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- 10x base/job
- 35x drops
- 1x mvp
- 4x quest with some sort of quest skip option (no exp on quest skip)
- woe - one castle, all other castles removed from play, rotate between castles every two weeks, rewards are white pots, blue pots, dead branch, and something else stupid.
- make pvp npc available in all towns
- kafra warps in more available places, reduce cost to 1200 to accommodate yuno warper trashing everything
- class changes:
- swordsman - endure duration and number of hits taken scales on vit up to 21 and adds vitdef with mdef, magnum break endows fire and scales on int
- mage - max sp recovery reduces after cast delay up to 5%, safety wall only requires 1 point of napalm and lvl 5 soul strike
- acolyte - pneuma only requires lvl 2 teleport, increase signum success rate, squash signum/decrease agi/angelus into 5 points instead of 10, squash demon bane/angelic protection to 5 instead of 10
- thief - envenom requires less sp, poison chance increases based on vit
- archer - improve concentration hard improves 15% agi/dex, DS uses 2 arrows and consumes more sp
- merchant - discount reduces zeny costing skills by 60%
- knight - remove gutterlanes obviously, maybe something to make brandish work better?, maybe 1h quicken plat skill instead
- priest - sp recovery reduces after cast delay by 5%, slow poison acts as a buff to prevent other statuses or something (rename to something else), gloria lasts up to 5 minutes
- wizard - fire pillar does not require a gem, but with one reduces after cast delay, after cast delay increased
- assassin - enchant poison increases hit up to 15, poison react increases damage on poisoned targets, venom splasher gives back 5% HP on kill, scale the chance to explode from based on the users vit with the enemies vit up to 2/5th instead of 1/3rd
- blacksmith - forging has no pre-reqs and 1 point per skill, forging scales more on job level and base level, but also scaled by luk up to 99, overthrust does not break weapons, maximize power scales up 1 sp cost for 1,3,5,7,9 seconds instead of 1,2,3,4,5
- hunter - ankle snare requires level 10 arrow shower, costs 5 traps, other traps cost less as needed, scales higher with int?
- crusader - spear quicken can be used with 1h spear, 2h quicken gives 2h spear crit chance and 5 perfect dodge, remove demon/bless, level 5 faith max, heal requires cure, providence requires cure and level 5 heal, devo does not require level 6 grand cross
- sage - endow requires the larger elemental stone to endow, volcano/whirlwind/deluge requires the smaller elemental stone, land protector requires all smaller elemental stones, land protector only requires level 2 of volcano/wirlwind/deluge, study gives more aspd based on agi, dragonology gives 10% mdef pierce to dragon race instead, hindsight spells can be casted up to 3/5ths of the max level learned, soul strike up to 4/5ths, napalm can be casted up to level 10
- bard/dancer - renewal change for songs 7x7 aoe to anyone or party if in a party, songs stack but have a 2 minute after cast delay per song, ensembles will override each other, dance/instrument lessons increases range of songs up to 31x31, bragi only reduces cast time, sp song now reduces after cast delay, adaptation reduces after cast delay of songs if played while adaption status is active by 40 seconds, arrow throw does the same damage as DS with one less arrow consumed
- alchemist - bomb and acid don't require mats, but perform at 100% damage with them, similar formula for potion/mat creation base level and job level, maybe luk at 99 max, axe mastery increases hit chance up to +15
- rogue - gangster paradise only requires level 1 divest helm, sword mastery increases hit with swords +15, knives +10, gank requires level 8 steal, backstab requires level 5 envenom, reduce flag graffiti to 1 point
- monk - throw sphere is only 1 sphere no matter the level, sphere absorption chance success scales up to 60% based on vit, sp absorption increases based on int, flee is condensed to 5 points and gives 5 pd at max level
- ninja - mirror image causes shadow slash to hit multiple times, depending on the level of shadow slash and mirror image, lvl 10 killing strike can absorb 15% HP/SP on attack (change), level 5 ninja aura reduces after cast delay
- gunslinger - tracking cast time is reduced based on dex and range is increased based on snake eyes level, wounding shot can hit twice based on chain action level, disarm chance increases based on vit, crowd shot damage scales on str
- TKM - reduce exp penalty for existing as a tkm, blessings give back HP/SP on kill up to 15%, sls shadow blind effect can be canceled when given slow poison(whatever I rename it), protection requires vit+luk to scale, wrath requires str+luk
- soul linker - all links have a passive effect on the linker and give something else to the target on top of what it already gives
- knight - magnum break does 5x5 aoe, half sp, and reduces after cast delay - SL - +15% HP
- sader - shrink has a higher chance to proc - SL +5 def
- rouge - increases status proc weapon/armor cards by +15% - SL +15 flee
- assassin - venom dust does a 5x5 aoe, half sp, no red gem required - SL +5 perfect dodge
- priest - ME does not require a blue gem - SL - +25 matk
- monk - reduces fury cost by 2 spheres - SL - +25 atk
- sage - increases dragon mdef penetration based on level up to 30% - SL +15% aspd
- wizard - increases frost nova range to 9x9, increase cast time to .5 seconds - SL -20% cast time
- hunter - reduces cost of traps by 1 - SL - estin/estun/esma range increased to 10 or whatever the max is
- bard/dancer - songs for opposite class don't have a lesser effect - SL -15% sp cost
- chem - max axe mastery does not miss - SL - potions increase healing by 50%
- blacksmith - buffs can't be dispelled - SL - +25 hit
- TKM - while spurt is active increase hp/sp regen by 35% - SL - +10 crit
- linker - no buff for other linkers - SL - +10% mdef pierce
- sn - higher chance to remove death record - SL - +5 to all stats
- trans 1st class - +30% hp/sp regen - SL - +15% reduction status ailments
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