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Hector

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Hector last won the day on February 18

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About Hector

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  • Birthday 02/29/1996

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    Hector#6718
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    Hector

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  1. Firstly, as we mentioned previously, we have started work on MH3 (which is the designation of the next update, 3 star hunts, including the Great Monsters Sybaris and Hrungnir). While working on this update, we found there were changes that we wanted to push out sooner rather than later, as MH3 is still going to take us some time to complete. Therefore, we decided to create a short series of patches based around updating each of the roles to a standard whereby we can concentrate on MH3 development. This generally will involve building upon the knowledge from the MH2 release, as well as suggestions and input from players, so that we can create a solid base for the future. As you may have already guessed, this is the first patch that will be centered around the Tank role and all that it entails. As it is, MH3 is planned to be about the same size and scope of MH2. This means new monsters, new mechanics, and, of course, new gear. However, whilst we have been happy with the release of MH2, there are certainly lessons to be learnt from that and we are now looking to apply these to MH3. To that end, there are still a number of loose ends in MH2 that we wish to fix up so that MH3 development is much smoother than MH2's early development. We have identified, with your help, certain weaknesses in MH2 content that require our attention. We hope the following series of patches, which we hope to release fairly swiftly, can address these issues. Tank role With that said, our first patch centers around Tanks, tanking and related mechanics! In this section, we'll work through the patch notes and explain some of our changes with you. First, changes made directly to the Tank role skills. Previously, Defiant Stand was a skill which, when used, created a barrier that exploded for damage based upon how much damage the shield absorbed... Except this effect never made it in game, and the shield explosion always did a flat 50k damage! This skill sadly fell by the wayside during development and remained in an incomplete state until today. Rather than fix this, we decided to get away from using a shield. We believed it was a good idea in concept, but because of the client limitations (not being able to properly show a shield amount) in practice, there wasn't much depth to it. Instead, we decided to create a "big cooldown" ability for tanks to use when the party gets in trouble. This should hopefully be much more useful than the original inception of the skill would ever have been. Defiant Stand Defiant Stand will now grant full immunity to all damage for its duration. In return, aggro cannot be build while this effect is active and you will become Emotionally Drained when it ends (meaning you cannot build up Fury stacks). Use this skill wisely when you're in a bind and try to keep yourself alive to protect the rest of your hunters! Next is Climactic Fury while interesting in design and effect, is problematic. It's always done either too much damage, or too little. The changes to the formula are hard to explain, but bear with us. Originally, the base damage from the skill was calculated using max HP, attack and hard defense, weighed in that order. Because of the large influence which HP had on the formula, we ran into a situation where one could stack purely HP, and do an extreme amount of damage. The final damage was also modified by how much HP you had currently (the lower health you have the more damage you deal), before being modified by the Fury stacks reduction formula. Climactic Fury In the new formula, we have reduced the effects of max and current HP, attack and defense for the base formula. Furthermore, the Fury stacks modifier is no longer applied at the end of the formula, but directly on the base damage. As with the old formula, the biggest driver in increasing your damage with this skill is higher Fury stacks; as an arbitrary example, considering an average tanking build, the damage increase from 1 -> 2 Fury stacks is ~8m but from 5 -> 6 Fury stacks is ~20m. Due to the damage loss, Climactic Fury now generates 50% more aggro. One final change that affects this skill is that Emotionally Drained now blocks Climactic Fury skill usage, ontop of blocking Fury stack generation. We made certain when balancing the new formula that the skill should still fill a role that players had found for it, for example, with killing Nysori's clones. Aggro Generation Next up, we've changed some of the fundamentals around tanking: specifically, Aggro generation. No one would contest that MH2 was released blindly. We did as much play-testing as we could in-house but we didn't have much data to work on and base our decisions on. Thankfully, this has changed, and we have a plethora of MH-related data at our hands to help us balance mechanics and content as well as our group of testers which we are grateful have volunteered. One such mechanic is aggro generation which, we will admit, was guessed. In this patch, the aggro generation of most roles has changed. Tank Previous generation: 200% New generation: 300% Healer Previous generation: 100% New generation: 250% Utility Previous generation: 100% New generation: 250% Note: these modifiers are inherent to the role and to clarify, 100% is base generation. The underlying mechanics of how aggro is generated remains unchanged. We made these changes to fine tune tanking, with the general idea from many people that tanking felt bad. We heard many times that tanking was both too easy and too hard! Which leads me to our next point... Role-based tutorials and skill description updates Each patch will now bring with it an update to the Role Manager on the airship that will gives some tips on how to play that role. We found that some players did not fully understand some of the mechanics at play in MH, namely how aggro worked. To this end, we provide a more clear description through the NPC until we can find a better, more involved way of helping players understand these custom mechanics. For example, the tanking NPC may tell you: "Aggro itself is generated by how much damage your attacks do - therefore, the more damage you do, the more Aggro you generate!". The NPC will also provide insight into how certain skills work. We found a lot of people struggled with the effect of Sentinel, so we included a tidbit for the NPC to talk about: "If you lose Aggro, fear not, that's what your Sentinel skill is for! This temporarily makes you the target of the Great Monster for the duration, regardless of everyone's Aggro." Skill descriptions have also been re-written to include more detailed information on how the skill works in order to increase transparency and increase understanding of skills' mechanics. Closing remarks A lot of these changes have been data-driven, particularly involving Climactic Fury and the aggro generation mechanics, so we're hoping that we can skip the large teething stage that came with much of the earlier MH-related content. We want to thank everyone for your input and your patience. We are all continuing to listen to everything that everyone is saying. We apologize for the delay in our responses until now but we hope that we can move forward to together provide the best experience possible. Our next blog will be outlining our plans for the changes related to the healer role, namely Doram's integration into it!
  2. Hector

    Patch Notes

    As was stated long ago when the change was made, the EDP nerf was not apply solely because of SBK, it was accounting for the ability and the class as a whole. The data that we have is looking at all jobs not just GX's but we ask for some patience in-order to potentially make a change that is appropriate.
  3. Hector

    Patch Notes

    It's something that we're keeping a close eye on and is on the table but we are first analyzing the data that we've amassed to make a concrete decision.
  4. Hector

    Patch Notes

    It may be prudent to go back to our reply and re-read what was said in the suggestion to enable the healer role for genetics. This change is simply a bug fix to potion pitcher's previously intended 60 second cooldown which was explained here: As we said before, we are actively working to expand the healing role, but that will be done by making sure that classes have an arrangement of different types of abilities such as heals over time, shields, and various other supportive-type abilities as a complete tool-kit, not just one on demand healing ability which was not working as intended. As I mentioned and can be easily seen by the fact that Potion Pitcher already had a 60 second cooldown, this skill not having a cooldown was an oversight. For now, we've also reduced the cooldown we would have given to the skill (60 seconds to 20 seconds), but note that we will indeed still work on improving the Healer role as a whole (as mentioned in the suggestion below), but for the time being, this is a minor bug fix for the sake of consistency. Here's a link to the post that was made about the healing role expansion: As far as the Cross Impact change goes, as we said before we are also working towards reverting skill changes that we have placed over time whenever appropriate and we decided it was the time to revert CI to it's official behavior
  5. Hector

    Patch Notes

    Same, hopefully one day we can get there.
  6. Hector

    Level 200 Patch Notes

    I read :]
  7. For people who are concerned at the way that critical attacks are working inside of 2 star hunts currently, in my opinion I also agree that the way crit currently is being handled is not the best method, but the deadline was today so something had to be done to it. I already know for the most part how to improve it, but simply didn't have enough time to make it happen. It was either this or delay again, which was not an option. Don't expect it work the same way it works outside of the quests though, it definitely won't go back to that.
  8. This is some great work. Love it.
  9. Monster Hunting Monster Hunting Website Added 2-Star Hunts: Garronath and Nysori. Healing in these hunts is further decreased. New Shadow Gear can be crafted by the Shadow Blacksmith. Check out this player-made tool made by @Fleur : Garronath and Nysori Shadow Gear Below is the full list of brand new Shadow Gear available to craft using Garronath and Nysori components: Second Job Shadow Gear - Knight Shadow Boots - Knight Shadow Armor - Crusader Shadow Boots - Crusader Shadow Plate - Blacksmith Shadow Greaves - Blacksmith Shadow Plate - Alchemist Shadow Greaves - Alchemist Shadow Plate - Priest Shadow Boots - Priest Shadow Cloth - Monk Shadow Boots - Monk Shadow Cloth - Assassin Shadow Boots - Assassin Shadow Mail - Rogue Shadow Boots - Rogue Shadow Mail - Wizard Shadow Shoes - Wizard Shadow Robe - Sage Shadow Shoes - Sage Shadow Cape - Hunter Shadow Boots - Hunter Shadow Vest - Bard Shadow Boots - Bard Shadow Vest - Dancer Shadow Boots - Dancer Shadow Shawl Third Job Shadow Gear - Rune Knight Shadow Gauntlet - Rune Knight Shadow Shield - Royal Guard Shadow Glove - Royal Guard Shadow Shield - Mechanic Shadow Gauntlet - Mechanic Shadow Guard - Genetic Shadow Gauntlet - Genetic Shadow Guard - Arch Bishop Shadow Glove - Arch Bishop Shadow Shield - Sura Shadow Glove - Sura Shadow Shield - Guillotine Cross Shadow Gauntlet - Guillotine Cross Shadow Shield - Shadow Chaser Shadow Gauntlet - Shadow Chaser Shadow Shield - Warlock Shadow Glove - Warlock Shadow Book - Sorcerer Shadow Glove - Sorcerer Shadow Book - Ranger Shadow Armguard - Ranger Shadow Buckler - Minstrel Shadow Armguard - Minstrel Shadow Buckler - Wanderer Shadow Armguard - Wanderer Shadow Buckler Expanded Job Shadow Gear - Super Novice Shadow Gauntlet - Super Novice Shadow Shield - Gunslinger Shadow Armguard - Gunslinger Shadow Buckler - Taekwon Shadow Gauntlet - Taekwon Shadow Shield - Ninja Shadow Gauntlet - Ninja Shadow Shield - Magical Doram Shadow Glove - Magical Doram Shadow Book - Physical Doram Shadow Armguard - Physical Doram Shadow Buckler Assorted Stat Shadow Gear - Healing Shadow Glove - Healing Shadow Shield - Healing Shadow Boots - Stability Shadow Shield - Spell Flow Shadow Shoes - Spell Flow Shadow Robe - Spell Flow Shadow Book - Solid Shadow Gauntlet - Solid Shadow Ring - Immortal Shadow Plate - Immortal Shadow Bangle - Hasty Shadow Boots - Hasty Shadow Mail - Force Shadow Gauntlet - Force Shadow Ring - Force Shadow Pendant - Soul Shadow Glove - Soul Shadow Focus - Soul Shadow Brooch Size Modifiers Shadow Gear - Large Shadow Plate - Large Shadow Gauntlet - Medium Shadow Mail - Medium Shadow Gauntlet - Small Shadow Vest - Small Shadow Armguard Defense and Piercing Shadow Gear - Penetration Shadow Ring - Penetration Shadow Necklace - Tempest Shadow Focus - Tempest Shadow Brooch After-cast Reduction Shadow Gear - Reload Shadow Boots - Reload Shadow Shield - Reload Shadow Armor Added new items to Dante's Exchange Shop. These can be bought using the new 2-star Monster Gems. Ancient Hero Boots. First set of Ancient Hero weapons. Temporal Armors. Enchantment catalyst for Temporal Armors: Temporal Gem. Enchantment catalysts for Ancient Hero Weapons: Ancient Hero's Bravery and Ancient Hero's Wisdom. Ancient Hero Weapons Ancient Hero Boots [1] MaxHP + 500, MaxSP + 50. MaxHP + 2% and MaxSP + 1% per 3 refine rate. If refine rate is 7 or higher, reduces fixed casting time by 0.3 second. If refine rate is 9 or higher, reduces fixed casting time by additional 0.2 second. If refine rate is 11 or higher, reduces delay after skill by 5%. Class: Footgear Defense: 15 Weight: 60 Required Level: 100 Jobs: Every Job Narcissus Bow [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 9 or higher, increases Severe Rainstorm damage by 10%. If refine rate is 11 or higher, reduces cooldown of Severe Rainstorm by 2 seconds. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases bow damage by 15% for 7 seconds. Class: Bow Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: 3rd Class Archer, Shadow Chaser Avenger [2] Atk + 10 per 2 refine rate. Increases Axe Tornado damage by 10% per 3 refine rate. If refine rate is 9 or higher, increases Axe Boomerang damage by 40%. If refine rate is 11 or higher, increases physical damage against all size monsters by 15%. [+ Ancient Hero Boots [1]] When dealing physical or magical damage, has a chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Two-Handed Axe Attack: 270 Weight: 600 Weapon Level: 4 Required Level: 100 Jobs: Mechanic Madogum [2] Matk + 150 Matk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 9 or higher, increases all properties magical damage by 10%. If refine rate is 11 or higher, when dealing melee physical damage, has a chance to auto-cast Psychic Wave lv.3. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Dagger Attack: 150 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Shadow Chaser Iron Nail [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 9 or higher, increases Rampage Blast damage by 5%. If refine rate is 11 or higher, reduces cooldown of Rampage Blast by 1 second. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Knuckle Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Sura Royal Bow [2] Atk + 10 per 2 refine rate. Increases Arrow Storm damage by 12% per 3 refine rate. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases long ranged physical damage by 5%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases bow damage by 20% for 7 seconds. Class: Bow Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Ranger, Shadow Chaser Shadow Staff [2] Matk + 155 Matk + 10 per 2 refine rate. Increases Earth Grave damage by 12% per 3 refine rate. If refine rate is 9 or higher, reduces variable casting time by 10%. If refine rate is 11 or higher, reduces cooldown of Psychic Wave by 1 second. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Rod Attack: 40 Weight: 50 Weapon Level: 4 Required Level: 100 Jobs: Sorcerer Aeon Staff [2] Matk + 200 Can't be destroyed. Matk + 10 per 2 refine rate. Increases Earth Strain damage by 12% per 3 refine rate. If refine rate is 9 or higher, reduces variable casting time by 10%. If refine rate is 11 or higher, reduces cooldown of Earth Strain by 1 second. [+ Ancient Hero Boots [1]] When dealing magical damage, has a 3% chance to gain Int + 20 and Matk + 15% for 7 Class: Rod Attack: 100 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Warlock Red Lotus Sword [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 9 or higher, reduces SP consumption of Cart Cannon by 10%. If refine rate is 11 or higher, increase Cart Cannon damage by 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Dex + 20 and increases long ranged physical damage by 20% for 7 seconds. Class: Sword Attack: 180 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Genetic Oriental Sword [2] Atk + 10 per 2 refine rate. Increases Sonic Wave damage by 10% per 3 refine rate. If refine rate is 9 or higher, when dealing melee physical damage, has a chance to auto-cast Sonic Wave level 2 (If user has higher level, that level will be cast instead). If refine rate is 11 or higher, the weapon can't be destroyed. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Two-handed Sword Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Rune Knight Shiver Katar [2] Atk + 10 per 2 refine rate. Increases critical damage by 4% per 3 refine rate. If refine rate is 7 or higher, increases physical damage against demihuman and brute race monsters by 15%. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases physical damage against demihuman and brute race monsters by additional 20%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Luk + 20 and increases critical damage by 15% for 7 seconds. Class: Katar Attack: 185 Weight: 120 Weapon Level: 4 Required Level: 100 Jobs: Guillotine Cross Exorcist's Bible [2] Matk + 160 Matk + 10 per 2 refine rate. Increases damage of Duple Light by 25% per 3 refine rate. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Duple Light by additional 25%. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Book Attack: 165 Weight: 50 Weapon Level: 4 Required Level: 100 Jobs: Arch Bishop Aquatic Spear [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 7 or higher, increases damage of Cannon Spear and Vanishing Point by 15%. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Cannon Spear and Vanishing Point by additional 20%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Spear Attack: 180 Weight: 120 Weapon Level: 4 Required Level: 100 Jobs: Royal Guard One Sky One Sun [2] Atk + 10 per 2 refine rate. MaxSP + 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Prominence Kick by 15%. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Solar Explosion by 20%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Book Attack: 160 Weight: 90 Weapon Level: 4 Required Level: 100 Jobs: Star Emperor Spirit Pendulum [2] Matk + 160 Matk + 10 per 2 refine rate. MaxSP + 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Espa by 15%. If refine rate is 9 or higher, reduces variable casting time by 10%. If refine rate is 11 or higher, increases damage of Eswhoo by 20%. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Rod Attack: 70 Weight: 110 Weapon Level: 4 Required Level: 100 Jobs: Soul Reaper Meowmeow Foxtail [2] Matk + 300 Atk/Matk + 10 per 2 refine rate. Atk/Matk + 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Lunatic Carrot Beat and Silvervine Stem Spear by 15%. If refine rate is 9 or higher, reduces variable casting time by 10% and increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Picky Peck and Catnip Meteor by 15%. [+ Ancient Hero Boots [1]] When dealing physical or magical damage, has a chance to gain Luk + 20 and Atk/Matk + 15% for 7 seconds. Class: Rod Attack: 300 Weight: 110 Weapon Level: 4 Required Level: 100 Jobs: Summoner Crimson Rose [2] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 3%) per 3 refine rate. If refine rate is 7 or higher, ASPD + 1, Atk + 5%. If refine rate is 9 or higher, increases critical damage by 20%. If refine rate is 11 or higher, Cri + 20 and increases long ranged physical damage by 15% for 60 seconds when using Heat Barrel. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Pistol Attack: 150 Weight: 70 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Master Soul Rifle [2] Matk + 210 Matk + 10 per 3 refine rate. Increases attack speed (reduces delay after attack by 3%) per 3 refine rate. If refine rate is 7 or higher, ASPD + 1, Matk + 5%. If refine rate is 9 or higher, has a chance to auto cast Soul Strike level 10 when dealing long ranged physical damage. If refine rate is 11 or higher, increases a chance to auto cast Soul Strike, has a chance to auto cast Soul Expansion level 3 when dealing long ranged physical damage. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and increases ghost property magical damage by 10% for 7 seconds. Class: Rifle Attack: 150 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Demon Slayer Shot [2] Splash attack. Increases long ranged physical damage by 3% per 2 refine rate. MaxSP + 2% per 3 refine rate. If refine rate is 7 or higher, increases physical damage againt boss monsters by 10%. If refine rate is 9 or higher, Atk + 50 and increases long ranged physical damage by 10% for 90 seconds when using Platinum Altar. If refine rate is 11 or higher, increases physical damage against undead and demon race monsters by 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Shotgun Attack: 275 Weight: 140 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Golden Lord Launcher [2] Atk + 15 per 3 refine rate. Increases long ranged physical damage by 3% per 2 refine rate. If refine rate is 7 or higher, increases damage of Dragon Tail by 15%. If refine rate is 9 or higher, reduces cooldown of Dragon Tail by 1 second. If refine rate is 11 or higher, increases damage of Dragon Tail by additonal 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Grenade Launcher Attack: 320 Weight: 210 Weapon Level: 4 Required Level: 100 Jobs: Rebellion The Black [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Round Trip by 15%, increases SP consumption of Round Trip by 10%. If refine rate is 9 or higher, Atk + 50 and increases long ranged physical damage by 10% for 90 seconds when using Platinum Altar. If refine rate is 11 or higher, increases damage of Round Trip by additional 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Gatling Gun Attack: 205 Weight: 270 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Huuma Shuriken Clearness [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Swirling Petal by 30%. If refine rate is 9 or higher, reduces cooldown of Swirling Petal by 1 second. If refine rate is 11 or higher, increases physical damage against fire and shadow property enemies by 15%, increases physical damage against undead and demon race enemies by 30%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Str + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Huuma Attack: 230 Weight: 130 Weapon Level: 4 Required Level: 100 Jobs: Ninja Surudoi Kaze [2] [+ Ancient Hero Boots [1]] [+ Kiri no Tsuyu [2]] When dealing physical damage, has a chance to gain Str + 20 and Atk + 10% for 7 seconds. Class: Dagger Attack: 150 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Ninja Kiri no Tsuyu [2] [+ Surudoi Kaze [2]] Atk + 10 per 3 of the sum of refine rate. Atk + 2% per 5 of the sum of refine rate. If the sum of refine rate is 14 or higher, increases damage of Cross Slash by 25%. If the sum of refine rate is 16 or higher, reduces cooldown of Cross Slash by 2 seconds. If the sum of refine rate is 18 or higher, enables to use Distorted Cresent which has the same skill level as Shadow Trampling user learned and enables to use Shadow Trampling which has the same skill level as Distorted Cresent user learned. If the sum of refine rate is 20 or higher, increases damage of Cross Slash by additional 25%. Class: Dagger Attack: 150 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Ninja Ancient Hero's Bravery 1st enchant Min ~ Max 2nd enchant Min ~ Max Atk 5 ~ 20 Atk % 1 ~ 5% ASPD 1 Increases critical damage 3 ~ 10% Reduces delay after attack 3 ~ 10% Increases damage to formless enemies 3 ~ 20% Increases long ranged physical damage 3 ~ 10% Increases damage to undead enemies 3 ~ 20% Increases damage to neutral enemies 3 ~ 20% Increases damage to brute enemies 3 ~ 20% Increases damage to water enemies 3 ~ 20% Increases damage to plant enemies 3 ~ 20% Increases damage to earth enemies 3 ~ 20% Increases damage to insec enemies 3 ~ 20% Increases damage to fire enemies 3 ~ 20% Increases damage to fish enemies 3 ~ 20% Increases damage to wind enemies 3 ~ 20% Increases damage to demon enemies 3 ~ 20% Increases damage to poison enemies 3 ~ 20% Increases damage to demi-human enemies 3 ~ 20% Increases damage to holy enemies 3 ~ 20% Increases damage to angel enemies 3 ~ 20% Increases damage to shadow enemies 3 ~ 20% Increases damage to dragon enemies 3 ~ 20% Increases damage to ghost enemies 3 ~ 20% Increases damage to normal enemies 3 ~ 20% Increases damage to undead enemies 3 ~ 20% Increases damage to boss enemies 3 ~ 20% Weapon cannot be destroyed Ancient Hero's Wisdom 1st enchant Min ~ Max 2nd enchant Min ~ Max Heal effectiveness 3 ~ 20% Matk % 1 ~ 5% Reduces variable casting time 3 ~ 10% Reduces variable casting time 3 ~ 10% Reduces delay after skill 1 ~ 5% Increases magic damage to formless enemies 3 ~ 20% Increases magic damage to neutral enemies 3 ~ 20% Increases magic damage to undead enemies 3 ~ 20% Increases magic damage to water enemies 3 ~ 20% Increases magic damage to brute enemies 3 ~ 20% Increases magic damage to earth enemies 3 ~ 20% Increases magic damage to plant enemies 3 ~ 20% Increases magic damage to fire enemies 3 ~ 20% Increases magic damage to insec enemies 3 ~ 20% Increases magic damage to wind enemies 3 ~ 20% Increases magic damage to fish enemies 3 ~ 20% Increases magic damage to poison enemies 3 ~ 20% Increases magic damage to demon enemies 3 ~ 20% Increases magic damage to holy enemies 3 ~ 20% Increases magic damage to demi-human enemies 3 ~ 20% Increases magic damage to shadow enemies 3 ~ 20% Increases magic damage to angel enemies 3 ~ 20% Increases magic damage to ghost enemies 3 ~ 20% Increases magic damage to dragon enemies 3 ~ 20% Increases magic damage to undead enemies 3 ~ 20% Increases magic damage to normal enemies 3 ~ 20% Increases magic damage to boss enemies 3 ~ 20% Temporal Armors Soaring Physical Armor [1] Atk + 50. Atk + 2% per 3 refine rate. If refine rate is 7 or higher, ignores physical defense of Brute and Demon races by 30%. If refine rate is 9 or higher, increases physical damage against Brute and Demon race by 10%. If refine rate is 11 or higher, increases physical damage against wind and earth properties monster by 10%. [+ Temporal STR Boots [1]] Atk + 10%. If the sum of refine rate is 21 or higher, ignores physical defense of Brute and Demon races by additional 20%. Class: Armor Defense: 120 Weight: 200 Required Level: 1 Jobs: All Robust Magical Armor [1] Matk + 50. Matk + 2% per 3 refine rate. If refine rate is 7 or higher, ignores magical defense of Brute and Demon races by 30%. If refine rate is 9 or higher, increases magical damage against Brute and Demon race by 10%. If refine rate is 11 or higher, increases magical damage against wind and earth properties monster by 10%. [+ Temporal INT Boots [1]] Matk + 10%. If the sum of refine rate is 21 or higher, ignores magical defense of Brute and Demon races by additional 20%. Class: Armor Defense: 60 Weight: 90 Required Level: 1 Jobs: All Splendid Swift Armor [1] Atk + 50. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 7 or higher, ignores physical defense of Brute and Demon races by 30%. If refine rate is 9 or higher, increases physical damage against Brute and Demon race by 10%. If refine rate is 11 or higher, increases physical damage against wind and earth properties monster by 10%. [+ Temporal AGI Boots [1]] ASPD + 1. If the sum of refine rate is 21 or higher, ignores physical defense of Brute and Demon races by additional 20%. Class: Armor Defense: 120 Weight: 200 Required Level: 1 Jobs: All Excellent Dexterous Armor [1] Atk + 50. Increases long ranged physical damage by 2% per 3 refine rate. If refine rate is 7 or higher, ignores physical defense of Brute and Demon races by 30%. If refine rate is 9 or higher, increases physical damage against Brute and Demon race by 10%. If refine rate is 11 or higher, increases physical damage against wind and earth properties monster by 10%. [+ Temporal DEX Boots [1]] Increases long ranged physical damage by 5%. If the sum of refine rate is 21 or higher, ignores physical defense of Brute and Demon races by additional 20%. Class: Armor Defense: 120 Weight: 200 Required Level: 1 Jobs: All Unexpected Fortune Armor [1] Atk + 50. Increase critical damage by 2% per 3 refine rate. If refine rate is 7 or higher, ignores physical defense of Brute and Demon races by 30%. If refine rate is 9 or higher, increases physical damage against Brute and Demon race by 10%. If refine rate is 11 or higher, increases physical damage against wind and earth properties monster by 10%. [+ Temporal LUK Boots [1]] Increases Critical Damage by 10%. If the sum of refine rate is 21 or higher, ignores physical defense of Brute and Demon races by additional 20%. Class: Armor Defense: 120 Weight: 200 Required Level: 100 Jobs: All Strong Healthy Armor [1] Atk + 50. MaxHP + 2% per 3 refine rate. If refine rate is 7 or higher, ignores physical defense of Brute and Demon races by 30%. If refine rate is 9 or higher, increases physical damage against Brute and Demon race by 10%. If refine rate is 11 or higher, increases physical damage against wind and earth properties monster by 10%. [+ Temporal VIT Boots [1]] MaxHP + 10%. If the sum of refine rate is 21 or higher, ignores physical defense of Brute and Demon races by additional 20%. Class: Armor Defense: 120 Weight: 200 Required Level: 1 Jobs: All Temporal Armor Enchantments 1st enchant Min ~ Max 2nd enchant Min ~ Max Atk 3 ~ 20 Atk 3 ~ 20 Matk 3 ~ 20 Matk 3 ~ 20 Atk % 1 ~ 3% Atk % 1 ~ 3% Matk % 1 ~ 3% Matk % 1 ~ 3% Crit 1 ~ 5 Crit 1 ~ 5 Flee 5 ~ 30 Flee 5 ~ 30 Max HP 500 ~ 1000 Max HP 500 ~ 1000 Max SP 50 ~ 500 Max SP 50 ~ 500 Max HP % 1 ~ 5% Max HP % 1 ~ 5% Max SP % 1 ~ 5% Max SP % 1 ~ 5% Hit 1 ~ 5 Hit 1 ~ 5 Reduces variable casting time 1 ~ 5% Reduces variable casting time 1 ~ 5% Reduces delay after attack 1 ~ 5% Reduces delay after attack 1 ~ 5% Reduces increases critical damage 1 ~ 5% Reduces increases critical damage 1 ~ 5% Heal effectiveness 1 ~ 5% Heal effectiveness 1 ~ 5% Increases long range physical damage 1 ~ 5% Increases long range physical damage 1 ~ 5% Reduces delay after cast 1 ~ 5% Reduces delay after cast 1 ~ 5% Armor cannot be destroyed Enchants armor with any property Archangel Wings can now be recolored by May, whom you can find at the back of the Airship, next to Dante. Improved rates for Shadow Gear refinement: Using a regular Armor Sphere now has a 70% chance to Curse (up from 40%) and 30% chance to Reduce one refine (down from 60%). Using an Armor Sphere+ now has a 70% chance to do nothing (up from 40%) and 30% chance to Curse (down from 60%). Added Combination Kit to be buyable from the Monster Hunter Tool Dealer. It is now untradeable. Updated the MH Elemental Table: Holy Light, Provoke, Loud Exclamation and Throw Stone no longer have increased cooldowns. Cure and Detoxify's cooldowns have been increased to 30 seconds. Coluceo Heal's cooldown has been decreased to 1 second. Pneuma and Safety Wall's cooldown have been changed to 12 seconds. Status Recovery gained a cooldown of 8 seconds. Soul Breaker does not apply critical hits anymore. Heavily increased Climatic's Fury damage, while decreasing its aggro generation. The Utility role passive skill, Resourceful, has been reworked into Evasion Mastery. Increases Roll range by 1. Increases the invulnerability window during Roll. Increases your Bombring Counter by 1 every time you successfully avoid an attack using Roll's invulnerability window. The respawn time of small mobs has been increased. Guillotine Cross can now use 3rd class poisons and get their appropriate buffs from them, with a few small changes: The general 5% attack bonus during Poisoning Weapon will not be applied. Pyrexia will not increase normal attack damage by 15%. Its Critical Damage increase has been decreased to 10% (down from 15%). Death Hurt recovers 0.4% Max HP per second (down from 1%). Toxin will now give 7% normal attack damage increase instead of healing SP % per second. The negative status effects from the poisons will continue to not apply on Monster Hunter monsters. Gin Infinity Drink no longer grants uninterruptible cast time Jitterbug Card Combo now has its bonus damage decreased from 200% to 20%. New Achievements have been added in the Monster Hunter Section. Garronath - Kill Garronath 250 times Title: Dragoon Item: Garronath Egg Nysori - Kill Nysori 250 times Title: Siren Item: Nysori Egg Stalwart Soul - Complete 500 2 Star Hunts using the Tank Role Title: Dauntless Shining Beacon - Complete 500 2 Star Hunts using the Healer Role Title: Mender Brutal Slayer - Complete 500 2 Star Hunts using the Damage Role Title: Brigand Tricky Tactician - Complete 500 2 Star Hunts using the Utility Role Title: Tactician Features Weekly Quest Updates: Garanth and Nyia Quests have been replaced by Garronath and Nysori single-kill quests. There is now a third Monster Hunter Weekly, which will rotate between Garanth and Nyia each week. (This quest will still give 1 Blacksmith's Blessing). Savage Coast Hunt's targets have been replaced by Garronath and Nysori. Savage Coast Hunt's Blacksmith's Blessing reward has increased from 1 to 2. King's Heels instance completions will no longer count towards the Charleston Crisis weekly quest. Dreams and Shadows instance completions will no longer count towards the Nightmarish Jitterbug weekly quest. Added King's Heels, Dreams and Shadows and Fall of Glast Heim [Easy] to the potential weekly instance quests. Removed Faceworm's Nest and Sarah vs Fenrir from the weekly instance quests. Increased the Blacksmith's Blessing reward from the "Complete All Weekly Quests" quest from 3 BSBs to 4 BSBs. Community Suggestion Added a savepoint near the entrance to the Rachel Temple. Kafra Card now allows you to open Premium Storage II. Players who are being entered into the #portuguese channel will now automatically also be added to the #ptsupport channel. Skills Sorcerer Elemental Converters now have 20 minute durations. Fixed the item requirements for Sorcerer Elemental Converters. Fixed an issue where Redemptio could not be casted. Cart Termination's cost should now function properly. War of Emperium and Battlegrounds The Freedom skill can now be used while riding a Warg. Increased GvG reductions from 50% to 65% for WoE 1 and Draft WoE.
  10. Hector

    New Year's Teaser

    After lots of hard work and a long wait from our players, it's our pleasure as a team to finally be able to make this announcement! 2020 is just around the corner, and we want to start off the new year strong. Have a guess as to what's coming? That's right, the highly anticipated 2-Star Monster Hunting encounters, which will allow Hunters to craft not only the Reload Shadow Gear Set but also a variety of the Class Set Pieces, such as the Knight Shadow Armor / Shoes and the Rune Knight Weapon / Shield. We're thrilled to say that the release date for this update will be on the 1st of January, 2020. We also have another surprise for you! By the end of January, Edda Biolab will make its way to NovaRO, so get ready to visit the memories of the poor souls who were captured during the Rekenber Experiments and relive their past! We're excited for the future and cannot wait to have another amazing year with everyone. Thank you for the wonderful 2019 we've had, and we wish everybody Happy Holidays and a Happy New Year!
  11. Hector

    Patch Notes

    I updated the patch notes to include the missing part of the CI changes. The range of CI is 7 in BG, WoE, PvP, and PvE and still has the built-in snap plus it's 0.7 cooldown but, the damage inside of BG and WoE was made to retain the damage formula prior to this patch.
  12. Hector

    Cawful Patch Notes

    Monster Hunting Items: New food items from Halloween Event can now be used in Monster Hunting. New warlock spellbooks can now be used in Monster Hunting with the exception of Drain Life. Kafra Cards can no longer be used inside Monster Hunting maps. Skills: Saved warlock spells from Reading Spellbook are now dispelled when entering Monster Hunting maps. Vanguard now gives 20% aftercast delay reduction. Monsters: Certain monsters now show condensed information from @mi rather than fully blocked. Changed the way damage was dealt from Nyia's Siren Song Mechanic. Halloween Event A new shipment has arrived at Loki's Coin Exchange. Selim now sends you to watch movies you have not watched when you fetch Spiritual Seasoning. Added auto-feed option to all new pets from Halloween Event. For the rest of the Halloween Event, GM events will end on a few rounds of Human Darts. Each winner will receive a Trick or Treat Basket (no duplicate winners within the same session). King's Stone Exchange: King's Stones can be exchanged at Hector for the following rewards: 1 King's Stone for 2 Jack-o-lantern Bag 6 King's Stones for the Trickster King Pet The Cawful Trickster King is here! Speak to Seruel in Prontera to begin the Instance. Details can be found on the Wiki: https://www.novaragnarok.com/wiki/Cawful_Trickster_King Defeating him will earn you the following two rewards: Title: [ Crow Lord ] Crow Wings Features Support for Mac and Linux is now available with NovaExt! Details in this thread: Premium Storage II can now be purchased from the Nova Shop for 5,000 NP. Community Suggestion Eden NPC in the Main Office now allows you to select your own EXP rates. Increased Black Jitterbug Tooth drops in Dreams in Shadows. Additional drops are now available as a party drop from Jitterbugs and Awakened Ferre. Illusion Resetter now reward players with more Illusion Stones. The following MVPs will now have a Green Aura along with their new skills (new drops not included): Amon Ra Vesper Atroce Bacsojin Boitata Doppelganger Dracula Drake Inactive characters below level 99 have been pruned. This prune will happen every maintenance from now on. Implemented the Friday instance. Friday Instance Friday instance is only available on Fridays. It is split in two versions. Easy Mode is for level 99 and above. Hard Mode is for level 160 and above. Crafted Stones are dropped by the mobs in the instance. The mobs do respawn. After 30 minutes, you will be able to spawn the Lich Lord King by speaking with the Sculpture at the bottom right corner of the map at the cost of 10 Crafted Stones. Royal Guard Ring Enchantment Speak with the Suspicious Man at gef_tower 36/177 while having the ring equipped. Enchanting: It costs 10 Crafted Stones and 100,000 zeny for 1 enchant (you can go up to 2 enchants). It has a 100% success chance. You can choose between 3 cagetories: Melee, Magic or Ranged. Reseting enchant: There is a 20% chance the ring will be destroyed when reseting the enchants. Reseting the enchants cost 10 Crafted Stones and 100k zeny. Other Accessories Enchantment Speak with the Novice Collector at gef_tower 57/167, you must have the ring equipped. A full list of the available accessories can be found below. Enchanting: It costs 10 Crafted Stones and 100k zeny for 1 enchant (you can only have 1 enchant). It has a 100% success chance. You cannot choose a category. Reseting enchant: There are 3 methods to reset the enchant: 20% success chance, for 10 Crafted Stones and 100,000 zeny. 50% success chance, for 50 Crafted Stones and 500,000 zeny. 100% success chance, for 200 Crafted Stones and 2,000,000 zeny. In case of failure, the ring is destroyed. List of Enchantable Accessories Accelerator [1] Expert Ring [1] Pinguicula Corsage [1] Swordman Figure Morpheus' Ring Magnetic Field Generator [1] Lesser Elemental Ring High Quality Cooler [1] Morpheus' Bracelet Safety Ring Suicidal Device [1] Armor Charm Camouflage Generator [1] Morrigane's Belt Sacrifice Ring Cursed Hand [1] Skull Ring Thief Figure Morrigane's Pendant Shape Shifter [1] Goddess of Fortune's Cursed Brooch Hovering Booster [1] Archer Figure Rogue's Treasure Medal of Honor Medal of Honor Medal of Honor Medal of Honor Medal of Honor Medal of Honor Sprint Ring Bow Thimble Bow Thimble [1] Glove Glove [1] Eye of Dullahan Waterdrop Brooch [1] Shinobi Sash Kafra Ring Golden Bell Glorious Ring Bison Horn [1] Celebrant's Mitten Cursed Star Glorious Popularized Ring Diabolus Ring [1] Glorious Mass-Production Ring Rosary Rosary [1] Gold Ring Lunatic Brooch [1] Belt [1] Iron Wrist Silver Christmas Ring Flower Ring Rune Spellstone [1] Acolyte Figure Critical Ring Linen Glove [1] Red Silk Seal Angelic Ring Clip [1] Cooling Device [1] Repair Kit [1] Bradium Ring [1] Alchemy Glove [1] Telekinetic Orb Cold Heart Ring Ring [1] Bradium Brooch [1] Christmas Musicbox Necklace Necklace [1] Bradium Earring [1] Orleans' Glove [1] Special Cooler [1] Novice Armlet [1] Mage Figure Brooch Brooch [1] Orlean's Necklace [1] Eye Stone Ring [1] Matyr's Leash Black Cat Silver Ring Green Apple Ring Diamond Ring Bowman Scarf Librarian Glove [1] Earring Earring [1] Bloodied Shackle Ball Merchant Figure Icarus Wings Friday Items Royal Guard Ring [1] MaxHP/MaxSP + 1% every 25 base level (up to level 175). Class: Accessory Weight: 1 Required Level: 99 Jobs: Every Job Crafted Stone A unique gemstone that can be processed and put inside accessories. Some very special effects can be obtained from this stone. It seems that most accessories can be enchanted, but not all of them. Weight: 0 Level 5 Varetyr Spear A scroll to use Level 5 Varetyr Spear. Powerful magic is felt from inside the scroll. Cannot be used in Siege areas. Required Level: 100 Weight: 1 Level 5 Diamond Dust A scroll to use Level 5 Diamond Dust. Cold magic emanates from inside the scroll. Cannot be used in Siege areas. Required Level: 100 Weight: 1 Level 5 Crimson Rock A scroll to use Level 5 Crimson Rock. Fiery magic radiates from inside the scroll. Cannot be used in Siege areas. Required Level: 100 Weight: 1 Level 5 Sienna Execrate A scroll to use Level 5 Sienna Execrate. Strong magic flows forth from inside the scroll. Cannot be used in Siege areas. Required Level: 100 Weight: 1 Item Community Suggestion Updated the list of currencies that can be put in the Currency Wallet. Community Suggestion Added more items that can be removed by the Item Crusher. Fixed an issue where Skillful Whisky and Witty Gin were giving the wrong stats. Added the - Abyssmal Ornate Scarf to the Nova Shop for 6,500 Nova Points. Skills Fixed an issue where Rolling Cutter was displaying its attack animation twice. Demonstration will now transfer card effects to the targets when they are being hit. Fixed an issue with the break armor bonus affecting other pieces of equipments in some situations. Swing Dance is no longer blocked by Golden Thief Bug Card. WoE and PvP Community Suggestion The Ranked PvP room now follows the BG and WoE changes. Siege Commissioners Barricades now take 20% damage instead of 10% damage in War of Emperium. New spell scrolls from Friday Instance are disabled in BG/WoE.
  13. Hey everyone! As a quick teaser, we're happy to announce that both the Warlock and Sura improvements from kRO are coming soon! In fact, they will be implemented on our next maintenance, which we plan on having either around September 26th or October 3rd. (Still up in the air!) Due to the nature of the changes, all Warlocks and Suras will have their skills and saved skill builds through the Build Manager will be completely reset and, in order for everyone to be ready for the changes, here is the full list of everything that the update will bring: Sura and Warlock Class Updates Sura Ride in Lightning Changed the number of hits depending on the skill level (up to 5). Changed damage formula. Changed bonus damage condition from equipping wind element weapon to knuckle weapon instead. Gentle Touch - Energy Gain Changed prerequisite skill to Gentle Touch - Cure level 1. Changed skill logic to self skill. Can be used with Gentle Touch - Cure and Gentle Touch - Revitalize. Increases Raging Thrust, Chain Crush Combo and Glacier Fist damage by 50% while under the skill buff. Changed the skill cooldown to 1 second for all skill levels. Gentle Touch - Cure Changed prerequisite skill to Gentle Touch - Silence level 1. Reduced sphere consumption from 2 to 1. Gentle Touch - Change Changed prerequisite skill to Gentle Touch - Energy Gain level 3. Changed skill logic to self skill. Reduced sphere consumption from 2 to 1. Increases attack by 8 per skill level. Increases percentage attack by 1% per skill level. Removed MaxHP and Mdef reduction debuffs. Increases Rampage Blast and Knuckle Arrow damage by 30% while under the skill buff. Cooldown is 1 second regardless skill level. Gentle Touch - Revitalize Changed prerequisite skill to Gentle Touch - Energy Gain level 3. Changed skill logic to self skill. Reduced sphere consumption from 2 to 1. Changed SoftDef bonus to HardDef instead. HardDef is 20 per skill level. Increases Tiger Cannon and Gate of Hell damage by 30% while under the skill buff. Changed the skill cooldown to 1 second for all skill levels. Earth Shaker Changed prerequisite skill to Dragon Combo level 3. Removed sphere consumption requirements. Removed stun effect. Monsters attacked by this skill will take more damage from Rampage Blast for 5 seconds. Changed damage formula. Changed damage factor from Int to Str. Rampage Blaster Reduced sphere consumption from all to 5. Changed damage formula. Can only be used while under Fury state. Reduced SP consumption from 150 to 100. Sky Net Blow Removed bonus damage when using after Dragon Combo. Removed knock-back effect. Increased SP consumption. Gate of Hell Changed prerequisite skill to Rampage Blaster level 1 and Tiger Cannon level 5. Cast range will be 7 regardless skill level, becoming long ranged damage type on every level. Reduced sphere consumption from 5 to 2. Changed SP consumption from percentage to 100. Tiger Cannon No longer consumes HP/SP as percentage but bonus damage from HP/SP still remains. Increased SP consumption. No longer drains SP from target. Knuckle Arrow Changed prerequisite skill to Lightning Walk level 1. Increased damage formula on boss monsters. Fallen Empire Changed prerequisite skill to Dragon Combo level 3. Crescent Elbow Changed prerequisite skill to Windmill level 1. Cursed Circle Changed prerequisite skill to Blade Stop level 2. Rising Dragon Changed prerequisite skill to Power Implantation level 1. Gentle Touch - Silence Removed Power Implantation as prerequisite skill. Flash Combo Changed prerequisite skill to Dragon Combo level 3, Fallen Empire level 3, Tiger Cannon level 5 and Sky Blow level 1. Warlock Reading Spellbook Changed skill logic to passive skill. Enables player to use the new Spellbooks. The old Spellbooks will become dummy items. The new Spellbooks are obtained from Lea just as before. They are now consumable items that will be used to memorize the skills. There are 10 spells available: Lord of Vermilion Meteor Storm Storm Gust Drain Life Jack Frost Earth Strain Crimson Rock Chain Lightning Comet Tetra Vortex Release Level 1: release the memorized skill. Level 2: release the elemental ball on the target. Changed damage formula for Release and the Summon Elemental Balls. Summon Fire Ball / Summon Water Ball / Summon Ball Lightning / Summon Stone Level 1: Summons 1 elemental ball, just like before. Level 2: Summons 5 elemental balls and replaces any previously summoned balls. Soul Expansion Changed damage formula. Earth Strain Changed damage formula. Reduced cooldown from 10 seconds to 7 seconds. Reduced after cast delay from 1 second to 0.5 second. Removed equipment divesting effect. Frost Misty Changed skill logic to ground target skill. Reduced the Area of Effect. Inflicts new status effect "Frost" on the target. A target under the Frost effect will take more damage from Jack Frost for 10 seconds. Changed damage formula. Jack Frost Changed skill logic to target skill. Reduced the Area of Effect. The skill will deal more damage on targets under the Frost status (instead of the Freezing status). Changed damage formula. Removed Frozen status effect. Added 4 seconds cooldown. Crimson Rock Reduced after cast delay from 2 seconds to 0.5 second. Changed damage formula. Removed Stun status effect. Hell Inferno Added an Area of Effect up to 5x5 at level 5. Changed damage formula. Added 3 seconds cooldown. Reduced after cast delay to 0.5 second. Incrased SP consumption. Removed Burning status effect. Comet Removed partner benefits. Removed Red Gemstone requirements. Reduced SP consumption. Changed the fixed cast time to 2 seconds for all skill levels. Reduced variable cast time from 14 seconds to 10 seconds at level 5. Reduced cooldown from 60 seconds to 20 seconds. Reduced after cast delay from 2 seconds to 1.5 second. Removed Burning status effect. Removed knock-back effect. Inflicts new status effect "Magical Intoxication" on the target for 20 seconds. A target under this effect will take 50% more damage from all properties. Reduced number of hits from 20 to 10. Reduced Area of Effect. Removed distance damage variation from the center of the skill. Changed damage formula. Mystical Amplification Increased damage amplification bonus. Increased SP consumption.
  14. Rejecting as we did not add all of the item's effects but for those who weren't made aware, the mant now gives a total of 10% reducts when equipped with any Temporal Boots.
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