Difference between revisions of "Patch A.4.8"
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* Increases base physical damage by (2 * skillLV)% per party member excluding self. | * Increases base physical damage by (2 * skillLV)% per party member excluding self. | ||
| | | | ||
| − | * Increases melee physical damage | + | * Increases melee physical damage by (8 * skillLV)%. |
| − | * | + | * Additionally increases that bonus by (4 * skillLV)% for each Kihop stack, up to 2 stacks. |
| − | ** [[Whirlwind Kick]] | + | * These stacks last 15 seconds and refresh each time you gain a stack even if at max stacks. |
| − | ** [[Counter Kick]] | + | * To gain Kihop stacks, a Taekwon Kick has to be used in a specific scenario: |
| − | ** [[Axe Kick]] | + | ** [[Whirlwind Kick]]: If it hits at least 3 enemies, gain 1 Kihop stack. |
| − | ** [[Round Kick]] | + | ** [[Counter Kick]]: If used within 1 second of receiving damage, gain 1 Kihop stack. |
| − | + | ** [[Axe Kick]]: If it consumes at least 2 Falling Stars when used, gain 1 Kihop stack. | |
| − | * | + | ** [[Round Kick]]: If used on a target with less than 75% Max HP, gain 1 Kihop stack. |
| + | * This means that with 2 stacks at level 5, you will have a 80% melee physical damage bonus. | ||
|- | |- | ||
! {{Skill List|skill=Prepare Whirlwind Kick}} | ! {{Skill List|skill=Prepare Whirlwind Kick}} | ||
| Line 82: | Line 83: | ||
* ATK ratio of (100 + 50 * skillLV)%. | * ATK ratio of (100 + 50 * skillLV)%. | ||
* SP cost of (6 - 2 * skillLV). | * SP cost of (6 - 2 * skillLV). | ||
| − | |||
* 5x5 AoE around target. | * 5x5 AoE around target. | ||
* No longer requires Whirlwind Stance to be used. | * No longer requires Whirlwind Stance to be used. | ||
| + | * Cooldown of 10 seconds. | ||
| + | * Cooldown reduced by 1 second for each enemy hit, up to 5 enemies. | ||
* If used while [[Prepare Whirlwind Kick]] is active: | * If used while [[Prepare Whirlwind Kick]] is active: | ||
| − | ** Summons a | + | ** Summons a tornado on the cell of the target that pulls in nearby enemies and deals damage every 450 ms for 3 seconds. |
** AoE of tornado is 7x7 cells. | ** AoE of tornado is 7x7 cells. | ||
** Tornado damage per tick: 300% MATK + 150% ATK | ** Tornado damage per tick: 300% MATK + 150% ATK | ||
| Line 117: | Line 119: | ||
* SP cost of (6 - 2 * skillLV). | * SP cost of (6 - 2 * skillLV). | ||
* Never misses target. | * Never misses target. | ||
| − | |||
* No longer requires Counter Stance to be used. | * No longer requires Counter Stance to be used. | ||
| − | * ATK ratio is tripled if | + | * Cooldown of 2 seconds. |
| + | * If used within 1 second of reciving damage, reduce cooldown by 1 second. | ||
| + | * Also reduce cooldown of other Taekwon Kicks by 25% if used within 1 second of receiving damage from an auto-attack, and 50% if used within 1 second of receiving damage from a skill. | ||
| + | * ATK ratio is doubled if hit by an auto-attack within the last second. | ||
| + | * ATK ratio is tripled if hit by a skill within the last second. | ||
| + | ** These do not stack, and the increase from taking damage from a skill is prioritized. | ||
* If used while [[Prepare Counter Kick]] is active: | * If used while [[Prepare Counter Kick]] is active: | ||
** Heals the player for 10% of the damage dealt by the kick. | ** Heals the player for 10% of the damage dealt by the kick. | ||
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** However, as the base chance is so high, the enemy needs at least 98 VIT to reduce the chance. | ** However, as the base chance is so high, the enemy needs at least 98 VIT to reduce the chance. | ||
** At 100 VIT the Stun chance becomes 0%. | ** At 100 VIT the Stun chance becomes 0%. | ||
| − | |||
* No longer requires Axe Kick Stance to be used. | * No longer requires Axe Kick Stance to be used. | ||
| + | * Cooldown of 5 seconds. | ||
| + | * Cooldown is reduced by 2 seconds if it consumes at least 2 Falling Stars. | ||
* If used while [[Falling Star Stance]] is active: | * If used while [[Falling Star Stance]] is active: | ||
** Echoes the damage of the Falling Stars for a maximum of 5 Falling Stars stacks. | ** Echoes the damage of the Falling Stars for a maximum of 5 Falling Stars stacks. | ||
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* Knocks enemy back 3 cells. | * Knocks enemy back 3 cells. | ||
* Can CRIT. | * Can CRIT. | ||
| − | |||
* No longer requires Round Kick Stance to be used. | * No longer requires Round Kick Stance to be used. | ||
* After cast, allows auto target of [[Flying Kick]] on that enemy for 3 seconds. | * After cast, allows auto target of [[Flying Kick]] on that enemy for 3 seconds. | ||
| + | * Cooldown of 10 seconds. | ||
| + | * Cooldown is reduced based on target's Max HP when used: | ||
| + | ** Below 75% Max HP: reduce cooldown by 2 seconds | ||
| + | ** Below 50% Max HP: reduce cooldown by 4 seconds | ||
| + | ** Below 25% Max HP: reduce cooldown by 6 seconds | ||
| + | ** These do not stack and the highest reduction is prioritized. | ||
* If used while [[Titanic Stance]] is active: | * If used while [[Titanic Stance]] is active: | ||
** If the enemy is below 25% Max HP, the skill will be guaranteed to CRIT and all CRIT damage modifiers are tripled. | ** If the enemy is below 25% Max HP, the skill will be guaranteed to CRIT and all CRIT damage modifiers are tripled. | ||
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* Falling Stars are considered magic damage. They can critically strike and their damage is increased by critical strike modifiers. When critting they ignore MDEF instead of DEF. | * Falling Stars are considered magic damage. They can critically strike and their damage is increased by critical strike modifiers. When critting they ignore MDEF instead of DEF. | ||
* During this stance INT gives 50% of its total as bonus AGI. This bonus does not apply if you are a Soul Linker class. | * During this stance INT gives 50% of its total as bonus AGI. This bonus does not apply if you are a Soul Linker class. | ||
| − | * Basic attacks in Falling Star Stance will deal a minimum of 1 damage regardless of whether or not | + | * Basic attacks and Heel Drop Kick in Falling Star Stance will deal a minimum of 1 damage regardless of whether or not they hit. |
* Falling Stars stack on the enemy after damage has been applied. | * Falling Stars stack on the enemy after damage has been applied. | ||
| − | * | + | * Heel Drop Kick in this stance echoes the damage of up to 5 Falling Stars. |
| − | + | * Falling Star damage: 500% MATK + 200% ATK | |
| − | * Falling Star damage: | ||
* Usable as Soul Linker class. | * Usable as Soul Linker class. | ||
|- | |- | ||
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** [[Talisman of Red Phoenix]] | ** [[Talisman of Red Phoenix]] | ||
** [[Talisman of Black Tortoise]] | ** [[Talisman of Black Tortoise]] | ||
| − | * These | + | * These skills are self-targeted but can only be used while being tethered to an ally. |
| + | * When cast the buff applies to both yourself and your tethered ally. | ||
* They have a 10 second shared cooldown. | * They have a 10 second shared cooldown. | ||
** So if one of them is cast, they all go on a 10 second cooldown. | ** So if one of them is cast, they all go on a 10 second cooldown. | ||
| Line 619: | Line 631: | ||
** <span class="mw-collapsible mw-collapsed"> | ** <span class="mw-collapsible mw-collapsed"> | ||
*** Endure | *** Endure | ||
| − | |||
*** Energy Coat | *** Energy Coat | ||
*** Improve Concentration | *** Improve Concentration | ||
| Line 699: | Line 710: | ||
*** Talisman of Magician | *** Talisman of Magician | ||
*** Food/consumable buffs with the exception of EXP manuals and Life Insurance | *** Food/consumable buffs with the exception of EXP manuals and Life Insurance | ||
| + | *** Provoke (only from Aloevera) | ||
** </span> | ** </span> | ||
|- | |- | ||
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* Has 3 charges with no cooldown between using them. | * Has 3 charges with no cooldown between using them. | ||
* When all 3 charges are consumed skill goes on infinite cooldown until a charge is recovered. | * When all 3 charges are consumed skill goes on infinite cooldown until a charge is recovered. | ||
| − | * Hitting an enemy with Esma recovers 1 charge. | + | * Hitting an enemy with Esma or dropping a Falling Star on an enemy recovers 1 charge. |
* Has a range of 10 cells. | * Has a range of 10 cells. | ||
* No cast time. | * No cast time. | ||
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= Star Gladiator Rework / Sky Emperor = | = Star Gladiator Rework / Sky Emperor = | ||
| + | The goal of Star Gladiator and Sky Emperor is to make them a self-sustaining melee hyper carry with the main idea being rotating different kicks and using different stances based on the situation they are in. The mechanic of selecting a map and a monster to enable skills or deal more damage to has been completely removed, as we felt it was too limiting to the class, and the skills related have either been removed or replaced with new effects. Also with the rework of Kihop, it should no longer feel like a necessity to log 11 other clients to deal damage. Changes are seen to basically every existing skill, some minor, some major, and a bunch of new skills added to both Star Gladiator and Sky Emperor trees. | ||
== Star Gladiator Skill Adjustments == | == Star Gladiator Skill Adjustments == | ||
| + | |||
| + | {| class="wikitable" width="90%"; | ||
| + | |- | ||
| + | ! width="20%" | Name | ||
| + | ! width="40%" | Old | ||
| + | ! width="40%" | New | ||
| + | |- | ||
| + | ! {{Skill List|skill=Knowledge of the Sun, Moon and Stars}} | ||
| + | (Renamed to [[Stellar Courier]]) | ||
| + | | | ||
| + | * Max skill level of 10. | ||
| + | * Increase weight limit by (10 * skillLV)% when on a SLS designated map. | ||
| + | | | ||
| + | * Max skill level of 5. | ||
| + | * Increase weight limit by 200 * skillLV. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Hatred of the Sun, Moon, and Stars}} | ||
| + | (Renamed to [[Hatred]]) | ||
| + | | | ||
| + | * Max skill level of 3. | ||
| + | * Designates a target as a Sun, Moon, or Star target under certain restrictions. | ||
| + | | | ||
| + | * Max skill level of 10. | ||
| + | * No longer designates a target as a SLS target, as that mechanic has been removed. | ||
| + | * Each time an enemy is killed on a map increase your damage by (0.2 * skillLV)% towards that enemy. | ||
| + | * This caps at 10 for a total of 20% damage increase vs that enemy at skill level 10. | ||
| + | * Dying does not reset the count. | ||
| + | * When leaving the map, the damage increase is reset. | ||
| + | * Casting the skill will show the current damage increase for the enemies that spawn on the map. | ||
| + | * Slaves and non-naturally spawned enemies do not count towards the bonus. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Union of the Sun, Moon and Stars}} | ||
| + | (Renamed to [[Fusion]]) | ||
| + | | | ||
| + | * Max skill level of 1. | ||
| + | * Can only be cast while in Spirit status. | ||
| + | * Applies the Fusion buff, which does the following: | ||
| + | ** Makes the character fly off the ground and increase their movement speed. | ||
| + | ** All skills and attacks will never miss and ignore the target's DEF. | ||
| + | ** All skills and attacks will critically strike. | ||
| + | ** Each attack decreases HP by 2%. | ||
| + | ** Attacking with less than 20% HP results in instant death. | ||
| + | | | ||
| + | * Max skill level of 2. | ||
| + | * Can be cast regardless of state. | ||
| + | * Applies the Fusion buff, which does the following: | ||
| + | ** Makes the character fly off the ground and increase their movement speed. | ||
| + | ** Makes it possible for all offensive skills to critically strike, but do not fully ignore DEF if they do so. Instead they ignore 50% of the enemy's DEF. | ||
| + | *** The 50% DEF ignore is multiplicative with DEF ignore from equipment. | ||
| + | *** If the skill crits it will still ignore accuracy check. | ||
| + | *** Skills that can crit outside of Fusion still fully ignore DEF if they critically strike. | ||
| + | ** For CRIT calculation the enemy's CRIT shield is not taken into account. This means that with 100 CRIT, you will always critically strike. | ||
| + | ** No longer decreases HP on each attack. | ||
| + | ** Disables natural SP regen. | ||
| + | ** Every 5 seconds the Max SP you can have is reduced by 1%. | ||
| + | *** Works like the Max HP reduction from OGH Chivalry 2 where it reduces the amount you can heal up to. | ||
| + | *** The debuff is removed on death OR by casting level 2 of this skill. | ||
| + | * Level 2 of this skill removes the Max SP debuff. | ||
| + | * Level 2 has a fixed cast time of 3 seconds and can only be cast once out of combat. | ||
| + | * Level 1 has an SP cost of 100 and level 2 has a cost of 0. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Demon of the Sun, Moon and Stars}} | ||
| + | (Renamed to [[Stellar Shadow]]) | ||
| + | | | ||
| + | * Max skill level of 10. | ||
| + | * Gives (3 * skillLV)% ASPD. | ||
| + | * Permanently gives the player the Blind effect. | ||
| + | | | ||
| + | * Max skill level of 10. | ||
| + | * Gives (0.5 * skillLV)% ASPD. | ||
| + | * Gives 2 * skillLV CRIT. | ||
| + | * Gives 1% ASPD for every 4 CRIT up to 25% ASPD. | ||
| + | ** So it maxes out at 100 CRIT and additional CRIT after that does not give anymore ASPD from this skill. | ||
| + | * No longer gives the player the Blind effect. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Comfort of the Sun}} | ||
| + | (Renamed to [[Solar Protection]]) | ||
| + | | | ||
| + | * Max skill level of 4. | ||
| + | * Can only be used on a Solar Day when the player is on a map designated as the Sun Place. | ||
| + | * Has a duration of (80 * skillLV) seconds. | ||
| + | * Increases soft DEF based on Base Level, DEX, and LUK. | ||
| + | * SP cost of 80 - 10 * skillLV. | ||
| + | | | ||
| + | * Max skill level of 5. | ||
| + | * Can always be used. | ||
| + | * SP cost of 20 * skillLV. | ||
| + | * Cleanses Freeze and Blind statuses when casting the skill. | ||
| + | ** This means that the skill can be cast during Freeze. | ||
| + | * Applies Solar Protection status to the caster with a duration of 300 seconds that gives (20 * skillLV)% resistance to Freeze and Blind statuses. | ||
| + | ** This is multiplicative with resistance from equipment. | ||
| + | * Only 1 Protection skill can be active at any time. | ||
| + | ** Using a different Protection skill cancels this one and starts the other one. | ||
| + | * 10 second cooldown shared between the other Protection skills. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Comfort of the Moon}} | ||
| + | (Renamed to [[Lunar Protection]]) | ||
| + | | | ||
| + | * Max skill level of 4. | ||
| + | * Can only be used on a Lunar Day when the player is on a map designated as the Moon Place. | ||
| + | * Has a duration of (80 * skillLV) seconds. | ||
| + | * Increases FLEE based on Base Level, DEX, and LUK. | ||
| + | * SP cost of 80 - 10 * skillLV. | ||
| + | | | ||
| + | * Max skill level of 5. | ||
| + | * Can always be used. | ||
| + | * Has a duration of 300 seconds. | ||
| + | * SP cost of 20 * skillLV. | ||
| + | * Cleanses Stone Curse and Sleep statuses when casting the skill. | ||
| + | ** This means that the skill can be cast during Stone Curse or Sleep. | ||
| + | * Applies Lunar Protection status to the caster with a duration of 300 seconds that gives (20 * skillLV)% resistance to Stone Curse and Sleep statuses. | ||
| + | ** This is multiplicative with resistance from equipment. | ||
| + | * Only 1 Protection skill can be active at any time. | ||
| + | ** Using a different Protection skill cancels this one and starts the other one. | ||
| + | * 10 second cooldown shared between the other Protection skills. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Comfort of the Stars}} | ||
| + | (Renamed to [[Stellar Protection]]) | ||
| + | | | ||
| + | * Max skill level of 4. | ||
| + | * Can only be used on a Stellar Day when the player is on a map designated as the Star Place. | ||
| + | * Has a duration of (80 * skillLV) seconds. | ||
| + | * Increases ASPD based on Base Level, DEX, and LUK. | ||
| + | * SP cost of 80 - 10 * skillLV. | ||
| + | | | ||
| + | * Max skill level of 5. | ||
| + | * Can always be used. | ||
| + | * Has a duration of 300 seconds. | ||
| + | * SP cost of 20 * skillLV. | ||
| + | * Cleanses Stun and Silence statuses when casting the skill. | ||
| + | ** This means that the skill can be cast during Stun or Silence. | ||
| + | * Applies Stellar Protection status to the caster with a duration of 300 seconds that gives (20 * skillLV)% resistance to Stun and Silence statuses. | ||
| + | ** This is multiplicative with resistance from equipment. | ||
| + | * Only 1 Protection skill can be active at any time. | ||
| + | ** Using a different Protection skill cancels this one and starts the other one. | ||
| + | * 10 second cooldown shared between the other Protection skills. | ||
| + | |- | ||
| + | ! Miracle | ||
| + | | | ||
| + | * Has a 0.005% chance to proc when hitting an enemy. | ||
| + | * Allows for all Solar, Lunar, and Stellar-aligned skills to be used on any map on any day of the week. | ||
| + | * Increases damage vs mobs as if they are assigned a Target of the Stars. | ||
| + | * Duration of 1 hour. | ||
| + | * Is cancelled when changing map. | ||
| + | | | ||
| + | * No longer procs when hitting an enemy, but rather when casting the Miracle skill. | ||
| + | * No longer does anything related to Solar, Lunar, and Stellar maps/days, as that has been removed. | ||
| + | * No longer increases damage vs mobs as if they are assigned a Target of the Stars as that has been removed. | ||
| + | * Duration of 1 hour. | ||
| + | * No longer cancelled when changing map. | ||
| + | * Saves on logout. | ||
| + | * Cannot refresh while active. | ||
| + | * When the status ends, a 3 hour cooldown is applied to the player where it cannot reactivate. | ||
| + | ** This cooldown is reduced also while offline. | ||
| + | ** The cooldown is reduced each time a monster is killed, with the number of seconds reduced is based on the Max HP of the killed monster. | ||
| + | *** Less than 10,000 Max HP: 1 second reduction | ||
| + | *** Between 10,000 and 30,000 Max HP: 2 second reduction | ||
| + | *** Between 30,000 and 100,000 Max HP: 3 second reduction | ||
| + | *** Above 100,000 Max HP: 5 second reduction | ||
| + | ** There is a 25% chance to double the reduction. | ||
| + | ** Also a 0.03% chance on any monster kill to completely remove the cooldown. | ||
| + | * Now gives the following effects: | ||
| + | ** Sitting regen rate is doubled. | ||
| + | ** The drawbacks of Fusion are nullified. | ||
| + | *** This means the Max SP debuff does not apply and the no natural regen does not apply. | ||
| + | ** 100% increased healing from consumables while out of combat, and 20% increased healing while in combat. | ||
| + | ** Buffs are not lost on death. | ||
| + | ** EXP is not lost on death. | ||
| + | ** An advanced battle manual equivalent EXP buff is applied. | ||
| + | *** This works exactly like an advanced battle manual, thus does not stack with other manuals except for the Job EXP manual. | ||
| + | ** The skill Lasting Memory is usable while active. | ||
| + | *** Lasting Memory lets the player warp back to their last death location. | ||
| + | *** Cannot use the skill while on a map without Teleport allowed or to a map without Teleport allowed. | ||
| + | *** Has a 5 minute cooldown. | ||
| + | *** When Miracle is no longer active the skill is lost. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Feeling of the Sun, Moon and Stars}} | ||
| + | | | ||
| + | * | ||
| + | | | ||
| + | * Removed. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Blessing of the Sun}} | ||
| + | {{Skill List|skill=Blessing of the Moon}} | ||
| + | {{Skill List|skill=Blessing of the Stars}} | ||
| + | | | ||
| + | * | ||
| + | | | ||
| + | * Removed. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Warmth of the Sun}} | ||
| + | {{Skill List|skill=Warmth of the Moon}} | ||
| + | {{Skill List|skill=Warmth of the Stars}} | ||
| + | | | ||
| + | * | ||
| + | | | ||
| + | * Removed. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Anger of the Sun}} | ||
| + | {{Skill List|skill=Anger of the Moon}} | ||
| + | {{Skill List|skill=Anger of the Stars}} | ||
| + | | | ||
| + | * | ||
| + | | | ||
| + | * Removed. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Friend of the Sun, Moon and Stars}} | ||
| + | | | ||
| + | * | ||
| + | | | ||
| + | * Removed. | ||
| + | |} | ||
== Star Gladiator New Skills == | == Star Gladiator New Skills == | ||
| + | |||
| + | {| class="wikitable" width="90%"; | ||
| + | |- | ||
| + | ! width="20%" | Name | ||
| + | ! width="80%" | Effect | ||
| + | |- | ||
| + | ! {{Skill List|skill=Taekwon Kick Mastery}} | ||
| + | | | ||
| + | * Passive skill. | ||
| + | * Max skill level of 10. | ||
| + | * Multiplicatively increases the ratio of all Taekwon Kick skills by (5 * skillLV)%. | ||
| + | ** This means that if the ratio is 200%, at max level it will be increased to 300%. | ||
| + | |- | ||
| + | ! {{Skill List|skill=War Book Mastery}} | ||
| + | | | ||
| + | * Passive skill. | ||
| + | * Max skill level of 10. | ||
| + | * Gives the following effects while wearing a Book: | ||
| + | ** Increases Critical Damage by 1% for every 2 skill levels. | ||
| + | *** This stacks additively with Critical Damage from equipment. | ||
| + | ** Increases Perfect Dodge by 1 * skillLV. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Solar Stance}} | ||
| + | | | ||
| + | * Stance skill. | ||
| + | * Max skill level of 1. | ||
| + | * SP cost of 10. | ||
| + | * Enters Solar Stance when used. | ||
| + | * While Solar Stance is active, gain the status Mild Heat. | ||
| + | * Mild Heat works like Heat but ticks every 0.25 seconds. | ||
| + | * Heat, however, has been adjusted slightly: | ||
| + | ** 100% ATK ratio per hit. | ||
| + | ** No longer knocks back. | ||
| + | ** No longer consumes 2 SP per hit. | ||
| + | ** Each second time an enemy is hit apply a stack of Seared on them. | ||
| + | ** Seared can stack up to 5 times, and at 5 stacks will show a burning signal above the target. | ||
| + | ** Enemies affected by Seared take (1 * stack amount)% more damage from players beside the caster and (5 * stack amount)% more damage from the caster. | ||
| + | ** Enemies that have Seared also take (0.1 * stack amount)% Max HP damage every second. | ||
| + | *** This damage is capped at 1500 damage per second. | ||
| + | * When Solar Stance is entered, the Rising Sun enters its first stage. | ||
| + | * The Rising Sun can be at three different stages. | ||
| + | ** To progress it to the following stages, the Solar Kicks must be used while under certain conditions. | ||
| + | * If the stance is cancelled using this skill when the Rising Sun is at its last stage recover 25% Max SP. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Prominence Kick}} | ||
| + | | | ||
| + | * Single target offensive skill. | ||
| + | * Usable only while auto-attacking. | ||
| + | * Max skill level of 2. | ||
| + | * SP cost of 10 * skillLV. | ||
| + | * Can only be used while Solar Stance or Dawn Break is active. | ||
| + | * ATK ratio of (100 * skillLV)%. | ||
| + | * Eack stack of Seared on the target increases the ratio by a flat amount of (100 * skillLV)%. | ||
| + | ** So at max stacks of Seared at level 2, the skill has an ATK ratio of 1200%. | ||
| + | * If the enemy does not have any stacks of Seared, they do not take any damage from the skill. | ||
| + | * Skill has a 5 second cooldown. | ||
| + | * For each stack of Seared on the enemy, gain 8 AP up to a maximum of 40 AP. | ||
| + | * If the target has 5 stacks of Seared on them and the Rising Sun is in its first stage: | ||
| + | ** Enable use of Solar Explosion for 5 seconds. | ||
| + | ** Progress Rising Sun to the second stage. | ||
| + | * The Seared stacks are consumed after casting the skill. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Solar Explosion}} | ||
| + | | | ||
| + | * Offensive skill. | ||
| + | * Usable only while auto-attacking. | ||
| + | * Max skill level of 2. | ||
| + | * SP cost of 30 * skillLV. | ||
| + | * Can only be used while Solar Stance is active and within 5 seconds after Rising Sun has progressed to its second stage. | ||
| + | * ATK ratio of (750 * skillLV)%. | ||
| + | * Deals damage in a 7x7 AoE around the caster. | ||
| + | * When used, lose Mild Heat from Solar Stance and instead gain Rising Heat. | ||
| + | * Rising Heat lasts 15 seconds and works the same as Mild Heat, but ticks every 0.125 seconds. | ||
| + | ** Rising Heat persists even when changing stances. | ||
| + | ** If Rising Heat runs out while Solar Stance is active, the player will regain Mild Heat. | ||
| + | * Gain 20 AP when casting the skill. | ||
| + | * Skill has a 5 second cooldown. | ||
| + | * If any target hit has 5 stacks of Seared on them and the Rising Sun is in its second stage, progress Rising Sun to its third stage. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Stellar Stance}} | ||
| + | | | ||
| + | * Stance skill. | ||
| + | * Max skill level of 1. | ||
| + | * SP cost of 10. | ||
| + | * Enters Stellar Stance when used. | ||
| + | * While Stellar Stance is active, gain the effects of Falling Star Stance and Tornado Stance at the same time, however at reduced effectiveness. | ||
| + | * Gain 1 cell splash on auto-attacks. | ||
| + | * Now when a Falling Star procs on the target it will also fall on all enemies hit by splash damage. | ||
| + | * Falling Stars while in this stance deal 30% of their original damage. | ||
| + | * Heel Drop Kick cannot echo Falling Stars while in this stance. | ||
| + | * The summoned Tornado from Tornado Kick has a 30% chance to drop a Falling Star on an enemy each tick. | ||
| + | ** The Falling Stars dropped from the Tornado deal their normal non-reduced damage. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Sunset Blast}} | ||
| + | | | ||
| + | * Single target offensive skill. | ||
| + | * Max skill level of 3. | ||
| + | * SP cost of 20 * skillLV. | ||
| + | * Usable only while auto-attacking and within 3 seconds of Flying Kick being used on a stunned target. | ||
| + | * ATK ratio of (500 * skillLV)%. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Miracle}} | ||
| + | | | ||
| + | * Active skill. | ||
| + | * Max skill level of 1. | ||
| + | * Activates Miracle. | ||
| + | * Cannot be used while Miracle or Miracle Cooldown is active. | ||
| + | |} | ||
== Sky Emperor New Skills == | == Sky Emperor New Skills == | ||
| + | |||
| + | {| class="wikitable" width="90%"; | ||
| + | |- | ||
| + | ! width="20%" | Name | ||
| + | ! width="80%" | Effect | ||
| + | |- | ||
| + | ! {{Skill List|skill=Lunar Stance}} | ||
| + | | | ||
| + | * Stance skill. | ||
| + | * Max skill level of 1. | ||
| + | * SP cost of 10 | ||
| + | * Enters Lunar Stance when used. | ||
| + | * When entering Lunar Stance immediately enter Camouflage state. | ||
| + | ** Camouflage makes the player invisible to all monsters with the exception of Boss monsters. | ||
| + | ** They will appear slightly translucent to players, so not fully invisible. | ||
| + | ** In Camouflage the player cannot be directly targeted by other players but AOEs can still hit them and knock them out of camouflage. | ||
| + | * Camouflage is removed by receiving damage, using a skill or auto-attacking. | ||
| + | * The 2 first skills used after leaving Camouflage deals 30% more damage. | ||
| + | ** This does not work on Emperium or Barricades. | ||
| + | ** This buff can only be regained by re-entering Camouflage state. | ||
| + | * While Lunar Stance is active the player will re-enter Camouflage state if they have not been in combat for 5 seconds. | ||
| + | ** So this means not dealing or taking damage for 5 seconds. | ||
| + | * While Lunar Stance is active Flying Kick will auto-target the enemy that was recently damaged by New Moon Kick or Full Moon Kick. | ||
| + | ** Flying Kick will also automatically make the player start auto-attacking if used during Lunar Stance. | ||
| + | * When Lunar Stance is entered, the Rising Moon enters its first stage. | ||
| + | ** To progress it to the following stages, the Lunar Kicks must be used while under certain conditions. | ||
| + | |- | ||
| + | ! {{Skill List|skill=New Moon Kick}} | ||
| + | | | ||
| + | * Single target offensive skill. | ||
| + | * Usable only while auto-attacking. | ||
| + | * Max skill level of 2. | ||
| + | * SP cost of 10 * skillLV. | ||
| + | * ATK ratio of (200 * skillLV)%. | ||
| + | * Can CRIT. | ||
| + | * If used within the first two skills after leaving Camouflage state, the ATK ratio is doubled. | ||
| + | * If used while Lunar Stance is active, leap 5 cells backwards and re-enter Camouflage state after damage is dealt. | ||
| + | * 3 second cooldown, but is refreshed when an enemy is killed. | ||
| + | ** The enemy doesn't have to be killed with this skill just by the player. | ||
| + | * If the Rising Moon is at its first stage, progress it to its second stage. | ||
| + | * Enable use of Full Moon Kick for 5 seconds. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Full Moon Kick}} | ||
| + | | | ||
| + | * Single target offensive skill. | ||
| + | * Usable only while auto-attacking. | ||
| + | * Max skill level of 2. | ||
| + | * SP cost of 30 * skillLV. | ||
| + | * Can only be used within 5 seconds of using New Moon Kick. | ||
| + | * ATK ratio of (375 * skillLV)%. | ||
| + | * Can CRIT. | ||
| + | * If used while Lunar Stance is active, re-enter Camouflage state after dealing damage. | ||
| + | * If used while Rising Moon is at its second stage, progress the Rising Moon to its third stage. | ||
| + | * Additionally, if used while Lunar Stance is active, within the first two skills after leaving Camouflage state, Rising Moon is at its second stage, and the enemy is above 50% Max HP: | ||
| + | ** Double the damage. | ||
| + | * 5 second cooldown, but refreshed when Rising Moon enters its second stage. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Heaven's Kick}} | ||
| + | | | ||
| + | * Single target offensive skill. | ||
| + | * Max skill level of 3. | ||
| + | * SP cost of 20 * skillLV. | ||
| + | * 9 cell range. | ||
| + | * ATK ratio of (400 * skillLV)%. | ||
| + | * Kick the enemy and move to it (similar to how Flying Kick works). | ||
| + | * Forced melee, even if used from far away. | ||
| + | * Can CRIT. | ||
| + | * Can only be used while in Solar Stance and Rising Sun is at its third stage or while in Lunar Stance and Rising Moon is at this third stage. | ||
| + | * Within the first 3 seconds of Rising Sun or Rising Moon entering their third stage, it auto-targets to the current enemy. | ||
| + | * If used while in Solar Stance with Rising Sun at its third stage: | ||
| + | ** Apply a debuff to the enemy for 15 seconds that makes it take (5 * skillLV)% more physical melee damage. | ||
| + | ** Revert Rising Sun back to its first stage. | ||
| + | * If used while in Lunar Stance with Rising Moon at its third stage: | ||
| + | ** Echo its damage for three more ticks, where each tick does 1/3 of the damage. | ||
| + | ** Each tick is calculated separately, so you will approximately end up dealing double the damage. | ||
| + | ** Revert Rising Moon back to its first stage. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Stellar Purification}} | ||
| + | | | ||
| + | * Self AoE supportive skill. | ||
| + | * Max skill level of 10. | ||
| + | * SP cost of 100. | ||
| + | * Cast time of (3.0 - 0.3 * skillLV) seconds | ||
| + | * In a 9x9 AoE around self, remove certain statuses from self, allies, and enemies. | ||
| + | * These statuses include: | ||
| + | ** Slow Grace | ||
| + | ** Quagmire | ||
| + | ** Decrease AGI | ||
| + | ** Provoke | ||
| + | ** Mind Break | ||
| + | ** Change Undead | ||
| + | ** Loki's Wail | ||
| + | ** Tarot Card's The Magician | ||
| + | ** Tarot Card's The Strength | ||
| + | ** Tarot Card's The Devil | ||
| + | ** Tarot Card's The Sun | ||
| + | * Apply a status to all affected by the skill for (5 + skillLV) seconds, which makes them immune to the statuses. | ||
| + | * The status also makes Performers unable to cast Loki's Wail. | ||
| + | * Skill can be cast while affected by Loki's Wail. | ||
| + | * Cooldown of 15 seconds in PvM and 120 seconds in GvG/PvP. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Gravity Control}} | ||
| + | | | ||
| + | * Pseudo-targeted crowd-control skill. | ||
| + | * Max skill level of 10. | ||
| + | * SP cost of 50. | ||
| + | * Can only be cast in GvG/PvP. | ||
| + | * If a targeted damaging skill is blocked in the first 1.5 seconds of Counter Stance, this skill can be cast for 5 seconds. | ||
| + | * It will place the player that attempted to damage you in a Stasis-like state with them floating above ground for (5 + 0.5 * skillLV) seconds. | ||
| + | * Players that are in Stasis cannot target enemies, move, or take damage. They can, however, cast targeted support skills on allied party/guild members. | ||
| + | * Allied party/guild members can end a player's Stasis early by auto-attacking them 10 times. | ||
| + | * The Sky Emperor can end the Stasis early by recasting the skill, which will make the player take gravity fall damage. | ||
| + | * The gravity fall damage is (3 * skillLV)% Max HP damage that ignores all reductions. | ||
| + | |- | ||
| + | ! {{Skill List|skill=Dawn Break}} '''(Limit Break)''' | ||
| + | | | ||
| + | * Self-targeted support skill. | ||
| + | * Skill level of 1. | ||
| + | * Costs 200 AP. | ||
| + | * Has a 3 second fixed cast time where the caster is immune to all damage. | ||
| + | * After cast is finished, a 9x9 AoE explosion is released around the caster which deals 2000% ATK ratio, the caster is healed to Max HP and SP, and Dawn Break status is started. | ||
| + | * Dawn Break status lasts 15 seconds and gives the following effects: | ||
| + | ** Gain the effects of all Taekwon Stances at once, but lose access to the use of Solar Explosion, Full Moon Kick, and Sunset Blast. | ||
| + | ** All kicks have their cooldown reduced by 20% of their maximum cooldown, each time a kick is used thats different from the previous kick. | ||
| + | ** Unleashed Heat status is gained, which works like Mild Heat but has a 50% ATK ratio and a tick rate of 0.02 seconds. | ||
| + | ** Resistances from Solar, Lunar, and Stellar Protection is gained based on which ones are learned. | ||
| + | *** If the skill isn't learned, they will not gain the resistance from that skill. | ||
| + | ** If Fusion isn't active, it is started, and its drawbacks are nullified. | ||
| + | ** All HP and SP leech effects are doubled, both in proc chance and value. | ||
| + | ** AP cannot be gained. | ||
| + | ** Other stances cannot be activated. | ||
| + | * When entering Dawn Break, any current stance will also be cancelled. | ||
| + | * After Dawn Break ends, the player enters an exhaustion state where they cannot generate any AP for 60 seconds. | ||
| + | |- | ||
| + | ! Gaining AP | ||
| + | | | ||
| + | * 2 AP for each Falling Star a Heel Drop Kick drops up to 6 AP. | ||
| + | * 2 AP for each enemy hit by Tornado Kick up to 3 targets for 6 AP. | ||
| + | * 2 AP when Counter Kick is used directly after taking damage from a skill. | ||
| + | * 10 AP when Counter Stance perfectly blocks a targeted skill. | ||
| + | * 10 AP when Roundhouse Kick knocks an enemy into a wall. | ||
| + | * 6 AP when Flying Kick hits a stunned target. | ||
| + | * Can also gain AP from Prominence Kick or Solar Explosion. | ||
| + | |} | ||
| + | |||
| + | = Other Adjustments = | ||
| + | 1.) Added status icon to Duple Light. | ||
| + | |||
| + | 2.) Added Old Reverberation Toggle skill to Clown and Gypsy's skill trees. | ||
| + | * The skill is learned automatically when learning Reverberation level 1. | ||
| + | * Using the skill gives a status, which does the following: | ||
| + | ** Sets the ATK ratio of Reverberation to (200 + 100 * skillLV)%. | ||
| + | ** Gives Reverberation a cooldown of 0.4 seconds. | ||
| + | |||
| + | 3.) Added status icons to Isilla and Rata Card proc. | ||
Latest revision as of 01:42, 3 February 2026
Patch is unreleased. Refer to Patch A.4.7 for the latest update.
After waiting for a long, long, long time, 'tis finally here! This update brings both Soul Ascetic and Sky Emperor with massive changes to their non-rebirth counterparts and their base class as well.
Contents
Taekwon Kid Rework
Taekwon Kid Skill Adjustments
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Soul Linker Rework / Soul Ascetic
The goal of Soul Ascetic and the Soul Linker rework is to remove its current role as a 'link slave', and instead have it become an active hybrid support/single target magic DPS class. It can hyperfocus into one role, but should still be good with a hybrid build. There are changes seen to almost all Soul Linker skills, some minor, some major, and a bunch of new skills added both to the Soul Linker and Soul Ascetic tree.
Soul Linker Skill Adjustments
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Soul Ascetic New Skills
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Star Gladiator Rework / Sky Emperor
The goal of Star Gladiator and Sky Emperor is to make them a self-sustaining melee hyper carry with the main idea being rotating different kicks and using different stances based on the situation they are in. The mechanic of selecting a map and a monster to enable skills or deal more damage to has been completely removed, as we felt it was too limiting to the class, and the skills related have either been removed or replaced with new effects. Also with the rework of Kihop, it should no longer feel like a necessity to log 11 other clients to deal damage. Changes are seen to basically every existing skill, some minor, some major, and a bunch of new skills added to both Star Gladiator and Sky Emperor trees.
Star Gladiator Skill Adjustments
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(Renamed to Stellar Courier) |
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Sky Emperor New Skills
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Other Adjustments
1.) Added status icon to Duple Light.
2.) Added Old Reverberation Toggle skill to Clown and Gypsy's skill trees.
- The skill is learned automatically when learning Reverberation level 1.
- Using the skill gives a status, which does the following:
- Sets the ATK ratio of Reverberation to (200 + 100 * skillLV)%.
- Gives Reverberation a cooldown of 0.4 seconds.
3.) Added status icons to Isilla and Rata Card proc.