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Balance Changes

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Oct 30th, 2017
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  1. This will be a pre-trans server btw. Formulas are in %
  2.  
  3. Balance Changes:
  4.  
  5. 3.1 Swordsman
  6.  
  7. Magnum Break: Decreased SP cost from 30 to 25.
  8.  
  9. 3.1.1 Knight
  10.  
  11. 1 handed swords and spears: Base aspd slightly increased.
  12.  
  13. Bowling Bash: Damage increased. Old formula: 100 + 40*SKILL_LV (Max 500%, x2 hits) | New formula: 125 + 45*SKILL_LV (Max 575%, x2 hits).
  14.  
  15. 3.1.2 Crusader
  16.  
  17. 2 handed spears: Base aspd slightly increased.
  18.  
  19. Spear Quicken: Works with both 1 and 2 handed spears.
  20.  
  21. Holy Cross: Damage increased. Old formula: 100 + 35*SKILL_LV (Max 450%) | New formula: 125 + 40*SKILL_LV (Max 525%).
  22.  
  23. 3.2 Mage
  24.  
  25. 3.2.1 Wizard
  26.  
  27. Quagmire: Skill doesn't affect allies in pvp/woe environments.
  28.  
  29. 3.2.2 Sage
  30.  
  31. Endow skills: Reworked. They no longer require elemental stones, don't have a chance to break your weapon, cast time reduced from 3 secs to 1.5 secs and duration formula changed. Old formula: Lv1-4 20 mins Lv 5 30 mins | New formula: 40 + 40*SKILL_LV (Max 240 secs/4 mins).
  32.  
  33. Auto Spell: Reworked. Level of autocasted skills increased slightly and frost diver replaced for earth spike.
  34. Old list of skills: http://ratemyserver.net/skill_db.php?skid=279&small=1&back=1
  35. New list of skills:
  36. Lv 1 Up to Lv 3 Napalm Beat
  37. Lv 2 Up to Lv 3 Elemental Bolt
  38. Lv 3 Up to Lv 4 Elemental Bolt
  39. Lv 4 Up to Lv 5 Elemental Bolt
  40. Lv 5 Up to Lv 3 Soul Strike
  41. Lv 6 Up to Lv 4 Soul Strike
  42. Lv 7 Up to Lv 5 Soul Strike
  43. Lv 8 Up to Lv 3 Fire Ball
  44. Lv 9 Up to Lv 5 Fire Ball
  45. Lv 10 Up to Lv 3 Earth Spike https://i.imgur.com/AziHOPF.png
  46.  
  47. Chance to trigger remains the same. Also, theres an equal chance to autocast the selected skill. E.g.: Lv 3 AutoSpell has a 11% chance of autocasting up to Lv 4 Fire/Cold/Lightning Bolt, once triggered, there's a 25% chance of such skill to be at Lv 1/2/3/4. Lv 10 AutoSpell would be 25% chance of trigger and 20% chance of Lv 1/2/3/4/5 bolt.
  48.  
  49. 3.3 Archer
  50.  
  51. Arrow Shower: Damage increased. Old formula: 70 + 5*SKILL_LV (Max 120%) | New formula: 60 + 15*SKILL_LV (Max 200%)
  52.  
  53. 3.3.1 Hunter
  54.  
  55. Ankle Snare: Skill doesn't affect allies in pvp/woe environments. Can be pushed with Arrow Shower, Magnum Break, Sightrasher, etc, in pvp (woe still have knockback inmunity for all units, traps included).
  56.  
  57. Land Mine: Formula reworked. Old formula: (75+DEX)*(1+INT/100)*SkillLV | New formula: (75 + DEX + JobLV*2)*(1 + INT/80)*SkillLV
  58.  
  59. Blast Mine: Formula reworked. Old formula: (50+DEX/2)*(1+INT/100)*SkillLV | New formula: (50 + DEX + JobLV*2)*(1 + INT/80)*SkillLV
  60.  
  61. Claymore Trap: Formula reworked and it no longer hit traps.
  62. Old formula: (75+DEX/2)*(1+INT/100)*SkillLV | New formula: (75 + DEX + JobLV*2)*(1 + INT/75)*SkillLV
  63.  
  64. These new formulas will make damage-oriented traps more relevant. They'll have an increased damage enough to level on the early job levels and they'll have a decent damage to pvp/mvp on the later levels.
  65. Excel with both formulas: https://docs.google.com/spreadsheets/d/1HSbY50owh9m-UfSocQ9SdZK0sXO89kMMABQ3CBH5I7U
  66.  
  67. 3.3.2 Bard/Dancer
  68.  
  69. Throw Arrow/Musical Strike: Damage increased. Old formula: 125 + 25*SKILL_LV (Max 250%) | New formula: 150 + 30*SKILL_LV (Max 300%)
  70.  
  71. 3.4 Acolyte
  72.  
  73. Heal: SP cost decreased. Old formula: 10 + 3*SKILL_LV (Max 40sp) | New formula: 6 + 3*SKILL_LV (Max 36sp)
  74.  
  75. Holy Light: Damage increased from 125%*MATK to 140%*MATK and cast time reduced from 2 secs to 1.4 secs.
  76.  
  77. 3.5 Merchant
  78.  
  79. Mammonite: Damage increased and gets buffs from other skills. Old formula: 100 + 50*SKILL_LV (Max 600%) | New Formula: 150 + 50*SKILL_LV (Max 650%)
  80.  
  81. Discount: Increase Mammonite's damage formula by 5% per level and decrease its cost by 1% per level.
  82.  
  83. Overcharge: Increase Mammonite's damage formula by 5% per level and increase its cost by 2% per level.
  84.  
  85. How does discount and overcharges affects mammonite and the merchant overall? Well, by maxing both skill, Mammonite will do a 750% damage at Lv 10 at the cost of 1100z. Also, you can make mammonite worth for leveling purposes by maxing discount at 10 and using Lv 1 Mammonite, it'll do 250% damage (90z), for the early levels and max overcharge for a 300% Lv 1 Mammonite (110z) to help you rush the later job levels.
  86.  
  87. 3.5.1 Blacksmith
  88.  
  89. Weapon Research: Skill also increase Mammonite's total damage for 2% per level. At Lv 10 (+20%) this means Mammonite will do a 750% + 750%*20% = 900% total damage.
  90.  
  91. Adrenaline Rush: Aspd given slightly increased for both the blacksmith and his party members.
  92.  
  93. 3.5.2 Alchemist
  94.  
  95. Bio cannibalize: Reworked. Summon duration formula changed. Old formula: 360 - 60*SKILL_LV secs (5/4/3/2/1 mins) | New formula: 240 - 30*SKILL_LV secs (3.5/3/2.5/2/1.5 mins). Alchemist stats now increase plants stats. Job level: increase plants base attack, HIT, HP and INT. STR: increase plants min atk and max atk by 5% per 2 STR points. DEX: increase plants HIT depending of the SKILL_LV used (low level plants gets a better increase than high level plants). AGI: increase plants ASPD. INT: increase plants INT by 1 per 2 INT points. VIT: increase plants HP by 20 per VIT point. On non pvp/woe maps plants gains magic inmunity (they receive 1 damage), status alignment inmunity (can't be frozen/cursed/etc) and knockback inmunity. Basically, you can plant a geographer next to a mental monk and heal him while killing the mob with SG/LoV/MS.
  96.  
  97. Pharmacy: Plant bottles have a +20% success chance, making them have the same success chance as normal potions (red/yellow/white). We'll also add maneatter blossom as a selling item from the alchemist shop.
  98.  
  99. 3.6 Thief
  100.  
  101. 3.6.1 Assassin
  102.  
  103. Sonic Blow: Damage increased. Old Formula: 400 + 40*SKILL_LV (Max 800%) | New Formula: 500 + 50*SKILL_LV (Max: 1000%)
  104.  
  105. Venom Dust: It no longer requires red gemstone to cast the skill. Added a 15 secs cooldown to reuse the skill.
  106.  
  107. Venom Splasher: It no lonfer requires enemy's hp to be at 3/4 to cast it, ignores enemy's defense, requires 2 red gemstone to be casted, triggers after 4 secs and can be reused 2 secs after. Poison React adds a 25%*SKILL_LV damage (Total 1250% at lv 10 PR).
  108.  
  109. Skill Tree: To unlock Venom Splasher you need Venom Dust Lv 3 instead of Lv 5.
  110.  
  111. 3.6.2 Rogue
  112.  
  113. Raid: Damage increased. Old Formula: 100 + 40*SKILL_LV (Max 300%) | New Formula: 125 + 50*SKILL_LV (Max 375%).
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