly increased.<br>Only shows its special visual effect when the divest attempt is successful. | * '''Disarm''' uses DEX difference based success formula just like other divest skills and has a duration of 40s. The base success chance is slightly increased.<br>Only shows its special visual effect when the divest attempt is successful. | ||
− | * '''Dust''' had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay. | + | * '''Dust''' can be used with grenade launchers, had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay.<br> The damage scales with Base Level past 100. |
− | * '''Spread Shot''' deals x1.5 more damage with | + | * '''Full Buster's''' damage scales with Base Level past 100. |
− | * '''Ground Drift''' | + | * '''Spread Shot''' deals x1.5 more damage with grenade launchers, had its Variable Cast Time and SP costs reduced.<br> The damage scales with Base Level past 100. |
− | * '''Flicker''' reveals hidden targets in 5x5 cells area. | + | * '''Ground Drift''' takes the bullet's element, has 5x5 cells area, does 50% ATK damage per skill level and properly benefits from ranged damage % effects.<br>Is no longer blocked by '''Auto Guard'''/'''Parrying'''/'''Cast-off Cicada Shell'''/'''Illusionary Shadow''' or reduced by '''Defender''', '''Wall of Fog''', and '''Smoke Powder'''.<br> The mine is based on the loaded '''Grenade Sphere''' and doubles its status effect infliction chance.<br> The damage scales with Base Level past 100. |
+ | * '''Flicker''' reveals hidden targets in 5x5 cells area. '''Binding Trap''' and '''Howling Mine''' can be triggered even through walls or obstacles. | ||
* '''Binding Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | * '''Binding Trap's''' damage is no longer boosted by '''Lex Aeterna''' and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation. | ||
* '''Crimson Marker''' now also reduces FLEE by 10% and Movement Speed decrease no longer works on Boss flagged Monsters. Shows marked targets on the minimap to all party members.<br> Has a range of 14 cells. | * '''Crimson Marker''' now also reduces FLEE by 10% and Movement Speed decrease no longer works on Boss flagged Monsters. Shows marked targets on the minimap to all party members.<br> Has a range of 14 cells. | ||
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* '''Mass Spiral''' has a Base Level/130 damage scaling and its SP Cost is decreased. | * '''Mass Spiral''' has a Base Level/130 damage scaling and its SP Cost is decreased. | ||
* '''Anti-Material Blast''' has an INT*5 damage scaling had its SP Cost is decreased. | * '''Anti-Material Blast''' has an INT*5 damage scaling had its SP Cost is decreased. | ||
− | * '''Hammer of God''' had its area enlarged to 7x7 cells, base damage formula boosted, and every coin spent adds additional 200% ATK to targets affected by ''Crimson Marker''.<br>The Cooldown is only triggered if the skill actually goes off. | + | * '''Hammer of God''' had its area enlarged to 7x7 cells, base damage formula boosted, and every coin spent adds additional 200% ATK to targets affected by ''Crimson Marker''.<br>The Cooldown of 5s is only triggered if the skill actually goes off. |
− | * '''Banishing Buster''' | + | * '''Banishing Buster''' deals more damage at lower levels, with a more uniform scaling. Consumes 5 bullets. |
* '''Slug Shot's''' level determines the ''Slug Ammunition'' used, the damage formula is the same at all levels, as is the HIT penalty. Cast Time, Cooldown and After-cast Delay increases with level. | * '''Slug Shot's''' level determines the ''Slug Ammunition'' used, the damage formula is the same at all levels, as is the HIT penalty. Cast Time, Cooldown and After-cast Delay increases with level. | ||
− | * '''Howling Mine''' had its detonation area enlarged to 9x9 cells. Has new visual | + | * '''Howling Mine''' takes weapon's element and had its detonation area enlarged to 9x9 cells. Has new visual animations. Has a STR*4 damage scaling. |
− | * '''Dragon Tail''' doesn't split its damage between targets and its SP Cost is decreased. Has a STR based damage scaling based on skill's level, up to STR*6. | + | * '''Dragon Tail''' doesn't split its damage between targets and its SP Cost is decreased. Has a STR based damage scaling based on skill's level, up to STR*6.<br> The Cooldown of 4s is only triggered if the skill actually goes off. |
* '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | * '''Eternal Chain''' increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap. | ||
* '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated. | * '''Fire Rain''' had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated. | ||
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* '''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. | * '''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. | ||
* '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | * '''Plagiarism''' and '''Reproduce''' display a visual indication upon successfully memorizing a new skill. | ||
+ | * '''Plagiaism''' allows the copy of '''Throw Shuriken''' and ''Holy Property'' spells. | ||
* '''Reproduce''' allows to copy '''Ray of Genesis''', '''Hesperus Lit''', '''Power Swing''', '''Axe Tornado''' and '''Flare Launcher''' in addition to the normal skill set.<br> The copied skills do not have an increased SP cost. | * '''Reproduce''' allows to copy '''Ray of Genesis''', '''Hesperus Lit''', '''Power Swing''', '''Axe Tornado''' and '''Flare Launcher''' in addition to the normal skill set.<br> The copied skills do not have an increased SP cost. | ||
* '''Auto Shadow Spell''' allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one. | * '''Auto Shadow Spell''' allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one. | ||
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** '''Spirit Control''' level 1 and 2 fail without triggering Cooldown if there's no line of sight and level 4 has no Cast Time, Cooldown or SP Cost. | ** '''Spirit Control''' level 1 and 2 fail without triggering Cooldown if there's no line of sight and level 4 has no Cast Time, Cooldown or SP Cost. | ||
** '''Spirit Sympathy''' increases Spirit's ATK by 50 per level. | ** '''Spirit Sympathy''' increases Spirit's ATK by 50 per level. | ||
− | ** '''Elemental Action''' skills deal largely increased damage and inflict status effects. The area of that have one, was boosted to 5x5 (Lv.2) and 9x9 (Lv.3) cells. | + | ** '''Elemental Action''' skills deal largely increased damage and inflict status effects. The area of that have one, was boosted to 5x5 (Lv.2) and 9x9 (Lv.3) cells.<br> Their SP cost is decreased. |
** '''Tidal Weapon''' grants 20% of physical and magical damage as additional Water property damage instead of granting WATK and no longer forces Water endow.<br> The buff isn't removed upon recast of '''Elemental Action'''. | ** '''Tidal Weapon''' grants 20% of physical and magical damage as additional Water property damage instead of granting WATK and no longer forces Water endow.<br> The buff isn't removed upon recast of '''Elemental Action'''. | ||
** '''Circle of Fire''' deals increased damage and knocks back 2 cells. | ** '''Circle of Fire''' deals increased damage and knocks back 2 cells. | ||
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=== General Skill 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. | * 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. | * 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. |
Revision as of 18:22, 25 September 2020
Some skills, status effects and mechanics have been changed here on LeikaRO. All buffs, nerfs, and changes will be listed underneath. Fixes will not be listed.
If no change is listed then the skill should be assumed to be working as intended. Inquire and give your suggestions about changes on the forum and Discord.
Contents
General
- Most of skill animations were reworked to look nice and not clog the client with visuals and sounds, area skills don't replicate their animation/sound for every target hit,
white "bash" effect is removed for skills where it doesn't belong, skills missing weapon motion had it added. Skills that had no animation, now have one. - Multiple status effects that had no trigger visual effects, now have one. Those include: Bleeding, Fear, Deep Sleep and Crystallization.
- Variable Cast Times of most first and second job skills were drastically reduced and Fixed Cast Time portions either removed entirely or greatly reduced to represent their usage pre-Renewal.
Some of the skills affected by this are Arrow Vulcan, Sharp Shooting, Magnus Exorcismus and all Wizard AoEs.
This does not include signature powerhouse skills like Acid Demonstration or Asura Strike and most support skills. - Healing abilities that account MATK, heal for a fixed amount, without a variation.
- Renewal's Base Level damage scaling applies at the end of the formula, after all other possible modifiers, this means that some skills that didn't feel good before, now scale better.
- ASPD formula was tweaked to resemble that of iRO but with buffs having a stronger effect. In practice this means that higher ASPD values are considerably easier to achieve if you invest into it.
- Double Hit effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and Kagemusha.
Abilities like Chain Action, Eternal Chain, Fear Breeze and Triple Attack are also boosted by such effects.
Various new equipment pieces and cards exist that boost both the chance and the damage of such mechanics. - Skills that affect the whole party, no longer make anyone except the caster perform their casting motion, shouting the skill's name. They instead simply show the visual animation and play the sound.
This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets.
Those skills are: Angelus, Gloria, Magnificat, Clementia, Canto Candidus, Praefatio, Coluceo Heal, Lauda Agnus, Lauda Ramus, Adrenaline Rush, Full Adrenaline Rush, Weapon Perfection, Over Thrust and Wind Walk. - Vulture's Eye and Snake's Eye had their range increasing bonues normalized to match our vision and attack range settings, those skills now grant up to 5 cells increased range at level 10.
Bows and guns have a base range of 9 cells instead of 5. - Plant monsters receive 1 damage from skills, statuses or reflect effects in all cases. Multihit effects like Double Attack and Fear Breeze as well as dual wielding, still apply separate hits.
- Third Baby Jobs have a stat cap of 120 instead of 117.
- Autocasted skills do not consume item catalysts, if they have any. The general chance to autocast has been increased for almost all items with such bonuses.
- Barrier effects such as Kyrie Eleison, Stonehard Skin and Platinum Alter are not removed by damage types that they don't block.
Meaning that for example magical damage doesn't count towards Kyrie Eleison's damage limit. - Monsters summoned by Bio Cannibalize, Sphere Mine, Summon Legion and FAWs, log their kills as master's own for the purpose of quest progress, loot right and MVP rights.
Their attacks do not activate master's autocast effects. - 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.