Difference between revisions of "Skill and Mechanic Changes"
From LeikaRO wiki
Terpsichore (Talk | contribs) |
Terpsichore (Talk | contribs) |
||
Line 24: | Line 24: | ||
* Whips deal 75% damage to large targets, just like Instruments. | * Whips deal 75% damage to large targets, just like Instruments. | ||
* Two-Handed Spears passively grant +25% Hard DEF. | * 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 Axes have a x1.6 Critical Damage Multiplier instead of x1.4. | ||
* Daggers had their unused attack sound enabled. | * Daggers had their unused attack sound enabled. | ||
Line 136: | Line 137: | ||
** '''Homunculus S''' MATK based skills were changed to be ATK based, they still behave like spells as far as mechanics go. | ** '''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. | ** '''Resurrect Homunculus''' only has 1s of true Fixed Cast Time and 5s Cooldown. | ||
− | ** '''Amistr's''' '''Castling''' redirects the current cast on the Alchemist to the Homunculus. | + | ** '''Amistr's''' '''Castling''' completely swaps aggro and redirects the current cast on the Alchemist to the Homunculus. |
** '''Lif's''' '''Mental Change''' has no Cooldown/After-cast Delay but no longer recovers HP. | ** '''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. | ** '''Lif's''' '''Emergency Avoid''' boosts Movement Speed by 20% per level. | ||
Line 217: | Line 218: | ||
* '''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. | + | * '''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. |
* '''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. | ||
Line 224: | Line 225: | ||
* '''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 current | + | * '''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. | ||
|} | |} | ||
Line 291: | Line 292: | ||
* '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | * '''Charming Wink''' has a 1s Cooldown instead of 2s After-cast Delay. | ||
* '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | * '''Dissonance''' deals damage every second, the damage is elementless and ignores all possible reductions. | ||
− | * '''Apple of Idun''' benefits from Healing done +% effects. | + | * '''Apple of Idun''' benefits from Healing done +% effects. The healing formula is increased on all of its portions. |
* '''Fortune's Kiss''' also boosts Critical Damage. | * '''Fortune's Kiss''' also boosts Critical Damage. | ||
* '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | * '''Humming''' also boosts the damage of '''Double Attack''', '''Chain Action''', '''Triple Attack''', '''Fear Breeze''' and '''Eternal Chain'''. | ||
Line 376: | Line 377: | ||
* '''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. | ||
* '''Desperado''' benefits from ranged damage % effects and is no longer blocked by '''Land Protector'''. | * '''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. | + | * '''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. | ||
Line 432: | Line 433: | ||
* '''Overbrand''' deals x1.5 damage with a two-handed spear. | * '''Overbrand''' deals x1.5 damage with a two-handed spear. | ||
* '''Shield Press''' had its range increased to 2 cells. STR damage scaling boosted to STR*3. | * '''Shield Press''' had its range increased to 2 cells. STR damage scaling boosted to STR*3. | ||
− | * '''Rage Burst''' had its range increased to 2 cells and SP cost greatly decreased. Deals x1.5 damage with a two-handed | + | * '''Rage Burst''' had its range increased to 2 cells and SP cost greatly decreased. Deals x1.5 damage with a two-handed weapon. |
* '''Exceed Break''' has visual animation plus sound upon impact and there's a visual effect while the status is active. | * '''Exceed Break''' has visual animation plus sound upon impact and there's a visual effect while the status is active. | ||
* '''Ray of Genesis''' is usable normally (no need for '''Banding''' or '''Inspiration'''), ignores FLEE and avoidance effects, correctly benefits from '''Lex Aeterna''' and both portions are properly forced Holy.<br> Had its cast range increased to 2 cells and the casting cannot be interrupted. The MATK portion of damage is boosted. | * '''Ray of Genesis''' is usable normally (no need for '''Banding''' or '''Inspiration'''), ignores FLEE and avoidance effects, correctly benefits from '''Lex Aeterna''' and both portions are properly forced Holy.<br> Had its cast range increased to 2 cells and the casting cannot be interrupted. The MATK portion of damage is boosted. | ||
Line 438: | Line 439: | ||
* '''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. | * '''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. | ||
* '''Moonslasher''' blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | * '''Moonslasher''' blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | ||
+ | * '''Earth Drive''' deals additional damage based on MATK. | ||
* '''Banding''' persists through map changes. | * '''Banding''' persists through map changes. | ||
* '''Inspiration's''' recoil triggers off all sources of damage and doesn't flinch the Royal Guard, so it can't be abused to speed up animation delays. | * '''Inspiration's''' recoil triggers off all sources of damage and doesn't flinch the Royal Guard, so it can't be abused to speed up animation delays. | ||
Line 474: | Line 476: | ||
* '''Storm Blast''' now has its pre-nerf damage formula while retaining the 1s Cooldown. | * '''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. | * '''Crushing Strike''' has a status icon and visual animation plus sound upon impact. There's a visual effect while the status is active. | ||
− | * '''Phantom Thrust''' has Base Level/100 scaling and '''Spear Mastery''' scaling is 20% per level. Has 0.5 sec Cooldown. | + | * '''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. |
* '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | * '''Hundred Spears''' has Base Level/100 scaling and '''Spiral Pierce''' scaling is 100% per level. Sound effect was muffled. | ||
* '''Death Bound''' doesn't reflect hits that didn't connect. Using the skill updates character's facing direction for better consistency. | * '''Death Bound''' doesn't reflect hits that didn't connect. Using the skill updates character's facing direction for better consistency. | ||
Line 516: | Line 518: | ||
* '''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. | ||
* '''Emergency Escape''' causes an instant backslide instead of multiple small steps. | * '''Emergency Escape''' causes an instant backslide instead of multiple small steps. | ||
− | * '''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. | + | * '''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 the current casting on the Shadow Chaser. |
* '''Masquerade: Ignorance''' recovers SP when used on monsters, with an amount based on their Base Level. | * '''Masquerade: Ignorance''' recovers SP when used on monsters, with an amount based on their Base Level. | ||
* Able to use all the bows that Rangers can. | * Able to use all the bows that Rangers can. | ||
Line 531: | Line 533: | ||
* '''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. | * '''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. | * '''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. | + | * '''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. |
* '''Safety Wall's''' Cast Time caps at level 7. Has a status icon. | * '''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. | * '''Book Study''' grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level. | ||
Line 544: | Line 546: | ||
* '''Spider Web''' 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. | * '''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. | + | * '''Spell Fist''' is affected by ''Lex Aeterna'' and works with '''Earth Spike''', doubling the skill's level. Critical hits deal additional damage and scale with Critical Damage % effects.<br>Multihits scale with Multihit Damage % effects. 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. | * '''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'''. | * '''Warmer''' requires 4 points in '''Volcano'''. | ||
Line 628: | Line 630: | ||
* '''Angelus''' had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. | * '''Angelus''' had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. | ||
* '''Signum Crucis''' had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted. | * '''Signum Crucis''' had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted. | ||
− | * '''Triple Attack''' is a toggle (unremovable). | + | * '''Triple Attack''' is a toggle (unremovable). Deals x1.5 damage with knuckles. |
− | * '''Chain Combo''' is usable after '''Dragon Combo'''. | + | * '''Chain Combo''' is usable after '''Dragon Combo'''. Deals x1.5 damage with knuckles. |
+ | * '''Combo Finish''' Deals x1.5 damage with knuckles. | ||
* '''Fury''' has a status icon. | * '''Fury''' has a status icon. | ||
* '''Steel Body''' doesn't reduce misc damage. | * '''Steel Body''' doesn't reduce misc damage. | ||
* '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | * '''Snap''' prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range. | ||
* '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. | * '''Investigate''' does largely increased damage based on target's Hard DEF, similar to '''Mass Spiral'''. | ||
− | * '''Chain Crush Combo''' has only 5 levels. | + | * '''Tiger Knuckle Fist''' Deals x1.5 damage with knuckles. |
+ | * '''Chain Crush Combo''' has only 5 levels. Deals x1.5 damage with knuckles. | ||
* '''Spiritual Sphere Absorption''' and '''Assimilate Power''' no longer remove '''Kagerou'''/'''Oboro's''' charms. | * '''Spiritual Sphere Absorption''' and '''Assimilate Power''' no longer remove '''Kagerou'''/'''Oboro's''' charms. | ||
* '''Ki Explosion''' has two custom visuals, one for impact and another for the knockback effect. | * '''Ki Explosion''' has two custom visuals, one for impact and another for the knockback effect. | ||
Line 647: | Line 651: | ||
* '''Howling of Lion''' has Base Level/100 and INT*3 scaling, and is considered a ranged attack. | * '''Howling of Lion''' has Base Level/100 and INT*3 scaling, and is considered a ranged attack. | ||
* '''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). | * '''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). | ||
− | * '''Fallen Empire''' has a Base Level/120 scaling. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. | + | * '''Fallen Empire''' has a Base Level/120 scaling. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. The ATK portion deals x1.5 damage with knuckles. |
* '''Crescent Elbow''' doesn't reflect hits that didn't connect. Has a visual animation. | * '''Crescent Elbow''' doesn't reflect hits that didn't connect. Has a visual animation. | ||
* '''Howling of Lion''' has INT*3 damage scaling. | * '''Howling of Lion''' has INT*3 damage scaling. | ||
Line 669: | Line 673: | ||
* '''Amplify Magical Power''' no longer cancels upon non-offensive casts (except '''Release''') and has a status icon. | * '''Amplify Magical Power''' no longer cancels upon non-offensive casts (except '''Release''') and has a status icon. | ||
* '''Napalm Vulcan''' has inversed damage formula (more damage at lower levels) and the chance to Curse increased greatly with level. Deals doubled damage to Cursed targets and cancels the status.<br> The damage isn't split between targets. | * '''Napalm Vulcan''' has inversed damage formula (more damage at lower levels) and the chance to Curse increased greatly with level. Deals doubled damage to Cursed targets and cancels the status.<br> The damage isn't split between targets. | ||
+ | * '''Magic Crasher''' inflicts additional damage to monsters based on their Base Level. | ||
* '''Gravitation Field's''' slowing effect also affects Bosses. The damage scales with MATK and Base Level past 100 and it no longer prevents the caster from using items or casting other skills.<br> After-cast Delay is 2s. Duration is fixed at all levels, and it deals halved damage to players but never below base.<br>Does not benefit from or breaks '''Lex Aeterna'''. | * '''Gravitation Field's''' slowing effect also affects Bosses. The damage scales with MATK and Base Level past 100 and it no longer prevents the caster from using items or casting other skills.<br> After-cast Delay is 2s. Duration is fixed at all levels, and it deals halved damage to players but never below base.<br>Does not benefit from or breaks '''Lex Aeterna'''. | ||
* '''Summon Sphere - Release''' had the damage increased, scaling with base and job levels. The damage pierces 50% of Hard MDEF.<br> The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from '''Amplify Magical Power'''. | * '''Summon Sphere - Release''' had the damage increased, scaling with base and job levels. The damage pierces 50% of Hard MDEF.<br> The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from '''Amplify Magical Power'''. | ||
* '''Jack Frost''' does its extra damage from ''Chill'' status by default to Boss monsters. | * '''Jack Frost''' does its extra damage from ''Chill'' status by default to Boss monsters. | ||
* '''Earth Strain''' no longer divests if no damage is dealt. The success chance is reduced by target's DEX. Shows the divested piece on the target by using the effects from Rogue's Strip skills. | * '''Earth Strain''' no longer divests if no damage is dealt. The success chance is reduced by target's DEX. Shows the divested piece on the target by using the effects from Rogue's Strip skills. | ||
− | * '''Drain Life's''' INT damage scaling boosted to INT*3. | + | * '''Drain Life's''' INT damage scaling boosted to INT*3 and the success rate is always 30%. The damage formula is much better at lower levels. |
* '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | * '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | ||
* '''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. | * '''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. |
Revision as of 05:15, 24 June 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. - 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
Changes | |
---|---|
|
Extended Super Novice
Changes | |
---|---|
|
Genetic
Changes | |
---|---|
|
Guillotine Cross
Changes | |
---|---|
|
Kagerou & Oboro
Changes | |
---|---|
|
Mechanic
Changes | |
---|---|
|
Minstrel & Wanderer
Changes | |
---|---|
|
Ranger
Changes | |
---|---|
|
Rebel
Changes | |
---|---|
|
Royal Guard
Changes | |
---|---|
|
Rune Knight
Changes | |
---|---|
|
Shadow Chaser
Changes | |
---|---|
|
Sorcerer
Changes | |
---|---|
|
Soul Linker
Changes | |
---|---|
|
Sura
Changes | |
---|---|
|
Warlock
Changes | |
---|---|
|
Game Mechanics
General Skill Mechanics
- 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.