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| * '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact. | | * '''Warg Dash''' conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact. |
| * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Hit 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'''. Can be canceled without a Cast Time and After-cast Delay. | | * '''Fear Breeze''' is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Hit 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'''. Can be canceled without a Cast Time and After-cast Delay. |
− | * '''Aimed Bolt''' has only 5 levels and an increased HIT rate. Deals at least two hits to Bosses, and one extra to trapped targets, compared to normal values.<br> The snare status is only removed if the skill actually connects. | + | * '''Aimed Bolt''' has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.<br> The snare status is only removed if the skill actually connects. |
| * '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). The damage increase is the same at all levels, only duration changes. | | * '''Unlimit''' halves the damage modifiers of '''Arrow Storm''' and '''Aimed Bolt''' (similar to '''Enchant Deadly Poison'''). The damage increase is the same at all levels, only duration changes. |
− | * '''Ranger Main''' has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by a percentage. | + | * '''Ranger Main''' has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%. |
| * '''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. | | * '''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. |
| * '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. | | * '''Detonator''' affects all traps except '''Ankle Snare''', '''Shockwave Trap''', '''Skid Trap''' and '''Electric Shocker'''. |
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Changes
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- Teleportation does not move you on top of portals, only free cells are selected. This means you won't randomly change maps when teleporting around.
- Warp Portal: the use of /memo is enabled on all fields that aren't locked behind quests, and in cities that normally have it disabled.
- Aqua Benedicta had its Cast Time and After-cast Delay removed.
- Blessing and Increase Agility deal 1 damage to undead targets, so Rogues can copy those skills.
Their bonuses scale with Job Level just like Clementia and Canto Candidus when cast by an Arch Bishop.
- Pneuma has a status icon.
- Divine Protection also boosts Hard DEF and all values are increased.
- Demon Bane also boosts CRIT and the Base Level scaling is increased.
- Angelus had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. Scales further with Base Level if the cast is a Priest.
- Signum Crucis had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted.
- Safety Wall's Cast Time caps at level 7. Has a status icon.
- Status Recovery isn't delayed when used on undeads.
- Lex Divina doesn't de-silence enemies, only allies. The success chance increases after level 5, going up to 200%.
- Kyrie Eleison doesn't trigger motion animation on the affected target.
- Magnus Exorcismus no longer needs Turn Undead, requires 4 points in Safety Wall deals 150% of MATK and 75% of ATK per hit.
- Slow Poison has increased duration.
- Sanctuary deals MDEF and reductions piercing damage, it isn't halved and doesn't consume "charges". The healing value scales with Base Level when cast by a Priest.
- Impositio Manus increases final CRIT and HIT values by a percentage instead of boosting Mastery ATK.
- Suffragium also reduces After-cast Delay on the next skill by up to 100% and the Variable Cast Time reduction is slightly boosted.
- B.S. Sacramenti no longer requires Aspersio. It is castable by default, consuming a Yellow Gemstone, which is voided with another Acolyte close, and the SP cost is split.
No longer triggers Holy armor, instead it places a buff on party members which reduces magical damage taken by a percentage, recovering a certain amount of HP when damaged. Also deals Holy property and MDEF ignoring magical damage to Demons and Undeads.
- Mace Mastery is renamed to Arma Iusta and it adds additional magical damage to one's physical attacks, which scales with MATK, Base Level and increases as your SP depletes.
- Assumptio doesn't stack with Steel Body.
- Meditatio also boosts Sanctuary.
- Basilica can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Canceling the effect triggers a short Cooldown instead of After-cast Delay.
- 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
percentage of your own SP to deal miscellaneous damage in an area around, burn SP of enemies and recover it to allies.
- Coluceo Heal uses level 10 Heal's value regardless of the learned level.
- Praefatio has the same Cooldown at all levels. Duration increases with level.
- Expiatio requires 5 points in Praefatio and Oratio. Affects MDEF and the value starts off higher. Has visual animation and status icon.
- Judex has 5x5 splash area and halved Cast Times (both Variable and Fixed). Animation was improved to not show the white "bash" effect on the caster.
- Oratio requires 1 point in Aspersio. Its success chance goes up to 100% and the effect up to 30%. Also enables melee attacks to recover a certain amount of SP by a chance.
- Duple Light requires 5 points in Oratio. Its activation chance is increased, physical portion is able to crit and double hit, and magical follows weapon's element. Has a status icon.
- Clementia is no longer a requisite for other skills.
- Ancilla requires 3 points in Praefatio.
- Lauda Agnus has a status icon and displays its unused visual animation, and Cure's animation upon curing a status effect.
- Lauda Ramus has a status icon and displays its unused visual animation, and Cure's animation upon curing a status effect.
- Renovatio had its Cast Time reduced to 2s Variable and 1s Fixed. Has a second portion which scales with caster's VIT but only if the caster is an Arch Bishop.
- Odin's Power has visual animation and a status icon, is level selectable and the Hard DEF penalty is increased.
- Epiclesis deals MDEF and reductions piercing damage to enemy Undead and Demon targets, in the case of bosses the damage is equal to double that done by Heal.
- Eucharistica has only 5 levels, granting 2% per level, and the offensive boost is a final increase to damage, works against Demon and Undead monsters.
Has an active portion which places on yourself a buff that adds additional effects to all Arch Bishop buffs you have on you. Those effects cover a variety of uses.
- Silentium requires Lex Aeterna. Doesn't de-silence enemies, only allies. Can be used to de-silence allies in range.
- Clearance only shows its animation on the target upon success.
- Convenio requires Ancilla. Consumes an Ancilla item, has a true Fixed Cast Time (not reduced by anything) and a moderate Cooldown.
- Vituperatum requires 5 points in Oratio and 3 points in Silentium. It's self-targeted, affecting those around the caster, has an increased area and SP cost.
- Consuming an Ancilla increases Healing Done by 15% and SP Regeneration by 30% for 1 minute.
- Castigatio is a custom skill meant for battle builds. It works similar to Crushing Strike and Exceed Break but half of the damage splashes around the target, and a
successful hit removes the Cast Time of the next skill, and boosts the healing of High Heal and Coluceo Heal by 50%. There's a visual effect while the status is active.
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Changes
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- Change Cart and Decorate Cart have normalized level requirements for different carts, going up for newer carts
- 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,
Small Glistening Coat, Counteragent, Mixture and all Dyestuffs. Grants transcendent Genetics the same success chance as a Job Level 70 Creator would have. The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials. 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.
- 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.
No longer requires various Jobs in party, just Soul Link.
- Bio Cannibalize spawned plants scale their stats and level with caster's Base Level, use various skills and cannot be knocked back.
They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level. They have their own names instead of copying master's.
- Sphere Mine spawned bombs scale their HP and Level with caster's Base Level.
- Acid Terror consumes Diluted Acid Bottle, has higher armor breaking success chance and does fully mixed damage.
- Flame Bomb consumes Concentrated Bottle Grenade and does fully mixed damage.
- Chemical Protection: Weapon/Armor/Shield/Helm consume Small Glistening Coat.
- Slim Potion Pitcher benefits from Healing done +% effects.
- Cart Boost increases Movement Speed up to 50%.
- Cart Cannon had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed.
Doesn't ignore DEF and the Cast Time is reduced across all levels.
- Cart Tornado had its base damage formula greatly increased.
- Special Pharmacy can now be used to brew the unimplemented potions: Mana Plus, Full Swing, Falmons and Muramura.
White Potion Z requires Detrimindexta instead of Alcohol.
- Thorn Trap has a HP value and can be destroyed. The status effect is now canceled on the affected target upon unit's removal. Has no effect on bosses and can be used inside instances.
- Blood Sucker has a status icon.
- 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.
Has a status icon.
- Crazy Weed had a STR*3 damage scaling added.
- Illusion Doping reduces FLEE by 10%, it's area at level 5 is reduced to 17x17 cell and a cast time of 0.5s remains.
- Sling Item was revamped as following:
- All Fruit Bombs had their damage formulas boosted and effects improved.
- 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.
- Demonic Fire ticks every second, consumes Concentrated Bottle Grenade and deals increased damage which scales with INT, Base and Job Levels.
Area is increased to 7x7 cells.
- 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.
- Fire Expansion (Lv.1) deals increased damage, the duration of Demonic Fire is extended by 10s but cannot exceed 28s.
- 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.
- Visual effects were added to all skills that had none.
- EXP gain is increased by 2x.
- Intimacy gain is increased by 10x.
- Homunculus S Maximum Level is increased to 175.
- Homunculus S MATK based skills were changed to be ATK based, they still behave like spells as far as mechanics go.
- Resurrect Homunculus only has 1s of true Fixed Cast Time and 5s Cooldown.
- Lif's Mental Change has no Cooldown/After-cast Delay but no longer recovers HP.
- Lif's Emergency Avoid boosts Movement Speed by 20% per level.
- Bayeri's skill casts can no longer be interrupted.
- Bayeri's Stahl Horn actually makes the Homunculus charge at the target.
- Bayeri's Stein Wand replaces previously active Safety Walls so only two can be active at once.
The wall's duration matches that of the base skill so the visual timers are correct.
- Bayeri's Goldene Ferse boosts FLEE by 30%, casting the skill with Angriffs Modus active removes the previous effect so they can be swapped around.
- Bayeri's Angriffs Modus doesn't reduce Hard DEF and FLEE, the ATK boost is increased and it also causes Stahl Horn to ignore a portion of enemy's Hard DEF.
Casting the skill with Angriffs Modus active removes the previous effect so they can be swapped around.
- Sera's Pain Killer can only be cast on self or party members.
- Sera's Paralyzing Needle increases Variable Cast Time by a lower amount and reduces Soft DEF and MDEF by a higher.
- Sera's Summon Legion scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters.
- Sera's Poison Mist doesn't prevent some unit skills from being placed on top of it.
- 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.
- Eleanor's Tinder Breaker doesn't root her if the target wasn't rooted too (Bosses).
- Eleanor's E.Q.C (Eternal Quick Combo) reduces Hard DEF.
- 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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Changes
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- 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.
- Double and Beast Strafing benefit from the effect of Fear Breeze.
- Beast Bane's bonus scales with Base Level, much like Demon Bane.
- Falcon Mastery is now an active skill that lets you summon your Falcon, just like Warg Mastery. This requires Falcon Flute.
- Detect has 5x5 cells effective area, up from 3x3 cells.
- Blits Beat for Rangers does 5 hits by default at any Job Level and the trigger chance is equal to that of a Job Level 70 Sniper. This doesn't scale further.
- Ankle Snare has a minimum duration of 4s on monsters. Has a status icon.
- Skid Trap roots affected enemies or allies for 2s, this doesn't work on yourself.
- Blast Mine actually explodes upon its natural expiration, effective area is 3x3 cells.
- Land Mine, Freezing Trap, Flasher and Sandman have 3x3 cells effective areas.
- 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.
- 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.
- Camouflage works like Cloaking regarding walls, has a status icon and no longer consumes SP when used to uncloak.
Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround.
- Warg Bite has a visual indication upon its success and a status icon.
- Warg Dash conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact.
- Fear Breeze is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Hit effects, taking priority over those.
The base activation chance is 30%, and the amount of hits is then randomized. Affects Double and Beast Strafing. Can be canceled without a Cast Time and After-cast Delay.
- Aimed Bolt has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.
The snare status is only removed if the skill actually connects.
- Unlimit halves the damage modifiers of Arrow Storm and Aimed Bolt (similar to Enchant Deadly Poison). The damage increase is the same at all levels, only duration changes.
- Ranger Main has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%.
- 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.
- Detonator affects all traps except Ankle Snare, Shockwave Trap, Skid Trap and Electric Shocker.
- 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. Has a status icon.
- Cluster Bomb's damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately.
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.
- Magenta Trap, Cobalt Trap, Maize Trap, and Verdure Trap have had their catalyst requirements changed to 1 colored Point from 1 Elemental Ore.
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.
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Changes
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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 wear Transcendent and Third Job-only gear.
- All Cast Times, Cooldowns and After-cast Delays were changed to provide a better experience and build diversity.
- Gunslinger and Rebel skill trees were customized to make more sense.
- Skills that missed proper animations and character motions (pulling out the intended weapon and such) have been improved with custom implementations.
Some existing effects have been updated as well.
- Weapon sounds have been corrected and skills that missed their own sounds, now have them.
- Custom ammunition of all elements is available as well as boxes with Rebel exclusive ammo (Full Metal Jacket, Dragon Tail, Projection Landmine).
- They receive a custom headgear upon job change, just like third jobs.
- 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.
- 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.
- Desperado benefits from ranged damage % effects and is no longer blocked by Land Protector.
- 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.
- Increase Accuracy lasts for 4m.
- Adjustment lasts for 30s.
- Gatling Fever 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.
- Tracking ignores FLEE and had its Cast Time greatly reduced.
- 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. 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.
- Spread Shot deals x1.5 more damage with Grenade Launchers and had its Variable Cast Time reduced to 1s.
- Ground Drift updated to work with new grenade spheres, has 5x5 cells area, does 50% ATK damage per skill level, properly benefits from ranged damage % effects and is no longer blocked by
Auto Guard/Parrying/Cast-off Cicada Shell/Illusionary Shadow or reduced by Defender, Wall of Fog, and Smoke Powder.
- Hammer of God had its area enlarged to 7x7 cells and every coin spent adds additional 200% ATK to targets affected by Crimson Marker.
- Flicker reveals hidden targets in 5x5 cells area.
- 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.
Has a range of 14 cells.
- Heat Barrel's formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion.
- Platinum Alter doesn't require specific ammo and provides % based reductions against Demon and Undead races. The damage-absorbing shield scales with character's VIT
and blocks both physical and magical damage. This shield is a separate effect from the main one, meaning it doesn't cancel the other upon expiration.
- 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.
- Fallen Angel increases the damage of the consequent Desperado by up to 2 times and has a range of 9 cells.
- Fire Dance deals up to 2500% ATK, with a high chance to Blind enemies. It benefits from ranged damage % effects and is no longer blocked by Land Protector.
Prevents the caster from moving for 0.5s
- Fire Rain had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated.
- Howling Mine had its detonation area enlarged to 9x9 cells. Has new visual animation.
- Dragon Tail doesn't split its damage between targets.
- 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.
- Round Trip has a 3s Cooldown and prevents the caster from moving for 1s.
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Changes
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- The Tome of Elements is given upon Job change, this books contains all you need to know about Elemental Spirits.
- Energy Coat is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects) and the duration is infinite.
- Fire Ball has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area.
- 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.
- Safety Wall's Cast Time caps at level 7. Has a status icon.
- Book Study grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level.
- 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.
- 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.
- Violent Gale's FLEE boost is doubled.
- Land Protector is level selectable.
- Elemental Change skills had their Cast Time changes to 2s Variable and 0.5s Fixed and there's a success formula based Sage's stats and Base/Job Levels, also a better visual animation.
- Memorization has a true Cast Time of 2s (not reduced by anything) and its charges aren't consumed by instant skills. Has a status icon.
- Double Casting has a true Cast Time of 1s (not reduced by anything)
- Wall of Fog is castable on top of Volcano and Violent Gale. Has a status icon.
- Spider Web has a status icon.
- Striking can be cast on Sorcerer's own Elemental Spirit or those from party members, using Lv.4 weapon formula. Has an increased upkeep SP cost.
- Spell Fist is affected by Lex Aeterna and works with Earth Spike, doubling the skill's level. Has a status icon.
- Fire Walk and Electric Walk have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s.
- Warmer requires 4 points in Volcano.
- Psychic Wave benefits from the bonuses of Lv.3 Insignias if it's being endowed by Juvenile Elemental Spirit's Passive Mode.
- Diamond Dust's requires 4 points in Deluge. Its crystallization debuff affects monsters but doesn't disable them.
- Cloud Kill requires 2 points in Heaven's Drive and Deluge.
- Poison Buster has a Base Level/100 scaling. Works with Deadly Poison, its area is 5x5 cells at all levels and it is usable on enemies standing in Cloud Kill, Venom Dust and Poison Mist.
- Varetyr Spear deals physical damage instead of magical, which ignores FLEE and guarding effects.
Its physical portion's formula is boosted, as well as its scaling with Striking, the Stun chance increased and duration extended to 5s.
- Earth Grave requires 2 points in Seismic Weapon and 4 points in Earth Spike.
- Elemental Shield uses its own, new ground unit, with unique visuals and absorbs physical and magical damage in a way similar to Safety Wall but with different values.
It overrides active Safety Walls, Pneumas and Maelstroms under affected targets, has a Cooldown of 10 seconds and a status icon.
- Summon Agni, Summon Aqua, Summon Ventus and Summon Tera require 2 points in their corresponding skills.
- Spirit Recovery doesn't work if there's no line of sight and has a visual animation.
- Elemental Action had its Cooldown reduced to 2/4/6 sec. In Offensive Mode its manual cast makes the spirit switch aggro the the targeted enemy.
- Insignias have no Cooldown, only one of each type can be active at once and a new cast replaces the previous, or overrides a different type.
The duration is 30 seconds and there are status icons for each type.
- Insignia changes:
- The base effect decreases elemental resistances by 25% instead of increasing damage received. HP drain/recovery and the elemental endow doesn't work on Bosses.
- Fire Insignia (Lv.2) increases ASPD by 20% instead of BATK.
- Water Insignia (Lv.2) increases Healing received by 20%, up from 10%.
- Wind Insignia (Lv.2) Reduces After-cast Delay by 20% instead of 10%.
- Earth Insignia (Lv.2) increases Hard DEF by 40% instead of boosting Max HP and Hard DEF by a tiny flat amount.
- All Insignias (Lv.3) boost the damage done with corresponding element by 30% and reduce Variable and Fixed Cast Times plus After-cast Delay of skills of those elements by 30%.
- Elemental Spirit changes:
- @eleinfo command is present, listing all the stats of the currenly summoned Spirit.
- Their stats were improved across the board, both base stats and scaling are greatly boosted.
- Their vision and chase ranges are the same as player's and leash range is slightly longer. This also means that Offensive Mode allows to send the spirit towards distant targets.
- All skills had their animations revamped and cleaned up, Elemental Spirit yells the name of the used skill, or Offensive/Idle Mode upon changing into those.
- All Spirits copy Sorcerer's Movement Speed, just like Homunculus.
- They properly follow the Sorcerer through portals on the same map, like those in Bifrost Tower and other similar maps.
- After the buff or ground effect from Passive/Defensive Mode expires, the Spirit automatically goes back to Idle Mode. The same happens once the Spirit runs out of SP.
- The autocast chance of Elemental Action while in Offensive Mode only can proc while actually attacking a target and the chance is boosted to 5%.
- All Spirit related status effects have custom-made status icons.
- Elemental Spirit Mode is indicated by a status icon for the Sorcerer.
- Passive Mode and Defensive Mode buffs aren't removed by Clearance.
- Passive Mode core buffs have the same values regardless of Spirit's level
- Passive/Defensive Mode buffs trigger regardless of distance between Sorcerer and the Spirit.
- Defensive Mode ground effects of Lv.3 Spirits has a cast range of 6 cells, the Spirit will run up to the Sorcerer and cast the skill when leaving Offensive Mode.
Only one unit can be active and new ones will override the previous.
- Offensive Mode is reworked, the Spirit's leash range and follow mechanics are suspended while attacking a target, unless the Sorcerer leaves vision range.
- 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.
- 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.
- Tidal Weapon grants 20% of physical and magical damage as additional Water property damage instead of granting WATK and no longer forces Water endow.
The buff isn't removed upon recast of Elemental Action.
- Circle of Fire deals increased damage and knocks back 2 cells.
- Fire Mantle deals increased damage, has a bigger layout an a 5x5 splash effect, with 4 cells knockback.
- Water Barrier doesn't reduce ATK and FLEE, it boosts MDEF by 20 instead, has a 5x5 layout.
- Power of Gaia doesn't reduce MSPD, has a 5x5 layout.
- Pyrotechnic no longer grants WATK, instead it recovers 4% of Max HP every 6 seconds, also boosts the damage of Fire Bolt and Fire Ball by 20%.
- Heater no longer grants WATK, instead it recovers 4% of Max HP every 6 seconds, boosts the damage of Fire Walk by a higher amount.
- Tropic no longer grants WATK, instead it recovers 4% of Max HP every 6 seconds, its Fire Bolt autocast level goes up to 10 and the catalyst costs of Volcano and Flame Launcher are voided.
- Aqua Play boosts the damage of Cold Bolt and Frost Diver by 20%.
- Cooler boosts the damage of Diamond Dust by a higher amount.
- Chilly Air's Cold Bolt autocast level goes up to 10 and the catalyst costs of Deluge and Frost Weapon are voided.
- Gust boosts the damage of Lightning Bolt and Thunderstorm by 20%.
- Windblast boosts the damage of Electric Walk and Varetyr Spear by a higher amount, also increases the Stun chance of Varetyr Spear.
- Wild Storm's Lightning Bolt autocast level goes up to 10 and the catalyst costs of Violent Gale and Lightning Loader are voided.
- Petrology increases Max HP by 20% and Soft DEF by 60%, boosts the damage of Earth Spike and Heaven's Drive by 20%.
- Cursed Soil increases Max HP by 20% and Soft DEF by 60%, boosts the damage of Earth Grave and Poison Buster by a higher amount, also increases the Bleeding chance of Earth Grave
- Upheaval increases Max HP by 20% and Soft DEF by 60%, Earth Spike autocast level goes up to 10 and the catalyst costs of Land Protector and Seismic Weapon are voided.
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