Riverl Wrote:yes, seem vit and damage stat arent the king of builds anymore
even luk seem a bit more desirable now.
and no moar unbeatable IC high wizzies Muwahahaha
Time for my weird-ass build to shine RAWRRR >:3
Still, I think outside of WOE, the classes arent as balance, some classes are more well equipped to handle the situations that can get thrown at them. Sure, other class can do the same given enough effort and zenies invested, but the fact remain is that in solo fight and PVE/MVP, some classes have it much easier.
And...
In most game, a knight in a party will get yelled at for not tanking
In RO I get yelled at for trying to tank T3T
feel useless in mid-high MVPing
I'll poring cursed you range and magic users *go cry on a poring*
BIG wall of text.
They will make quad-carded weapons useless since they will now separate StatusAtk from WeaponAtk, and so far, only Racial Crit, Mobster and The Paper affect StatusAtk - all +20% cards only affect WeaponAtk.
Who wants a +80% damage 45 attack main gauche (81 attack total) instead of a stiletto that already has more without cards, or a grimtooth.
4-slotted weapons will be useful for status-inflicting/special effects (metaling) or raising critical or other secondary stats.
Criticals get buffed (+40% damage, still bypasses all defense). Luck gets better. Aspd % get killed for the most (only cards will keep %). Diminishing return on getting both high agi and high dex for aspd (if you get say, 15 aspd from agi and 9 aspd from dex, you really get 18 aspd for both together instead - still more than only agi, but far from 24).
Aspd cap increases to 193.
Level cap increases to 150 (so far, only for 3rd class, not for extended, not for 2nd or 2nd advanced).
Max base stat increases to 120.
Status immunity through stats is no longer possible (cards and equips can still do it).
Levels affect ability to hit, damage dealt and damage received.
Exp is also affected by level difference.
Drops chance is not affected by level difference however.
Ie If you can't MVP that level 70 boss, wait until you're level 130 and try again, you'll have a flee, hit, defense and damage advantage even beyond the stat difference.
+10 levels gives a bonus -10 levels gives a penalty (stats, not exp).
Exp is more lenient and the absolute minimum exp you can get from a mob is 10% of original amount. Say: 14,000 from Anubis instead of 140,000. You get a bonus for fighting mobs above you, but you'll have penalties on hit, flee, and damage, so the bonus sort of cancels itself out.
Most classes will be able to survive mobs of their own level.
Generally monsters have reduced HP from before.
Stats functionality has changed:
Strength/Dexterity (depends on melee or ranged) no longer gives exponential returns on investment every 10 points. It become linear (so its not worth reaching 120 STR usually, unless for weight limit or not having other stats needed).
Strength buffs status attack and status defense (only slightly for the latter)
Agility still gives flee and aspd. Slightly less than before.
Vitality still gives +% HP, not sure if it still buffs recovery HP items. It buffs status defense mostly.
Intelligence still gives +% SP, it also boosts status Matk, not sure if it still buffs recovery SP items. It also now reduces cast (slightly less than DEX does).
Dexterity still gives Hit. It also boosts status attack every few points. It reduces cast the most, slightly more than INT. Dexterity gives more aspd than before somewhat. It also is like strength for status attack for ranged weapons.
Luck still gives Crit and Perfect dodge at the same rates. It also gives flee (1/7), hit (1/7), status attack (1/3) though.
Resisting Stun formula from Doddler:
4,000 milli-seconds - (Base Level * 4 ms) - (Vitality * 10 ms) - (Luck *5 ms)
At level 150, with 150 total VIT and 150 total LUK, you will still have a duration of:
150*5 = 600
150*10 = 1500
150*5 = 750
4000-2850 = 1150 milli-seconds stun, or 1.15 second duration.
Other status formulas are currently unknown. Poison becomes more useful (can't just become immune to the status as easily - Argiope prevents element, not status also).
Rods and other weapons used by Matk classes (rod, book, staff, special dagger or sword etc) now give equip Matk instead of equip atk (physical).
Weaponless mages/priests etc who rely on Matk are about half as strong as with weapon, so strip is now effective for weapon, on them.
Heal now relies on Matk. Backstab can stun 25% chance at max level.
Unreduceable cast used to be too slow, but its been balanced since and it sounds okay from what Doddler says now.
I guess you can tell I've read dozens and dozens of thread pages from kRO Renewal's forum on iRO wiki.
Skill modifications are too early to know, but Sonic Blow + EDP + Soul Link gets nerfed. EDP + skill at all gets nerfed, to +400% damage instead of *400%.
Crit Guillotine Cross will become popular like in the old days...but with some actual power (some of the new skills are VERY nice) unlike in the old days.
Those who made a Assassin Cross only for EDP + SB will regret it. Those who built only on Soul Breaker/Destroyer will also regret it, since it gets nerfed badly.
So far Ranger gets no new Falcon skill, all are Warg or general bow/trap skills. I sort of like the Falcon personally.