Várias habilidades foram reequilibradas e agora se comportam de forma diferente em Sweet Old Times 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.
Originalmente tinha limite na quantidade de monstros que podia atingir.
Removido o limite de monstros que podem ser atingidos.
Se um monstro bater em uma parede durante o recuo, ele recebe dano uma segunda vez.
O segundo acerto nasceu como um bug, mas após consideração, foi decidido mantê-lo já que isso equilibra a habilidade para ser (de certa forma) comparável ao Golpe Fulminante.
Dano é (100 + 20 × Nível de Habilidade)%. (200% no nível máximo)
Dano aumentado para (200 + 20 × Nível de Habilidade)%. (300% no nível máximo)
Esta habilidade era muito fraca e, apesar do atordoamento fornecer alguma utilidade junto ao grande recuo, foi dado um pequeno aumento de dano para compensar seu uso puramente defensivo.
Reduz o delay de ataque em 20 + (1 × Nível de Habilidade)% para lanças de 2 mãos. (30% no nível máximo)
Agora reduz o delay em 20% + 1.5% por nível para lanças de 2 mãos. (35% no nível máximo)
Agora também reduz o delay em 7.5% + 0.5% por nível para lanças de 1 mão. (12.5% no nível máximo)
Builds de lança precisavam de um reforço. Apesar de mais fracas que as de Grand Cross em DPS PvE, a comunidade valorizava a diversão dessas builds. O aumento para lanças de 2 mãos e o bônus para lanças de 1 mão dão mais versatilidade, especialmente considerando o alto investimento de pontos de habilidade.
Duração: 40 + (20 × Nível de Habilidade) segundos. (240s no nível máximo)
Custo de SP: 24 + (4 × Nível de Habilidade). (64 SP no nível máximo)
Duração: 100 + (20 × Nível de Habilidade) segundos. (300s no nível máximo)
Custo de SP: 24 + (5 × Nível de Habilidade). (74 SP no nível máximo)
Aumentada a duração do buff para até 5 minutos, alinhando com outras habilidades de suporte.
Custo de SP também aumentado para compensar a duração maior.
No geral é um buff, melhorando a relação duração/SP de 3.75 [seg/SP] para 4.05 [seg/SP] (no nível 10).
Duração: 40 + (20 × Nível de Habilidade) segundos. (240s no nível máximo)
Custo de SP: 15 + (3 × Nível de Habilidade). (45 SP no nível máximo)
Duração: 100 + (20 × Nível de Habilidade) segundos. (300s no nível máximo)
Custo de SP: 15 + (4 × Nível de Habilidade).(55 SP no nível máximo)
Aumentada a duração do buff para até 5 minutos, alinhando com outras habilidades de suporte.
Custo de SP também aumentado para compensar a duração maior.
No geral é um buff, melhorando a relação duração/SP de 5.33 [seg/SP] para 5.45 [seg/SP] (no nível 10).
Causa (101 + Nível Base)% MATQ. (200% no nível base máximo)
Tempo de conjuração: 1.5 segundos
Custo de SP: 12
O aumento no dano desta magia, que escala com o nível, dá mais viabilidade para ser usada junto à rotação de suporte do Noviço.
O tempo de conjuração reduzido também aumenta a versatilidade.
Isso permite que jogadores habilidosos contribuam com DPS durante o tempo ocioso de forma mais eficaz.
Define a DEF dura da armadura do usuário para [DEF dura × 2] com limite em 90.
Define a MDEF dura da armadura do usuário para [MDEF dura × 4] com limite em 90.
Essa habilidade exigia quase nenhum equipamento para que o Monge se tornasse um tanque imbatível.
Com essas mudanças, agora será necessário ter equipamentos para atingir o mesmo nível de resistência.
A justificativa é que um Monge sem equipamentos não deveria ser mais eficiente como tanque que um Cavaleiro totalmente equipado.
Dano total por nível aumentado em 25% e agora também fornece um buff de +15% ATQ por 8 segundos após o uso.
[Nv 1]: 340% ATQ (SP 9)
[Nv 2]: 425% ATQ (SP 10)
[Nv 3]: 510% ATQ (SP 11)
[Nv 4]: 595% ATQ (SP 12)
[Nv 5]: 680% ATQ (SP 13)
Aumenta a chance de ativar Ataque Triplo no alvo (nível da habilidade*2/3, arredondado para baixo).
Esse bônus também foi adicionado para dar mais dinamismo à build de combos do Monge.
A justificativa é que, se o Monge realizar toda a sequência de combos, deve haver um pequeno bônus como recompensa.
Esse aumento moderado de ataque por curto período é razoável.
Também cria mais incentivo para utilizar **Punho Supremo de Asura** em sequência.
Não é possível mirar em inimigos, apenas no chão. O recuo é espalhado aleatoriamente.
Pode quebrar armadilhas.
Agora a habilidade pode ser usada diretamente em monstros e irá empurrá-los 1 célula ao invés de 2. Porém, o empurrão será sempre para longe do usuário, não da área de impacto.
Não pode mais mover ou quebrar armadilhas.
Jogadores pediram que essa habilidade fosse melhorada em precisão, tornando-a mirável e com recuo mais consistente. Para balancear, retiramos a capacidade de mover armadilhas. Além disso, o empurrão foi reduzido pela metade.
Duração: 40 + (20 × Nv. da habilidade). (240 seg. no nível máximo)
Custo de SP: 20 + (5 × Nv. da habilidade). (70 SP no nível máximo)
Duração: 100 + (20 × Nv. da habilidade). (300 seg. no nível máximo)
Custo de SP: 20 + (6 × Nv. da habilidade). (80 SP no nível máximo)
Jogadores pediram que a maioria dos buffs tivesse duração semelhante. Assim, a duração foi aumentada para até 5 minutos, com um custo marginalmente maior de SP.
Como na maioria dos reworks de habilidades de platina, o requisito de itens foi reduzido, já que pode ser aprendida em um nível menor. Quest de Produção de Flechas
Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets).
The damage formula per hit is:
([LUK] + [INT/2] + 6 * Steel Crow Lvl + 20) * 2)
Auto-blitz proc chance has remained unchanged.
Auto-blitz amount of hits per Job level remained unchanged.
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.
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.
Does [125 + (25 × SkillLV)]% ATK with a whip weapon. (250% at max level)
Does [175 + (25 × SkillLV)]% ATK with a whip weapon. (300% at max level). In addition, the skill gets an extra +100% ATK if used while performing.
Has a 0.3s fixed cooldown
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.
Does [125 + (25 × SkillLV)]% ATK with an instrument weapon. (250% at max level)
Does [175 + (25 × SkillLV)]% ATK with an instrument weapon. (300% at max level). In addition, the skill gets an extra +100% ATK if used while performing.
Has a 0.3s fixed cooldown
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.
Inflicts the Freeze status with a success chance of [15 + (5 * SkillLv)]% to all enemies in range.
Inflicts the Freeze status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range.
The skill's success rate now differs based on how close enemies are to the bard.
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.
Timer counts while standing, but doesn't reset with movement.
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.
Soul Strike now ignores 50% of the MDEF of any target if you have learned level 10 of the skill. The MDEF ignore is applied to any level of Soul Strike, but you must learn level 10 to get it. Note: This MDEF ignore works on everything, including MVPs and Players.
With Deluge Buff: Frost Diver will become empowered. An empowered Frost Diver has an additional 25% chance of freezing the target and also applies the “Chilled” status effect to non-boss monsters and players at a 100% chance. The Chilled status effect reduces the monster’s movement speed by 40% for 10 seconds
Adds +3 atk and 0.5% aspd per skill level while a book is equipped. (+30 atk and + 5% aspd at max level)
Max Skill Level: 10
Now adds 5+(5*SkillLevel) ATK, 2+(1*SkillLevel)% ASPD and 1% MATK per skill level while a book is equipped. (+30 atk and7% aspd at max level)
Max Skill Level: 5
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.
It can be dispelled and has cast time, cooldown and SP cost.
Shows the skill selection window when used.
The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
Level 1: up to LV 3 Napalm Beat/7% overall auto spell chance
Level 2: up to LV 1 Elemental Bolt/9% overall auto spell chance
Level 3: up to LV 2 Elemental Bolt/11% overall auto spell chance
Level 4: up to LV 3 Elemental Bolt/13% overall auto spell chance
Level 5: up to LV 1 Soul Strike/15% overall auto spell chance
Level 6: up to LV 2 Soul Strike/17% overall auto spell chance
Level 7: up to LV 3 Soul Strike/20% overall auto spell chance
Level 8: up to LV 1 Fire Ball/22% overall auto spell chance
Level 9: up to LV 2 Fire Ball/23% cast chance
Level 10: up to LV 1 Frost Diver/25% cast chance
It cannot be dispelled, has no cast time, no cooldown, no SP cost
Hind Sight no longer has a skill window when used. Instead, you can choose the level of the skill and put it on your skill bar. For example, you could choose to cast level 5 or level 6. When you use Hindsight of a certain skill level, a number will appear above you to indicate the level used.
Double Bolt has a reduced effect when a player has hindsight turned on. The double cast will only do half of the bolts it usually does, rounded up.
The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
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.
Adds chance to do a double attack at 5% x SkillLV. (50% at max level)
Adds +1 hit per skill level which only applies to double attack procs. (+10 at max level)
Increases off-hand damage of katar by 1 + (2 x SkillLV). (+21% at max level)
Now adds chance to do double attack at 7% x SkillLV. (70% at max level)
Adds +1 hit per skill level which only applies to double attack procs. (+10 at max level)
Increases off-hand damage of katar by 1 + (2 x SkillLV). (+21% at max level)
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.
Grants +4 ATK and +0.5% CRIT per level with Katars (+40 and +5% crit at max level; before the doubling effect of Katars, so think of this as a maximum of 10% increased crit rate with Katars).
Grants +50% critical damage with katars at max skill level.
Grants +4% off-hand damage per level up to 40% at level 10. (This effect stacks with the 20% given from Double Attack.)
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.
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.
Decreases attack delay with maces and axes by 30% for caster and 20% for party members for 30 seconds per skill level. (150 secs at max level)
Decreases attack delay with maces and axes by 30% for caster and 20% for party members for 70 seconds + 40 seconds per skill level. (270 secs at max level))
Constantly buffing skills that provide constant passive buffs is not reasonable skill design.
Weapon size modifiers no longer grant a penalty (all weapon types do 100% damage to all sizes) for 10 seconds per level. (50 secs at max level)
Weapon size modifiers no longer grant a penalty (all weapon types do 100% damage to all sizes) for 70 seconds + 40 seconds per skill level. (270 secs at max level)
Constantly buffing skills that provide constant passive buffs is not reasonable skill design.
Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element.
Hammerfall
Hammerfall now applies the mailbreak effect to enemies (10% increase in damage received)
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.
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:
Lv 1: 5 Mandragoras
Lv 2: 4 Hydras
Lv 3: 3 Floras
Lv 4: 2 Parasites
Lv 5: 1 Geographer
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.
Damage formula: 1000 + 200 * SkillLv + 25 * Total VIT
Marine Sphere Bottle cost removed.
Cooldown after cast increased to 0.5 seconds.
A new platinum skill immediately detonates all of your summoned Marine Spheres after a short cast time.
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.
Acid Terror
Damage formula: (100+40*SkillLv)% ATK
Costs 10 SP
Cast Time 1s
Consumes 1 Acid Bottle.
Damage formula: (100+80*SkillLv)% ATK
Costs 8 SP
Cast Time 0.5s
Can be used without Acid Bottle, but if there is at least one in your inventory an Acid Bottle will be consumed.
The Break Armor effect will only have a chance to trigger if an Acid Bottle is consumed.
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.
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.
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.