![]() ![]() Increased double grip bonus for magic attack from +12% to +17% Increased double grip bonus for weapon attack from +25% to +33% Increased spellblade/tempr from flat +20 to +50% attack bonusĪdded +20 flat attack to spellblade/flare Nerfed spellblade additional element factor from 2 to 1.25Ĭhanged spellblade to actually add its element to the weapon's base element instead of only roling a second element check MightAmp now also boosts non-elemental magic by 33% and weapon attack by 25% Poison ticks against heavy targets get more infrequent over time, refreshed by applying poison again Weakness hits against targets with excessive defense bypass some defense Pierce now also makes attacks ignore up to 20 (magic) defense after other reductions like elemental weakness Replaced evade% in equip/status with magic attack powerĪdded experimental faster dash: hold Y instead of B to run even faster **1-stack feather from !Item would be 14k self-damage, 50-stack Elixir about 900, mere Potion 192 damage *you know: Hero-Bot, He-Robot, not-I-Robot Though there will be no double-unlock like in vanilla where you had to e.g. The first 2 of each menu will be always available and the other 6 will be tied to conditions - like you currently need for !Black to buy the spells and for !Blue get hit by them. !Drink, Brawl - same as from other jobs that have thoseĬurrently, the new "spell" menus have all their spells always unlocked. Recycle - passive ability to speed up item cooldown !X-Item - same as !Item but with multitarget and double cooldown Overload: set own item cooldown to 0 at cost of some HP (can be lethal**) HeRoBot*: summon Prototype to deal lightning damage and HP leak to all enemies Guardian: summon IronGolem to negate physical damage (Golem effect) Shock: summon Bardandels to inflict paralyze on all enemies ![]() Swap: switch remaining item cooldown with target Turret: summon turret to deal earth damage to one enemy SteadyMP only works up to 99 MP (it is steady MP, not steady TURNS!!) ![]() Nerfed demi vs heavy to 1/4 instead of 1/2 the usual powerĭemi and psych now respect the power penalty for being used via x-magic Nerfed X-Magic/Shift to quartering missing delay instead of setting to 0, Time/Shift is unchanged set to 0 Singing gets ended when max buffs are reachedīlue/Vampire: now works like a 80 power non-elemental drain spell Now shows the job's main ability in the abiltiy selection instead of just "ability" Modifed delay for actions 0 tick delays are now possible (most abilities), non-0 delays are now modifed by AGL (Slash, Jump, BuildUp.) Increased abp gain from exp/128 to exp/32 Increased effect of difficulty on enemy damage output MP soft caps at 200 and 300, hard cap at 400 before %MP abilities which cap at 500Īdjusted HP/MP curve of player charactersĭecreased general HP growth of enemies by about 15% Fixed exp options not working as intendedįixed bug that made X-Fight and TwinCut randomly crash the gameįixed bug that made certain escaping enemies not really escape (also applies to SolCannon self-destruct)įixed interaction with X-magic and Time/Echo spellĪltered MP calculation to (2xSTR + 1xMAG + base + JobBonus) * (MAG+64) / 64 ![]()
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