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 | + | ** 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. | ||
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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%. | ||
| − | |||
* 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. | ||
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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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* Is cancelled when changing map. | * Is cancelled when changing map. | ||
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| − | * 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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* 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 is reduced also while offline. | ** 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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! {{Skill List|skill=Miracle}} | ! {{Skill List|skill=Miracle}} | ||
| | | | ||
| − | * | + | * Active skill. |
* Max skill level of 1. | * 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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** 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. | ||
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| − | |||
** 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 | ||
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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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= Other Adjustments = | = 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. | |
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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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Soul Linker New Skills
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Soul Ascetic New Skills
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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 Hatred) |
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(Renamed to Stellar Shadow) |
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(Renamed to Solar Protection) |
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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.