Rebalanceamento de Classes, Cartas e EXP
Predefinição:Articles Needing DB Links Predefinição:Articles Needing Updates
Várias habilidades foram reequilibradas e agora se comportam de forma diferente em Payon Stories do que em servidores oficiais. Enquanto esta página é constantemente atualizada, pode conter informações ausentes ou desatualizadas. Sempre consulte a descrição dentro do jogo para informações precisas.
Espadachim
| Habilidade | Valor Original | Valor Alterado | Comentário |
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Aumentado para o mesmo padrão geral de Payon Stories (a cada 4 segundos em pé, 2 segundos sentado). | |
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Reduzida a fórmula de SP para dar mais controle ao Espadachim. | |
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Reduzido o custo de SP e aumentado o alcance em 1.5x. |
Cavaleiro
| Habilidade | Valor Original | Valor Alterado | Comentário |
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Melhorias para builds de ataque automático dos Cavaleiros. | |
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Alteração para remover mecânica antiga e tornar a habilidade mais prática. | |
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This skill was improved to help round out the Spear builds that Knights may opt to take.
As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment. | |
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The second hit was born as a bug, but after consideration, it was decided to keep it since this balances this skills to be (somewhat) comparable with Bowling Bash. |
Crusader
| Skill | Original Value | Changed Value | Comment |
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Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line. | |
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This skill is incredibly underwhelming and while the Stun provides some utility along with its huge knockback, the skill was given a little damage boost to compensate for its purely defensive behavior. | |
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Spear builds were something that required a little bit of a boost.
They pale in comparison to GC builds in term of PVE DPS, but the entertainment value out of these builds was stressed by the community and not only were 2H spear speeds increased via this skill, but also the introduction of a small bonus to 1H spears gives the skill even more versatility, especially considering the huge investment of skill points. | |
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This skill was also improved to help round out the Spear builds that Crusaders may opt to take.
As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment. |
Acolyte
| Skill | Original Value | Changed Value | Comment |
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Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations. SP cost also increased to compensate the longer duration. | |
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Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations. SP cost also increased to compensate the longer duration. | |
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This skill was reworked to improve certain builds, specifically Combo Monks and Battle Priests.
The higher damage potential of auto-attacks was a means to expand the viability of some lesser used builds in the Acolyte tree. | |
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The increase to this spell's damage, which scales with level, provides more viability as a spell that can be weaved into an Acolyte's rotation while supporting others.
The lower cast time also provides greater versatility. This allows skillful players to contribute to DPS during downtime more effectively. |
Priest
| Skill | Original Value | Changed Value | Comment |
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Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). | |
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This skill is only really used by melee priests.
So a large value bonus was provided to it. This skill now impacts all weapon damage and increases attack speed of priests substantially. | |
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Increased damage by 2.5x to keep the skill more beneficial than Holy Light given the changes to that skill. | |
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Doubled the duration of Gloria. | |
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Now also damages all other enemy types and elements (except holy) at 50% reduced damage. This change allows ME priests to farm in a greatly variety of maps, like Glast Heim Chivalry | |
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| REMOVED | This skill has been removed and replaced with Renew. | ||
| Arquivo:Renew.png Renew | NEW SKILL |
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| NEW Platinum Skill |
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Monk
| Skill | Original Value | Changed Value | Comment |
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For a skill that takes up to 10 skill points, the reward should be useful. | |
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This skill used to require nearly no gear to effectively become an unstoppable tank.
With these changes, gear will now be required to reach the same pinnacle tanking ability as before. The justification is that an ungeared Monk should not be more effective at tanking than a fully geared Knight. | |
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As with many other mastery type skills, Iron Fists needed a boost to create some even ground between mace builds and fist builds. | |
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This small bonus was added for some flavor to the Monk combo build. | |
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This small bonus also was added for some flavor to the Monk combo build.
The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. A moderate attack increase for a short period is reasonable. This does also chain further into Asura Strike, which may give a Combo Monk more incentive for using that skill in combination. | |
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This balancing change was meant to provide a little balance for PVP and WoE.
Being able to just snap right out of an ankle snare trap and then continually doing this to wipe out all ankle snares is not balanced in our opinion. | |
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Small bonus to success chance makes this skill more practical in PVE. | |
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This skill may be adjusted if considered too powerful in the current landscape. | |
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Increased for the same reason as Payon Stories' overall standard. For reference, natural HP ticks every 4 seconds standing, 2 seconds sitting, and natural SP ticks every 6 seconds standing, 3 seconds sitting. | |
| Asura Strike |
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Players would re-login to reset natural sp recovery regularly. As a quality of life change, this is removed in hopes of extending Asura Strike's usage in other builds like Combo, etc. |
Archer
| Skill | Original Value | Changed Value | Comment |
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Players have requested that this skill be improved for precision by making it both targetable and making the pushback more consistent. That said, to balance the skill, we have decided to no longer allow the ability to move traps. Furthermore, the knockback has been reduced by half. | |
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Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP. | |
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As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level. Arrow Crafting Quest |
Hunter
| Skill | Original Value | Changed Value | Comment |
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Falconer builds have seen less play given how strong Double Strafe builds are.
However, many players have requested improvements to Blitz Beat. In developing the skill changes, an emphasis on LUK was made as LUK not only increases proc chance, but under this new formula will also provide investment towards damage. This skill is now improved to a level that is competitive in play. | |
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Trapper builds have also been outshined by Double Strafe builds.
By increasing the trap damage rate, players may be more incentivized to prioritize stats towards a trapper build, allowing a third core build to be competitive as a Hunter. | |
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Same comments as Blast Mine to justify the changes. | |
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Same comments as Blast Mine to justify the changes. | |
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Same comments as Blast Mine to justify the changes. | |
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The quest is difficult to complete since Harpy Feathers are very rare in this version if the game. |
Bard/Dancer
| Skill | Original Value | Changed Value | Comment |
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The increase in damage will make non-bow weapons a little more desirable. | |
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The increase in damage will make non-bow weapons a little more desirable. | |
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Increase skill damage output to a 300% ATK maximum (400% while performing). While still not as strong as other archer skills, it does provide more damage while supporting a party. | |
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Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. | |
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Being able to inflict a screen-wide status effect, safely, was seen as something of an oppressive force for build and gear diversity in WoE. The increased success rate for targets close to the bard allows the skill to still be useful in WoE. | |
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Increases build diversity in WoE by making lower-VIT builds more viable, while still retaining the usefulness of the skill. | |
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Reduces the gap between Kim and non-Kim setups. Not as big as a nerf as it may seem when considering the EXP Rebalance mechanics |
Magician
| Skill | Original Value | Changed Value | Comment |
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Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). Mages with standard INT (80+) don't need this skill, but allows them to diversify into other stats and is very good for Super Novices. | |
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As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level. | |
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This change makes it ideal for breaking the freeze status of monsters under a Storm Gust, or for quickly tapping a group of monsters. |
Wizard
| Skill | Original Value | Changed Value | Comment |
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This skill was absolutely useless. Added some reason to get it. | |
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Sage
| Skill | Original Value | Changed Value | Comment |
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This skill was absolutely useless. Added some reason to get it. | |
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2% ASPD buff should make books almost on par with rods. All book weapons will have at least +15% MATK built into them.
By now you have likely noticed that there is a theme of making Sage skills take less skill points to master, and also reducing or removing pre-req skills. I felt that Advanced Book being the gate-keeper of access to all other Sage skills was too oppressive to builds that aren’t Hindsight. This should allow an Int/Dex Sage to use more skill points on Mage skills instead. | |
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The change makes it more accessible in more builds. | |
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There is a huge difference between soul linked skills and regular ones.
The cast chance was increased, but the skill improvement comes from higher levels of skill being casted, as well as the addition of earth spike, an element previously ignored. | |
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Reworking of Hocus-pocus skills will happen in the near future, and should make this skill see usage other than purely an MVP generator | |
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A small boost when the sage kills a dragon | |
| Volcano | |||
| Deluge | |||
| Whirlwind | |||
| Magic Rod | |||
| Spell Breaker | |||
| Cast Cancel | |||
| NEW Platinum Skill | A new platinum skill that will give sages a small chance to drop gemstones and elemental stones when killing enemies.
This skill was proposed as a way for sages to get materials for their spells. To obtain this skill, Sages must complete Gemstone Extraction Quest. | ||
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Boost for niche AA Sage builds. | ||
Thief
| Skill | Original Value | Changed Value | Comment |
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Increases damage through higher double attack chance, making the thief class a little more competitive with classes such as archers when fighting.
Note: Sidewinder Card also benefits from this change. It now adds 7% Double Attack to the weapon that is compounded in. If the user already knows Double Attack it will use that skill level chance. | |
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This is coupled with the change of poison versus monsters and makes the skill useful at lower levels. | |
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Gives versatility to the skill and provides an extra way to confront an ailment that doesn't has many ways to deal against. |
Assassin
| Skill | Original Value | Changed Value | Comment |
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Previously, Hide could be used from Cloaking, but not vice-versa.
Cloaking can now be used from hiding in order to return to a mobile state without breaking hiding. | ||
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Boost to attack, crit chance and crit damage as Katar sins fall short of many other DPS builds.
The offhand damage of Katar builds was only 21% only if the player decided to max Double Attack for the katar bonus. This increases the off-hand damage to further reflect the damage expected of a two-handed weapon. | |
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Dagger sins are incredibly weak (one of if not the weakest melee builds). In addition to the higher double attack chance, improvements to enchant poison, the increase to attack power when double wielding should greatly improve viability of this build. | |
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Same as above. | |
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Increased the chance slightly to provide a little more viability with keeping a weapon enchanted.
Increased the duration greatly to bring this more in-line with an endow-type skill. | |
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This allows it to be more consistent with other "finisher" skills, together with increased ease of use. | |
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No catalyst and added Mailbreaker effect will make the skill see much more widespread use. |
Rogue
| Skill | Original Value | Changed Value | Comment |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. | |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. | |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. | |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. | |
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Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability. | |
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Redesigned to be an easier to use gap closing skill.
Platinum skill, Ambushing, adds a toggle to revert back to the original function of this skill at the user's choice. | |
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| Gank |
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Change brings bow rogues on par with their melee counterparts and offers more build versatility. |
| Arrow Crafting |
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| NEW SKILL |
Note: It is part of the rogue's skill tree as such you will be required to invest one point of your skill points in it if you are planning to take it. | ||
Merchant
| Skill | Original Value | Changed Value | Comment |
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Using one skill to buff another (and one skill that is almost always taken by merchants) will help merchants improve the gameplay experience. | ||
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The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed.
Therefore, the requirement of weight has been removed. | |
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This skill is grossly overprice for its effect and intended job level (15) at which it can be learned, therefore the cost was reduced. | |
| Mammonite |
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Blacksmith
| Skill | Original Value | Changed Value | Comment |
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Constantly buffing skills that provide constant passive buffs is not reasonable skill design. | |
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Constantly buffing skills that provide constant passive buffs is not reasonable skill design. | |
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Brings buff duration in line with Weapon Perfection.
Penalizing a skill does not make sense. | |
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Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element. | |
| Hammerfall |
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| Maximize Power | Disables SP Regeneration | No longer disables SP Regenration | Blacksmiths were a bit underwhelming in PVM partially due to the limiting condition to keep this skill online; it has been removed to give them a bit of a boost. |
Alchemist
| Skill | Original Value | Changed Value | Comment | |
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A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs. | ||
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This skill has been redesigned from the ground up. Cast Time is reduced to 1 second, and every cast spawns a single plant, but only one type of plant may be spawned at a time. A number of plants may be spawned that do not cost Plant Bottles at each skill level:
If the Alchemist is holding any Plant Bottles, they may spawn +1 of any plant at the cost of one bottle. Furthermore, Plant Bottles are now a usable item that can only be used by Alchemists and will spawn a Geographer that is separate from the Summon Flora skill. These bottles have a 60 second cooldown for the user, the same as the lifespan of all of these plants. |
This skill was rarely used due to the cost of plant bottles. Now a limited number of plants are freely available at all times, with the capability of expanding the monstrous garden. This essentially grants Alchemists extra autoattacks and/or a Heal every 6 seconds for free. The Alchemist's stats affect plants, primarily STR adding damage and DEX adding hit, making STR a core stat for most Alchemists. The new platinum skill Herbicide helps Alchemists stay mobile and avoid wasting plant bottles on unnecessary plants. Plant Bottles can be used from inventory without the skill, so an Alchemist can skip it and brew bottles to still have a Geo, or even buy them from other Alchemists. It is possible to have 3 Geographers active at once, or 3 Parasites and 1 Geo. More info at Alchemist Plants Guide. | ||
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The reagents are tedious to farm, so the skill was rarely worth using. Now this skill provides an alchemist reliable AoE damage, and if they wish to brew 30 bottles for the remote detonation skill, the sphere mines become much easier to use.
Without needing reagents, it demands a cooldown or will become spammable and imbalanced. | ||
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Useful as a PVM tool to pick off targets, or aggro them to lure them into range of other skills. Allows PVP builds to spec harder into STR for more damage. | ||
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More useful as a PVM tool, and more threatening in PVP situations. Allows PVP builds to spec harder into STR for more damage. | ||
| Enables throwing potions with increased healing efficacy. | Each skill level (and type of potion) provides an additional effect on the target:
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Additional effects justify the cost of using a consumable, especially when playing solo. | ||
| NEW Platinum Skill | Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist.
This is a platinum skill that any Alchemist can learn via quest. Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. To obtain this skill, Alchemists must complete the Resource Roundup Quest. | |||
| NEW Platinum Skill | Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode.
If cast on self (hold shift or use /noshift), it will destroy all currently summoned Plants (but not Marine Spheres). | |||
| NEW Platinum Skill | Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. Aftercast delay of this skill has been recently changed to 3s with a fixed minimum cooldown of 0.5s. | |||
Super Novice
| Skill | Original Value | Changed Value | Comment |
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| HP Changes |
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| SP Changes |
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| Soul Harvest | NEW Platinum Skill | See Soul Harvest |
Ninja
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| Arquivo:Shadow Slash.png Shadow Slash |
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| Arquivo:Snow Flake Draft.png Snow Flake Draft |
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| NEW Platinum Skill | See Shadow's Within Quest |
Gunslinger
- refer to discord patch log or Gunslinger pageFAZ O ÇL

































