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. | ||
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| − | * 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. | ||
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! {{Skill List|skill=Prepare Whirlwind Kick}} | ! {{Skill List|skill=Prepare Whirlwind Kick}} | ||
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* ATK ratio of (100 + 50 * skillLV)%. | * ATK ratio of (100 + 50 * skillLV)%. | ||
* SP cost of (6 - 2 * skillLV). | * SP cost of (6 - 2 * skillLV). | ||
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* 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 tornado on the cell of the target that pulls in nearby enemies and deals damage every 450 ms for 3 seconds. | ** Summons a tornado on the cell of the target that pulls in nearby enemies and deals damage every 450 ms for 3 seconds. | ||
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* SP cost of (6 - 2 * skillLV). | * SP cost of (6 - 2 * skillLV). | ||
* Never misses target. | * Never misses target. | ||
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* 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%. | ||
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* 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. | ||
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* 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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* ATK ratio of (200 * skillLV)%. | * ATK ratio of (200 * skillLV)%. | ||
* Can CRIT. | * Can CRIT. | ||
| − | * If used within the first two skills after leaving Camouflage state, the ATK ratio is | + | * 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. | * 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. | * 3 second cooldown, but is refreshed when an enemy is killed. | ||
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* SP cost of 30 * skillLV. | * SP cost of 30 * skillLV. | ||
* Can only be used within 5 seconds of using New Moon Kick. | * Can only be used within 5 seconds of using New Moon Kick. | ||
| − | * ATK ratio of ( | + | * ATK ratio of (375 * skillLV)%. |
* Can CRIT. | * Can CRIT. | ||
* If used while Lunar Stance is active, re-enter Camouflage state after dealing damage. | * If used while Lunar Stance is active, re-enter Camouflage state after dealing damage. | ||
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! Gaining AP | ! Gaining AP | ||
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* 2 AP for each Falling Star a Heel Drop Kick drops up to 6 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 for each enemy hit by Tornado Kick up to 3 targets for 6 AP. | ||
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* Can also gain AP from Prominence Kick or Solar Explosion. | * Can also gain AP from Prominence Kick or Solar Explosion. | ||
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= Other Adjustments = | = Other Adjustments = | ||
| − | 1 | + | 1.) Added status icon to Duple Light. |
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| − | + | 2.) Added Old Reverberation Toggle skill to Clown and Gypsy's skill trees. | |
* The skill is learned automatically when learning Reverberation level 1. | * The skill is learned automatically when learning Reverberation level 1. | ||
* Using the skill gives a status, which does the following: | * Using the skill gives a status, which does the following: | ||
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** Gives Reverberation a cooldown of 0.4 seconds. | ** Gives Reverberation a cooldown of 0.4 seconds. | ||
| − | + | 3.) Added status icons to Isilla and Rata Card proc. | |
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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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Taekwon Kid New Skills
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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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| All Soul Links |
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Soul Linker New Skills
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| Talisman buff mechanic |
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Soul Ascetic New Skills
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| Esma combo rotation |
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| Gaining AP |
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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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(Renamed to Hatred) |
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(Renamed to Fusion) |
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(Renamed to Stellar Shadow) |
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(Renamed to Solar Protection) |
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(Renamed to Lunar Protection) |
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(Renamed to Stellar Protection) |
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Star Gladiator New Skills
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Sky Emperor New Skills
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| Gaining AP |
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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.