Difference between revisions of "Patch A.4.8"
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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. | 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. | ||
| + | |||
| + | Both Soul Ascetic and Sky Emperor will have a maximum job level of 70, and their job experience table will match that of the other "regular" transcendent second classes. To transcend, simply follow the [[Rebirth Walkthrough]], as a job level 50 [[Soul Linker]] or [[Star Gladiator]]. This will turn you into a [[High Novice]], from which you can change into a [[High First Class|High Taekwon]], and once reaching at least job level 40 as High Taekwon, return to Valhalla and talk to your respective job NPC to transcend into Soul Ascetic or Sky Emperor. | ||
| + | |||
| + | * ''NOTE: Due to client limitations, the High Taekwon will simply show as "Taekwon" in the client. To indicate that it is a transcendent class, a passive skill is added to the class skill's tree upon transcendence. The skill has no effect other than indicating that the player has transcended.'' | ||
| + | |||
| + | Just like with all other reworks, any existing [[Taekwon]]s, [[Soul Linker]]s, and [[Star Gladiator]]s will be forced reset, both stats and skills. Due to the amount of changes to both classes, resets will be free for any Taekwon class until June 1st, from which the reset functionality will return to normal. During this time, full stat resets also will not delevel the class. | ||
| + | |||
| + | As with any other rework, balancing will not be perfect on release. We have tried to balance and adjust the classes as much as possible based on the player feedback during the testing phase, but expect to see more balance changes to both classes in the upcoming time. | ||
| + | |||
| + | For any bugs or any inaccuracies you encounter (with skill descriptions etc.) please make a ticket in the Discord and for any feedback on the classes, please post in the appropriate Discord channels as well. | ||
| + | |||
| + | Below you will find all the changes and new additions to the [[Taekwon]] classes. Enjoy! | ||
= Taekwon Kid Rework = | = Taekwon Kid Rework = | ||
| + | With the complete rework of the stance mechanic, Taekwon no longer relies only on a single kick that can only be used at a chance, but instead on rotating their full arsenal of kick skills. The different stances now provide different unique effects, to encourage the player to switch them depending on the situation. Switching stances and using kicks do not cancel auto-attack, so it is possible to switch stances mid-combat. Taekwon Mission has also been completely reworked, as Taekwons normal gameplay is now more similar to the old Taekwon Ranker, thus we felt it was unnecessary to keep the vanilla Taekwon Mission mechanics. Changes are seen to almost every single skill with a few new skills also introduced. | ||
== Taekwon Kid Skill Adjustments == | == Taekwon Kid Skill Adjustments == | ||
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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}} | ||
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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). | ||
| − | |||
* 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 | ||
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* 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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* Max skill level of 5 | * Max skill level of 5 | ||
* Increases Max SP by 40 * skillLV (200 at level 5) | * Increases Max SP by 40 * skillLV (200 at level 5) | ||
| − | |||
* Reduces SP consumption of ALL Es-skills by (8 * skillLV)% (40% at level 5) | * Reduces SP consumption of ALL Es-skills by (8 * skillLV)% (40% at level 5) | ||
* Reduces SP consumption of ALL other skills by (4 * skillLV)% (20% at level 5) | * Reduces SP consumption of ALL other skills by (4 * skillLV)% (20% at level 5) | ||
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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. | ||
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* Cast time of 1 second | * Cast time of 1 second | ||
* After-cast delay of 0.5 seconds | * After-cast delay of 0.5 seconds | ||
| − | * SP cost of | + | * SP cost of 15 + 5 * skillLV |
* Enables use of Esma after for 3 seconds. | * Enables use of Esma after for 3 seconds. | ||
* Can only be used while the player has the spirits of the Blue Dragon, White Tiger, and Red Phoenix (3 stacks of Unleashed Spirit rotation). | * Can only be used while the player has the spirits of the Blue Dragon, White Tiger, and Red Phoenix (3 stacks of Unleashed Spirit rotation). | ||
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* This extension of the buff can only be done once while its active. | * This extension of the buff can only be done once while its active. | ||
* While the buff is active, you also cannot gain any new spirit stacks nor apply any stacks to any monsters. | * While the buff is active, you also cannot gain any new spirit stacks nor apply any stacks to any monsters. | ||
| − | |||
|- | |- | ||
| − | ! {{Skill List|skill= | + | ! {{Skill List|skill=Magician's Apex}} |
| | | | ||
* Max skill level of 1. | * Max skill level of 1. | ||
* Self-targeted buff skill that makes the caster deal maximum MATK. | * Self-targeted buff skill that makes the caster deal maximum MATK. | ||
| − | * Duration of | + | * Duration of 15 seconds. |
* Costs 10 Soul Energy. | * Costs 10 Soul Energy. | ||
* Cast time of 1.5 seconds. | * Cast time of 1.5 seconds. | ||
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* Passive skill. | * Passive skill. | ||
* Enables the caster to gain Soul Energy. | * Enables the caster to gain Soul Energy. | ||
| − | * For every | + | * For every Soul Energy the caster gains 0.5% increased all elemental magic damage, which stacks additively with elemental magic damage bonuses from equipment. |
* When hitting an enemy with Esma gain 1 Soul Energy. | * When hitting an enemy with Esma gain 1 Soul Energy. | ||
* Has a cooldown of 1 second. | * Has a cooldown of 1 second. | ||
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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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* No cast time | * No cast time | ||
* Cooldown of 15 seconds | * Cooldown of 15 seconds | ||
| − | * SP cost of | + | * SP cost of 50 |
|- | |- | ||
! {{Skill List|skill=Blessing of Siegfried}} '''(Limit Break)''' | ! {{Skill List|skill=Blessing of Siegfried}} '''(Limit Break)''' | ||
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* If used while dead revive the player. | * If used while dead revive the player. | ||
* After cast, enables use of Wrath of the Fallen for 15 seconds. | * After cast, enables use of Wrath of the Fallen for 15 seconds. | ||
| − | * AP cost of | + | * AP cost of 100. |
* No cast time. | * No cast time. | ||
* Cooldown of 10 seconds. | * Cooldown of 10 seconds. | ||
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* Root on monster is removed after final hit. | * Root on monster is removed after final hit. | ||
* Damage per party member is 1000% MATK. | * Damage per party member is 1000% MATK. | ||
| − | * AP cost of | + | * AP cost of 100. |
* Cast time varies with number of dead party members. | * Cast time varies with number of dead party members. | ||
* Cooldown of 10 minutes. | * Cooldown of 10 minutes. | ||
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! Gaining AP | ! Gaining AP | ||
| | | | ||
| − | * Using Esma while not under Unleashed Spirit grants | + | * Using Esma while not under Unleashed Spirit grants 2 AP. |
| − | * Procing a Talisman grants | + | * Procing a Talisman grants 4 AP. |
| − | * Affecting more than 2 party members with a Ka-skill when using Soul Unity grants | + | * Affecting more than 2 party members with a Ka-skill when using Soul Unity grants 6 AP. |
|- | |- | ||
|} | |} | ||
= Star Gladiator Rework / Sky Emperor = | = Star Gladiator Rework / Sky Emperor = | ||
| + | The new Star Gladiator and Sky Emperor builds upon the main gameplay loop of Taekwon with rotating different kicks and using different stances based on the situation. As Star Gladiator and Sky Emperor you will gain access to new kicks and stances to provide more gameplay variety and new ways of dealing with enemies. 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 == | ||
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|- | |- | ||
! {{Skill List|skill=Knowledge of the Sun, Moon and Stars}} | ! {{Skill List|skill=Knowledge of the Sun, Moon and Stars}} | ||
| + | (Renamed to [[Stellar Courier]]) | ||
| | | | ||
* Max skill level of 10. | * Max skill level of 10. | ||
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|- | |- | ||
! {{Skill List|skill=Hatred of the Sun, Moon, and Stars}} | ! {{Skill List|skill=Hatred of the Sun, Moon, and Stars}} | ||
| + | (Renamed to [[Hatred]]) | ||
| | | | ||
* Max skill level of 3. | * Max skill level of 3. | ||
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|- | |- | ||
! {{Skill List|skill=Union of the Sun, Moon and Stars}} | ! {{Skill List|skill=Union of the Sun, Moon and Stars}} | ||
| + | (Renamed to [[Fusion]]) | ||
| | | | ||
* Max skill level of 1. | * Max skill level of 1. | ||
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|- | |- | ||
! {{Skill List|skill=Demon of the Sun, Moon and Stars}} | ! {{Skill List|skill=Demon of the Sun, Moon and Stars}} | ||
| + | (Renamed to [[Stellar Shadow]]) | ||
| | | | ||
* Max skill level of 10. | * Max skill level of 10. | ||
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|- | |- | ||
! {{Skill List|skill=Comfort of the Sun}} | ! {{Skill List|skill=Comfort of the Sun}} | ||
| + | (Renamed to [[Solar Protection]]) | ||
| | | | ||
* Max skill level of 4. | * Max skill level of 4. | ||
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* Max skill level of 5. | * Max skill level of 5. | ||
* Can always be used. | * Can always be used. | ||
| − | |||
* SP cost of 20 * skillLV. | * SP cost of 20 * skillLV. | ||
* Cleanses Freeze and Blind statuses when casting the skill. | * Cleanses Freeze and Blind statuses when casting the skill. | ||
** This means that the skill can be cast during Freeze. | ** 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. | ** This is multiplicative with resistance from equipment. | ||
* Only 1 Protection skill can be active at any time. | * Only 1 Protection skill can be active at any time. | ||
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|- | |- | ||
! {{Skill List|skill=Comfort of the Moon}} | ! {{Skill List|skill=Comfort of the Moon}} | ||
| + | (Renamed to [[Lunar Protection]]) | ||
| | | | ||
* Max skill level of 4. | * Max skill level of 4. | ||
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* Cleanses Stone Curse and Sleep statuses when casting the skill. | * Cleanses Stone Curse and Sleep statuses when casting the skill. | ||
** This means that the skill can be cast during Stone Curse or Sleep. | ** 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. | ** This is multiplicative with resistance from equipment. | ||
* Only 1 Protection skill can be active at any time. | * Only 1 Protection skill can be active at any time. | ||
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|- | |- | ||
! {{Skill List|skill=Comfort of the Stars}} | ! {{Skill List|skill=Comfort of the Stars}} | ||
| + | (Renamed to [[Stellar Protection]]) | ||
| | | | ||
* Max skill level of 4. | * Max skill level of 4. | ||
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* Cleanses Stun and Silence statuses when casting the skill. | * Cleanses Stun and Silence statuses when casting the skill. | ||
** This means that the skill can be cast during Stun or Silence. | ** 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. | ** This is multiplicative with resistance from equipment. | ||
* Only 1 Protection skill can be active at any time. | * Only 1 Protection skill can be active at any time. | ||
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* Is cancelled when changing map. | * Is cancelled when changing map. | ||
| | | | ||
| − | * No longer procs when hitting an enemy but | + | * 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 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. | * No longer increases damage vs mobs as if they are assigned a Target of the Stars as that has been removed. | ||
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* Cannot refresh while active. | * Cannot refresh while active. | ||
* When the status ends, a 3 hour cooldown is applied to the player where it cannot reactivate. | * When the status ends, a 3 hour cooldown is applied to the player where it cannot reactivate. | ||
| − | ** This cooldown | + | ** 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: | * Now gives the following effects: | ||
** Sitting regen rate is doubled. | ** Sitting regen rate is doubled. | ||
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* Enters Solar Stance when used. | * Enters Solar Stance when used. | ||
* While Solar Stance is active, gain the status Mild Heat. | * While Solar Stance is active, gain the status Mild Heat. | ||
| − | * Mild Heat works like Heat but ticks every 0. | + | * Mild Heat works like Heat but ticks every 0.25 seconds. |
* Heat, however, has been adjusted slightly: | * Heat, however, has been adjusted slightly: | ||
** 100% ATK ratio per hit. | ** 100% ATK ratio per hit. | ||
** No longer knocks back. | ** No longer knocks back. | ||
** No longer consumes 2 SP per hit. | ** No longer consumes 2 SP per hit. | ||
| − | ** Each time an enemy is hit apply a stack of Seared on them. | + | ** 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. | ** 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 affected by Seared take (1 * stack amount)% more damage from players beside the caster and (5 * stack amount)% more damage from the caster. | ||
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* Deals damage in a 7x7 AoE around the caster. | * Deals damage in a 7x7 AoE around the caster. | ||
* When used, lose Mild Heat from Solar Stance and instead gain Rising Heat. | * 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. | + | * 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. | ** Rising Heat persists even when changing stances. | ||
** If Rising Heat runs out while Solar Stance is active, the player will regain Mild Heat. | ** If Rising Heat runs out while Solar Stance is active, the player will regain Mild Heat. | ||
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* Usable only while auto-attacking and within 3 seconds of Flying Kick being used on a stunned target. | * Usable only while auto-attacking and within 3 seconds of Flying Kick being used on a stunned target. | ||
* ATK ratio of (500 * skillLV)%. | * 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. | ||
|} | |} | ||
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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. | ||
| + | * 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: | * 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. | ** Double the damage. | ||
| − | |||
* 5 second cooldown, but refreshed when Rising Moon enters its second stage. | * 5 second cooldown, but refreshed when Rising Moon enters its second stage. | ||
|- | |- | ||
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* Can CRIT. | * 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. | * 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: | * 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. | ** Apply a debuff to the enemy for 15 seconds that makes it take (5 * skillLV)% more physical melee damage. | ||
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** Tarot Card's The Strength | ** Tarot Card's The Strength | ||
** Tarot Card's The Devil | ** Tarot Card's The Devil | ||
| − | ** Tarot Card's Sun | + | ** 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. | * 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. | * The status also makes Performers unable to cast Loki's Wail. | ||
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** If Fusion isn't active, it is started, and its drawbacks are nullified. | ** 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. | ** All HP and SP leech effects are doubled, both in proc chance and value. | ||
| − | |||
| − | |||
** AP cannot be gained. | ** AP cannot be gained. | ||
** Other stances cannot be activated. | ** Other stances cannot be activated. | ||
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! Gaining AP | ! Gaining AP | ||
| | | | ||
| − | |||
* 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. | ||
|} | |} | ||
| + | |||
| + | = Transcendent Gear Updates = | ||
| + | As there is with transcending a class, both [[Soul Ascetic]] and [[Sky Emperor]] will be able to equip various transcendent exclusive gears. To keep it consistent with [[Night Watch]], it is only gears that apply to "all" classes that they will gain access to. So for gears such as Thorn Staff of Darkness, Soul Ascetic will not gain access to that. For the Valkyrian gears, the bonuses given for Soul Ascetic will mirror that of a Magician class, and the bonuses given for Sky Emperor will mirror that of a Swordsman class. Same with choosing gears, such as Diablous Robe vs Armor, Soul Ascetic will mirror that of Magician classes, and Sky Emperor will mirror that of Swordsman classes, to keep consistency. | ||
| + | |||
| + | = 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. | ||
| + | |||
| + | 4.) Gave Gravitational Field a new visual effect that doesn't lag the client like crazy (credit to Meddy for the new visuals). | ||
| + | |||
| + | 5.) Added a Test Dummy to WoE testing room with adjustable resistance modifiers. | ||
| + | |||
| + | [[Image:WoE Test Dummy.png]] | ||
| + | |||
| + | = Bug Fixes = | ||
| + | 1.) Spiral Pierce, Shield Chain, Shield Boomerang, Martyr's Reckoning, and Final Strike are now affected by Fortune's Kiss Severe Rainstorm buff. | ||
| + | |||
| + | 2.) Madness Canceller skill pre-requirements fixed client side. | ||
Latest revision as of 20:23, 24 March 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.
Both Soul Ascetic and Sky Emperor will have a maximum job level of 70, and their job experience table will match that of the other "regular" transcendent second classes. To transcend, simply follow the Rebirth Walkthrough, as a job level 50 Soul Linker or Star Gladiator. This will turn you into a High Novice, from which you can change into a High Taekwon, and once reaching at least job level 40 as High Taekwon, return to Valhalla and talk to your respective job NPC to transcend into Soul Ascetic or Sky Emperor.
- NOTE: Due to client limitations, the High Taekwon will simply show as "Taekwon" in the client. To indicate that it is a transcendent class, a passive skill is added to the class skill's tree upon transcendence. The skill has no effect other than indicating that the player has transcended.
Just like with all other reworks, any existing Taekwons, Soul Linkers, and Star Gladiators will be forced reset, both stats and skills. Due to the amount of changes to both classes, resets will be free for any Taekwon class until June 1st, from which the reset functionality will return to normal. During this time, full stat resets also will not delevel the class.
As with any other rework, balancing will not be perfect on release. We have tried to balance and adjust the classes as much as possible based on the player feedback during the testing phase, but expect to see more balance changes to both classes in the upcoming time.
For any bugs or any inaccuracies you encounter (with skill descriptions etc.) please make a ticket in the Discord and for any feedback on the classes, please post in the appropriate Discord channels as well.
Below you will find all the changes and new additions to the Taekwon classes. Enjoy!
Contents
Taekwon Kid Rework
With the complete rework of the stance mechanic, Taekwon no longer relies only on a single kick that can only be used at a chance, but instead on rotating their full arsenal of kick skills. The different stances now provide different unique effects, to encourage the player to switch them depending on the situation. Switching stances and using kicks do not cancel auto-attack, so it is possible to switch stances mid-combat. Taekwon Mission has also been completely reworked, as Taekwons normal gameplay is now more similar to the old Taekwon Ranker, thus we felt it was unnecessary to keep the vanilla Taekwon Mission mechanics. Changes are seen to almost every single skill with a few new skills also introduced.
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 Linker New Skills
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Star Gladiator Rework / Sky Emperor
The new Star Gladiator and Sky Emperor builds upon the main gameplay loop of Taekwon with rotating different kicks and using different stances based on the situation. As Star Gladiator and Sky Emperor you will gain access to new kicks and stances to provide more gameplay variety and new ways of dealing with enemies. 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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Star Gladiator New Skills
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Sky Emperor New Skills
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| Gaining AP |
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Transcendent Gear Updates
As there is with transcending a class, both Soul Ascetic and Sky Emperor will be able to equip various transcendent exclusive gears. To keep it consistent with Night Watch, it is only gears that apply to "all" classes that they will gain access to. So for gears such as Thorn Staff of Darkness, Soul Ascetic will not gain access to that. For the Valkyrian gears, the bonuses given for Soul Ascetic will mirror that of a Magician class, and the bonuses given for Sky Emperor will mirror that of a Swordsman class. Same with choosing gears, such as Diablous Robe vs Armor, Soul Ascetic will mirror that of Magician classes, and Sky Emperor will mirror that of Swordsman classes, to keep consistency.
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.
4.) Gave Gravitational Field a new visual effect that doesn't lag the client like crazy (credit to Meddy for the new visuals).
5.) Added a Test Dummy to WoE testing room with adjustable resistance modifiers.
Bug Fixes
1.) Spiral Pierce, Shield Chain, Shield Boomerang, Martyr's Reckoning, and Final Strike are now affected by Fortune's Kiss Severe Rainstorm buff.
2.) Madness Canceller skill pre-requirements fixed client side.
