-
revdb wrote on 2014-08-26 03:27
Allow all melee skills to be loaded and used while final hit is in effect.
Each rank of final hit adds +1% to the hard cap of critical rate when the skill is on with twin swords equipped, with rank 1 allowing you to crit up to 50% of the time with twin swords.
Forces your attack speed to increase when twin swords are equipped, adding one stage of speed r9, two stages at r5, and three stages at r1. Only weapon speed increases, but stun time from weapons is not decreased.
When a melee skill is loaded, you can instantly teleport into melee range to attack, distance is based on skill rank. e.g. You have smash loaded and you click on an enemy, instead of running up to the enemy, you teleport to it and immediately execute smash. Or when you load windmill, if an enemy is not in normal wm range, your character teleports in front of the enemy and executes wm.
Synergistic effects when final hit and berserk are loaded together:
Attack speed set to very fast regardless of weapon
Stun time is that of a very slow weapon
Skill animations speed up
Teleport distance increased
Str bonus from berserk is doubled if final hit is activated alongside
Final hit duration is shortened if used with berserk
Enemies have a fixed 50% chance of landing critical hits on the user! you will be vulnerable
-
Darkboy132 wrote on 2014-08-26 03:43
Marlowe selling Gathering Knives. Makes it very convenient.
-
Tropa wrote on 2014-08-26 16:49
Positive Changes
1. Dual-Wielding Cylinders reduce it's casting time by 50%
2. Cooldown Starts when the rain starts falling
3. Frozen Blast additional Success Rate +30% at rank 1
4. Now increases all Lightning Elemental Damage by 20% at rank 1
- Lightning Bolt
- Thunder
- Shock
- Shockwave
- Thunder Breath
5. Master Title now increases it's Duration by 60 Seconds
Negative Changes
1. Aggro Limitation effect is now removed
- Smokescreen Now possesses this ability.
-
Darkboy132 wrote on 2014-08-27 00:08
Quote from Tropa;1242987:
Negative Changes
1. Aggro Limitation effect is now removed
- Smokescreen Now possesses this ability.
Aggro limitation? Do you mean offensive skills that doesn't attract aggro?
If you mean that, I particularly don't care about it for Stomp or Flame Burst, but if its taken out for Ninja that would completely kill its "stealthy" concept.
-
Tropa wrote on 2014-08-27 00:10
Quote from Darkboy132;1243060:
Aggro limitation? Do you mean offensive skills that doesn't attract aggro?
If you mean that, I particularly don't care about it for Stomp or Flame Burst, but if its taken out for Ninja that would completely kill its "stealthy" concept.
I mean the
deaggroing effect raincasting has, which reduces the enemie's aggro radius by alot.
-
Kaeporo wrote on 2014-08-27 00:21
Quote from Tropa;1243061:
I mean the deaggroing effect raincasting has, which reduces the enemie's aggro radius by alot.
Methinks it should keep that effect but its strength should be significantly reduced.
---
In reference to the aforementioned Final Hit renewal, we need to apply the KISS principle. Final Hit really only needs one change, though a second may be viable.
Suggestion: Final Hit, like Way of the Gun, does not consume Durability for the duration of the skill.
-
Eiryie wrote on 2014-08-27 00:37
Quote from Kaeporo;1243067:
Methinks it should keep that effect but its strength should be significantly reduced.
---
In reference to the aforementioned Final Hit renewal, we need to apply the KISS principle. Final Hit really only needs one change, though a second may be viable.
Suggestion: Final Hit, like Way of the Gun, does not consume Durability for the duration of the skill.
Eiry thinks Final Hit should also consume time like Final Shot when you teleport.
Either that or Final Shot shouldn't consume anywhere near as much time as it does currently.
-
Kaeporo wrote on 2014-08-27 00:41
Quote from Eiryie;1243071:
Eiry thinks Final Hit should also consume time like Final Shot when you teleport.
Either that or Final Shot shouldn't consume anywhere near as much time as it does currently.
Final Shot shouldn't consume time when teleporting nor should it have a load time.
-
Eiryie wrote on 2014-08-27 00:44
Quote from Kaeporo;1243073:
Final Shot shouldn't consume time when teleporting nor should it have a load time.
The teleport ability from FS also drops aggro. Bear that in mind.
Eiry admits the load time is something that needs to go, but if the teleport time cost is removed, there should be a different penalty for teleporting. Stamina drain, perhaps? Or a 2-second dex penalty?
-
Darkboy132 wrote on 2014-08-27 00:49
Quote from Kaeporo;1243067:
In reference to the aforementioned Final Hit renewal, we need to apply the KISS principle. Final Hit really only needs one change, though a second may be viable.
Suggestion: Final Hit, like Way of the Gun, does not consume Durability for the duration of the skill.
KISS principle? Honestly, I think Final Hit should not cause knockdown, uses very fast speed, and does not consume stamina on attack for all weapons; I could care less about the durability. Also Frenzy shouldn't consume Durability for other gun skills.
Quote from Eiryie;1243071:
Eiry thinks Final Hit should also consume time like Final Shot when you teleport.
Either that or Final Shot shouldn't consume anywhere near as much time as it does currently.
That time-consuming feature needs to go.
-
Tropa wrote on 2014-08-27 00:54
Quote from Kaeporo;1243067:
Methinks it should keep that effect but its strength should be significantly reduced.
Rain Casting
- Reduces Aggro Range by 30%
Smoke Screen
- Drops current aggro of effected monsters
- Reduces Aggro range by 80%
- Cooldown Increased to 90 Seconds
-
Darkboy132 wrote on 2014-08-28 02:52
-Every 1 Protection point negates 1% critical damage.
-Every 1 Protection point negates 1% critical rate rather than 2 point per 1% rate.
-Every 1 Protection point negates 1% Elemental Reforge damage.
-
Darkboy132 wrote on 2014-08-30 09:43
-Luck Evasion removed. This is completely pointless and unnecessary since defensive stats already negate the damage by a large amount. Also this is one of those things that heavily cripple the archery skillset.
-All Dual Gun skills, including Flash Launcher, use magic-type damage rather than range-type damage (uses Magic Defense/Protection, triggers Mana Deflector instead of Natural Shield/Heavy Stander), but retains the same damage formula and does not use Magic Attack. Mana Bullets are made of mana; how are they considered physical?
-HP given from Dual Gun skills/talent is changed to MP.
-Grandmaster Stat Changes:
--Adventurer: Increases HP/Str/Int/Dex/Will/Luck by 10 rather than 5.
--Carpentry: Increases Health by 40 rather than 30 and no longer increases Dex.
--Cooking: Increases Dex by 25 rather than 15.
--Dual Gun: Increases Min Gun Damage by 20 rather than 16 and Max Gun Damage by 25 rather than 22.
--Ninja: Increases Str by 80 rather than 70 and Will by 45 rather than 30.
--Smithing: Dex is changed to Str and increases by 25 rather than 15.
--Tailoring: Increases Dex by 25 rather than 15.
-All Ninja Skill's Master Titles increases Str and Will by 15 rather than 10.
-Explosive Kunai:
--Can be set in multiple angles rather than straight line in perpendicular, such as arc, full circle, etc.
--Trap radius increases at higher ranks.
-Smokescreen:
--No longer reduces defense. Instead, smokescreen causes the enemy to immediately lose aggro when deployed on, but immediately reaggro when deaggro effect wears off. Deaggro effect lasts 1 second at ranks N-A, 2 seconds at ranks 9-6, and 3 seconds at ranks 5-1. Master Title increases deaggro duration by 1 second rather than increasing defense. Certain enemies are immune to the deaggro effect, specifically those that cannot be hit by shadow cloak and bind.
--Invulnerability frames on execution is removed.
--Training changed to "deaggro enemy" and "deaggro # enemies".
--Cooldown raised to 45 seconds.
-Shadow Cloak:
--Damage raised from 120% -> 250%.
--Enemy immediately reaggros when cloak wears off.
--Master Title duration increase lowered from 3 seconds to 1 second and speed increase raised from 1% to 5%.
--Cooldown lowered to 40 seconds.
-
Tropa wrote on 2014-08-30 16:16
[Image: http://i.imgur.com/zcjRLNt.png]
Earth Hold
"A special type of transmutation that casts a clay hand to grab and hold the opponent, the user can also make the hand throw the victim. Monsters bound by this skill will be unable to defend themselves, and will take more physical damage. Higher Stamina will also increase it's damage"
- Gains additional damage from 15% of the user's remaining stamina.
- Attacks that cause knockback(Smash) will cancel the skill.
- Holding down "Shift" and clicking on the ground will cause the currently gripped monster to be "thrown" to the location.
- Requires both a Cylinder and a Guard Cylinder to use.
- Damage will tic every 1.5 seconds.
- Requires 5 Clay Crystals.
- Using this skill will add 25% to the Clay Attribute Marble and 12.5% to Fire Attribute Marble.
Stats
[Image: http://i.imgur.com/Ecun6og.png]
Master Title
+2 Bind Duration
+300 Casting Range
+5 Clay Alchemic Damage
-
koishi-sempai wrote on 2014-08-30 17:33
Staff Revamp:
All Staves, with the exception of the Trinity Staff, no longer require charges to cast intermediate magic.
White Wing Staff:
Now increases Mana Regeneration by 500%, stacking with Meditation and/or Demigod.
Andris Wing Staff:
Increases Int Magic Casting Speed by 10%, and can transport a party to Falias three times per real life day. If anyone in the party has traveled to Falias via this method 3 times, even if they're not the user, the effect will fail.
Demonic Infinity Staff:
New bonuses:
Break Infinity Staff Seal / 100 proficiency / Increases MATK by 20 0-0
Erg of Darkness Infusion / 30proficiency/ Increases Matk by 2 Casting Speed by 2% 0-3
Greater Erg of Darkness Infusion / 50 proficiency / Increase MATK by 4 and Casting Speed by 3%
Artisan Upgrade
35-100 Intelligence
10-50 Will
-30-50 HP
The base variant of this weapon has half bonus MATK after all bonuses are applied. Each rank above base increases bonus MATK by 5% per rank, with X grade increasing it by 10%.
Royal Crystal Wing Staff
Halves cooldowns of all cooldown based magic skills when equipped.
Increases Mana Regeneration by 200%.
Staff of Original Sin:
When equipped, provides a bonus to Intelligence equal to 20% Intelligence, that is not affected by the 1500 cap (so if a user has 1500 base intelligence, equipping this staff would give them an extra 300 regardless of the cap)
New Staff Implementation:
Dragonsoul Godstaff
16 base durability
8 base MATK
Crafting bonuses:
This item may receive randomized stat bonuses, which are compounded to its base stats (except those received through NPCs/gachapons):
Additional Max Durability: 0~16
Additional Magic Attack: 8-24
0/0: Bhafel Unsealing
+10 MATK, -3 Durability, 10% Casting Speed, 10% MP Consumption
1/1: Langhuris Unsealing
+5 MATK, 20% Cooldown Reduction (for Blaze, Meteor Strike, and Shockwave)
2/3: Elemental Condensation 3:
5 MATK, 2 Durability
3/3: Elemental Condensation
6 MATK, -3 Durability
4/4: Artisan Upgrade:
5-25 MATK
30-80 MP
10-20% Critical
Bonus Effect:
Increases all magic damage by 25%
Increases Cast Speed by 25%
Ingredients
Black Dragon Heart 1x
White Dragon Heart 1x
Black Dragon Blood: 1x
White Dragon Blood: 1x
Dragon Scale: 4x
Dragon Bone Fragment: 4x
Massive Fire Elemental: 10x
Massive Lightning Elemental: 10x
Massive Ice Elemental: 10x
Hermit Staff x 1
Demonic Firewood: 20x
Demonic Scale: 20x