Class Mechanic Changes

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Below are all changes directly to the class skills. Note that heRO also has a lot of custom gears that may interact with skills in different ways, but changes here apply to all players regardless of their gear choices.

To read up on heRO's philosophy, Click Here

To read up on Alchemist Update that's not yet added to the tables below, you can read about it Here

General Mechanics Change

  • Movement speed is capped at the value of 50 for both players and monsters

For reference:

  • Normal player moves at speed 150
  • Increase Agi lowers this value by 25
  • Speed Potion lowers this value by 50
  • Frenzy lowers this value by 25
  • Bio3/Bio4 MVP moves at speed 100 if they are not buffed

Status Changes

These are 3rd class status effects which Pre-renewal players may not be familiar with.

Status  Details

Burning

  • Deals fixed (1000 + 3% of MaxHP) damage every 3 seconds. Damage can not be reduced.
  • Reduce 25% MDEF
  • Burning Status now has a minimum duration of 3 seconds instead of 10 seconds.
  • Duration is reduced by AGI, and slightly reduced by LUK
  • Boss monsters are immune to Burning
  • Burning damage is not considered as damage from player (counts as Kill Steal), and as such will reduce the experience given from the monster.
  • If the last hit on a monster is from burning damage, it will not count towards a quest kill count.

Deep Sleep

  • Chat is disabled
  • 2% of maximum HP/SP is recovered each second
  • Damage from the next attack is amplified by 1.5x
  • Duration is reduced by Base Level and INT
  • Deep Sleep now has a minimum duration of 3 seconds instead of 5 seconds.

Frost

  • Reduce movement speed by 30%
  • Reduce attack speed by 30%
  • Reduce Hard Def by 30% (10% on monsters)
  • Duration is reduced by VIT and DEX
  • Frost now has a minimum duration of 3 seconds instead of 6 seconds.

Marsh of Abyss

  • Remove speed boosting skill effects and items
  • Reduce movement speed by 10 to 50%
  • Decrease AGI, DEX and FLEE
  • Marsh of Abyss now has a minimum duration of 3 seconds instead of 5 seconds.

Stasis

  • Similar to silence where it seals usage of certain skills
  • Duration is reduced by VIT and DEX
  • Stasis now has a minimum duration of 3 seconds instead of 5 seconds.

Archer Class

Skill Changes  Details

Arrow Crafting

  • Please see Arrow Crafting for the expanded list of possible arrow crafts

Bard Class

Skill Changes  Details

Assassin Cross of Sunset

  • Gunslinger weapon receives the ASPD boost from the song
  • Only bows are unaffected by the song

Dancer Class

  • Whip weapons have identical size modifiers as Musical Instruments, using size modifiers of 75/100/75 for small/medium/large targets respectively


Skill Changes  Details

Slow Grace

  • Can dispel NPC_AGIUP ability

Acolyte Class

Skill Changes  Details

Increase Agility

  • The skill no longer has a cast requirement of 15 HP

Thief Class

Skill Changes  Details

Steal

  • It is now possible to steal items in a monster's item slot 8, 9 and 10, which is utilized in heRO but not by official monsters.
  • Steal order is randomized: the order of the items listed in the database do not matter

Double Attack

  • Double Attack can trigger Critical Hits

Rogue Class

Skill Changes  Details

Graffiti

  • Graffiti cannot be used on or near Land Protector to dispel Land Protector

Not a direct change to Plagiarism, but heRO also has a NPC that can let Rogues copy skills for Plagiarism without the help of any players at the cost of a small fee. You can read about it here

Merchant Class

For details regarding the Merchant/Blacksmith class changes, please see the detailed forum thread: [1]

  • Cart Decorator is available to change the appearance of your cart. This has no mechanical benefit.
Skill Changes  Details

Cart Revolution

  • The damage of Cart Revolution no longer depends on the weight of your cart: the damage always assume as if your cart is full

Identify

  • SP Cost: 10 => 1

Mammonite

  • SP Cost: 5 => 2
  • Mammonite can deal Critical damage

Blacksmith Class

Crafter's Guild to reduce the need of a party in order to brew, forge or cook on your own

For details regarding the Merchant/Blacksmith class changes, please see the detailed forum thread: [2]

Skill Changes  Details

Maximize Power

  • Maximize Power is not removed upon death

Weapon Perfection

  • Change the duration from 10s/20s/30s/40s/50s to 30s/60s/90s/120s/150s

Repair Weapon

  • All repairs uses Steel, regardless of the Weapon Level of the broken weapon

Overthrust

  • Weapons have no break chances from Overthrust
  • Change the duration from 20s/40s/60s/80s/100s to 30s/60s/90s/120s/150s

Unfair Trick

  • New effect: reduces the cost of Mammonite (and Throw Zeny) by 10% per level
  • New effect: reduces the cost of Cart Termination and Maximum Overthrust by 10% per level beyond the first level of this skill
  • Unfair Trick cannot lower these skills beyond a cost of 1 zeny, regardless of level

Greed

  • SP Cost: 10 => 1

Whitesmith Class

Skill Changes  Details

Cart Termination

  • SP Cost: 15 => 5
  • The damage of Cart Termination no longer depends on the weight of your cart: the damage always assume as if your cart is full

Maximum Overthrust

  • SP Cost: 15 => 5

Alchemist Class

Crafter's Guild to reduce the need of a party in order to brew, forge or cook on your own

Skill Changes  Details

Potion Pitcher

  • If you don't have regular red/orange/yellow/white/blue potions but you have their corresponding Light version of the Potion, Potion Pitcher will still work by pitching Light version of the Potion instead. The game will prioritize pitching "fat" potions before Light Potions. Light Potions do not affect the healing values of the skill at all.

Demonstration

  • Now uses "Small Flammable Flask" as catalyst, which can be bought from NPC stores for 200z.
  • Skill ratio improved: 100 + 20 per skill level => 100 + 40 per skill level

Acid Terror

  • Now uses "Small Acidic Flask" as catalyst, which can be bought from NPC stores for 100z.
  • Skill ratio improved: 100 + 40 per skill level => 100 + 60 per skill level
  • Armor break ratio: 3:7:10:12:13 => 4:7:10:13:16%

Summon Marine Sphere

  • For every 15 points of max HP you possess, add 1 HP to your Marine Sphere for every level of Summon Marine Sphere mastered. (At max level of marine sphere, the sphere inherit a third of your max HP.)
  • When hit by the skill Cart Revolution, Marine Sphere will also attempt to detonate immediately
  • When hit by the skill hit by Fire Bolt, Marine Spheres will detonate instantly, with no cast time.
  • When hit by the skill Magnum Break or Demonstration, they will cast snap/body relocation to any cell within a 9x9 area, and detonate 2 seconds after.

Bio Cannibalize

  • For every 5 points of STR you possess, add (skill level of Summon Flora) STR to your plants.
  • For every 5 points of AGI you possess, add (skill level of Summon Flora) AGI to your plants.
  • For every 5 points of INT you possess, add (skill level of Summon Flora) INT to your plants.
  • For every 5 points of VIT you possess, add (skill level of Summon Flora) VIT to your plants.
  • For every 5 points of LUK you possess, add (skill level of Summon Flora) LUK to your plants.
  • For every 15 points of HIT you possess, add (skill level of Summon Flora) DEX to your plants.
  • For every 5 points of ATK you possess, add (skill level of Summon Flora) atk to your plants.
  • For every 10 points of max HP you possess, add (skill level of Summon Flora) max HP to your plants. (At max level of plants, the plants inherit roughly half of your max HP)

Unfair Trick

  • New effect: reduces the cost of Mammonite (and Throw Zeny) by 10% per level
  • New effect: reduces the cost of Cart Termination and Maximum Overthrust by 10% per level beyond the first level of this skill
  • Unfair Trick cannot lower these skills beyond a cost of 1 zeny, regardless of level

Twilight Alchemy 2

  • No longer requires particular party member in the party for the skill to work

Twilight Alchemy 3

  • No longer requires particular party member in the party for the skill to work
  • Creates 50 alcohol instead of 100 alcohol. Its item requirement is modified to check for 50 alcohol instead of 100 as well.

General Homunculi Changes

  • Homunculus can now critically hit
  • Greatly reduce the RNG variation with an auto-reroll system on level up: for each stat that got no gains at all (+0), the game will automatically re-roll the odds to see if you can get a +1 to the stat. While it's possible that you still get a +0 in the end, at least you get a 2nd chance. Note that the reroll does not permit you to get a +2 or a +3 in a stat. This happens automatically whenever you level up. You will see the notification of the system kicking in within your chatbox.
  • All Homunculus have their level up stat adjusted. In general, all homunculi is getting a stat buff in EVERY category. You will see the standard deviation to have greatly narrowed (aka: less likely to be screwed by RNG), while retaining the potential high ceiling in almost all cases.
  • Homunculus has a hard cap of 95 hard def and 95 hard mdef

Lif Homunculus

  • is now classified as Plant race instead of Demi-Human race
Skill Changes  Details

Emergency Escape

  • Aftercast delay changed to 5 seconds per level (Level 5 - 25 Second Delay)

Mental Change

  • Aftercast delay reduced to 25 seconds at all levels
  • Lowers Lif's flee by 20 (which still results in a net gain of 30 Flee for a typical heRO Lif compare to vanilla pre-re server's Lif)

Amistr Homunculus

Skill Changes  Details

Bulwark

  • SP cost decreased to be 20 at all levels.
  • Change the duration from 40s/35s/30s/25s/20s to 60s at all levels.

Adamantium Skin

  • Instead of 2% hp, 5% hp regen and 4 hard def per level, it's boosted to 3% hp, 10% hp regen and 6 hard def per level. (50% boost in effectiveness)

Bloodlust

  • Atk boost: 130%/140%/150% => 140%/170%/200%
  • Leech chance: 3%/6%/9% => 100% all levels (constantly activate)
  • Leech amount: 20 all levels => 10+10 per level (20%/30%/40%)
  • Cooldown reduced to 0: skill can be re-casted at any time in case the buff is dispelled for any reason (such as death)

Filir Homunculus

Skill Changes  Details

Fleet Move

  • Cooldown changed to 55+5*Skill Lv seconds

Overclock

  • Cooldown changed to 55+5*Skill Lv seconds

Wizard Class

Skill Changes  Details

Amplify Magic Power

  • The cast time of Amplify Magic Power is affected by status effects, such as Suffragium (but still not affected by Dex)

Sage Class

Skill Changes  Details

Abracadabra

  • Vending, Arrow Crafting, Pharmacy, or Flag Graffiti will not be used as a possible skill out of Abracadabra

Taekwon Class

Skill Changes  Details

Run

  • New effect: on a BG map, Run immediately grants the strength bonus instead of initiating the Run movement

Star Gladiator Class

  • No longer requires extra EXP to level; Star Gladiator requires the same amount of EXP to level as a Soul Linker

Soul Linker Class

Skill Changes  Details

Soul Links (all)

  • Soul Link status now persist after logging out

Super Novice Link

  • Casting Super Novice Link always resets the death count for a Super Novice on every casting

Kaina

  • New effect: Kaina cannot lower sp cost of skills to be lower than 1, regardless of the level of Kaina learnt. This is a safety measure and is not noticeable by normal means.

Ninja Class

  • Kunais can be purchased from NPC Shop directly
  • Master Ninja Hanzo at Amatsu (near the boat where the Save NPCs are) can package Ninja ammos and Ninja stones into boxes, similar to how quivers work for Archers

For details regarding the Ninja class changes, please see the detailed forum thread: [3]

Skill Changes  Details

Mist Slash

  • Skill ratio: 100 + 10 per skill level => 100 + 20 per skill level + INT stat
  • Eg: if Ninja has 30 Int, then a level 3 Mist Slash will deal (100 + 20 * 3 + 30)% ATK which is 220%
  • SP Cost: 8 + 2 per skill level => 10 at all skill level
  • This skill still deals 100% physical damage, regardless of the INT aspect

Shadow Slash

  • Skill ratio: 100 per skill level => 120 per skill level + 3 * int
  • Eg: if Ninja has 30 Int, then a level 3 Shadow Slash will deal (120 * 3 + 30 * 3)% ATK which is 450%
  • SP Cost: 12 + 2 per skill level => 9 + skill level
  • This skill still deals 100% physical damage, regardless of the INT aspect

Throw Mastery

  • Instead of working exclusively with Throw Shuriken, the passive bonus will also apply to Throw Kunai, Throw Fuuma Shuriken and Throw Zeny.

Throw Shuriken

  • Skill ratio: 4 ATK per skill level => 4 ATK per skill level + 8% per skill level
  • i.e. At level 10, now it has a base 180% ATK with 40 bonus ATK instead of 100% ATK with 40 bonus ATK.

Throw Huuma Shuriken

  • Skill ratio: 50 + 150 per skill level => 50 + 150 per skill level + 3 * int
  • Eg: if Ninja has 30 Int, then a level 3 Throw Huuma Shuriken will deal (50 + 150 * 3 + 30 * 3)% ATK which is 590%
  • Cast Time: 3 seconds => 1 second
  • Damage is no longer divided among all targets
  • This skill still deals 100% physical damage, regardless of the INT aspect

Mirror Image

  • SP Cost changed
  • Old: 30:32:34:36:38:40:42:44:46:48
  • New: 30:32:34:36:38:40:42:35:28:21

Ninja Aura/Soul

  • HP Cost: removed
  • SP Cost: 10 + 10 per level => 15 + 5 per level

Wind Blade

  • Skill ratio: 100% per bolt => (75+str)% per bolt
  • Number of bolts: 1/2/2/3/3/4/4/5/5/6 => 2/3/4/5/6/7/8/9/10/11
  • Eg: if Ninja has 30 Str, then a level 3 Wind Blade spell will deal (75 + 30)% MATK per bolt which is 105% MATK, dealing 4 bolts in total
  • Change in Damage Per Level (assuming 0 strength) 100/200/200/300/300/400/400/500/500/600 => 150/225/300/375/450/525/600/675/750/825
  • This skill still deals 100% magical damage, regardless of the STR aspect

Lightning Crash

  • Skill ratio: 160 + 40 per skill level => 160 + 40 per skill level + 3 * str
  • Eg: if Ninja has 30 Str, then a level 3 Lightning Crash spell will deal (160 + 40 * 3 + 30 * 3)% MATK which is 370%
  • This skill still deals 100% magical damage, regardless of the STR aspect

North Wind

  • Skill ratio: 100 + 100 per skill level => 100 + 100 per skill level + str * 2
  • Eg: if Ninja has 30 Str, then a level 3 North Wind spell will deal (100 + 100 * 3 + 30 * 2)% MATK which is 460%
  • This skill still deals 100% magical damage, regardless of the STR aspect

Crimson Fire Petals

  • Skill ratio: 90 per level => 90 + (half of STR)
  • Eg: if Ninja has 30 Str, then a level 3 Crimson Fire Petals spell will deal (90+ 30 * 0.5)% MATK which is 105% each bolt
  • This skill still deals 100% magical damage, regardless of the STR aspect

Falling Ice Meteor

  • Skill ratio: 100 + 50 per skill level => 50 + 150 per skill level + 3 * STR
  • Eg: if Ninja has 30 Str, then a level 3 Falling Ice Meteor spell will deal (50 + 150 * 3 + 3 * 30)% MATK which is 590%
  • This skill still deals 100% magical damage, regardless of the STR aspect

Skill Clarification: Final Strike

  • There is no change to this skill. However, iRO classic wiki erroneously claim that damage is reduced to bosses. That is not true in heRO or any private servers that utilize the Hercules engine. Furthermore, the damage formula is "(STR*40) + (HP/10 + 35)*skill level".

Unfair Trick

  • New effect: reduces the cost of Ninja's Throw Zeny by 10% per level
  • Unfair Trick cannot lower these skills beyond a cost of 1 zeny, regardless of level
  • Note that Ninja cannot naturally learn Unfair Trick skill by leveling.

Gunslinger Class

  • The bard skill "Assassin Cross of Sunset" can boost the ASPD of all gunslinger weapons
  • Revolver base ASPD improved: 700 => 650
  • Gatling Gun base ASPD improved: 700 => 550
  • Elemental Bullets are available for purchase from NPC shops
  • Spheres can be purchased directly with zeny from NPC shops
  • Ammo Magazine Shop in Alberta, Einbroch (near Save NPC), Izlude and Gunslinger Guild can package Gunslinger ammo and spheres into boxes, similar to how quivers work for Archers
Skill Changes  Details

Flip the Coin

  • The success rate to get Heads on this skill increased from 30/40/50/60/70% to 35/50/65/80/95%

Bull's Eye

  • SP Cost: 30 => 15

Chain Action

  • Can be used when you have Gatling Guns equipped as well
  • Chain Action can deal Critical damage

Madness Canceller

  • SP Cost: 30 => 20
  • Cast time reduced from 3s to 0s
  • Aftercast delay reduced from 4s to 1s
  • Stay duration decreased from 15 to 10 second
  • BATK boost increased from 100 to 120
  • ASPD boost increased from 20% to 25%
  • You can cast the skill again to end the stance prematurely

Gunslinger's Panic

  • SP Cost: 15 => 5
  • Duration decreased from 30s to 10s
  • Cast time reduced from 3s to 0s
  • You can cast the skill again to end the stance prematurely

Increase Accuracy

  • SP Cost: 30 => 20
  • Duration increased from 1 min to 2 min 30s

Single Action

  • ASPD boost changed from 1/1/2/2/3/3/4/4/5/5 to 1/2/2/3/3/4/4/5/5/6

Tracking

  • Cast time can be reduced by Poem of Bragi

Piercing Shot

  • Revolver damage: increased from 120/140/160/180/200% to 130/160/190/220/250%
  • Rifle damage: increased from 180/210/240/270/300% to 200/250/300/350/400%
  • Piercing Shot can deal Critical damage

Rapid Shower

  • Can be used when you have Gatling Gun equipped
  • SP Cost: 22/24/26/28/30/32/34/36/38/40 => 15/17/19/21/23/25/27/29/31/33

Desperado

  • SP Cost: 32/34/36/38/40/42/44/46/48/50 => 22/24/26/28/30/32/34/36/38/40
  • Base success rate of Desperado connecting a hit is increased from 30% to 35%

Gatling Fever

  • ASPD boost changed from 2/4/6/8/10/12/14/16/18/20% to 2.5/5/7.5/10/12.5/15/17.5/20/22.5/25%
  • Flee penalty changed from 5/10/15/20/25/30/35/40/45/50 to 3/6/9/12/15/18/21/24/27/30
  • ATK boost changed from 30/40/50/60/70/80/90/100/110/120 to 35/50/65/80/95/110/135/150/165/180

Spread Attack

  • Damage changed from 100/120/140/160/180/200/220/240/260/280% to 230/260/290/320/350/380/410/440/470/500%

Ground Drift

  • SP Cost: 4/8/12/16/20/24/28/32/36/40 => 3/6/9/12/15/18/21/24/27/30
  • Damage changed from a flat 100% of base ATK + a flat 50/100/150/200/250/300/350/400/450/500 damage to a 140/180/220/260/300/340/380/420/460/500% of base ATK + a flat 100/200/300/400/500/600/700/800/900/1000 damage
  • Each level adds a 10% to cause the Burning status to affected target, up to a maximum of 100% base change to cause the Burning status

Super Novice Class

  • You can now class change to a Super Novice at base level 15 instead of 45
  • Soul Link always resets your death count
  • Cart Decorator is available to change the appearance of your cart. This has no mechanical benefit.
  • You can use either version of the Super Novice Chant
  • Crafter's Guild to reduce the need of a party in order to brew, forge or cook on your own
  • Crafter's Guild has a Soul Linker who can link you temporarily, intended for Alchemist to brew. However, you can use this to reset the death counter on your own as well.

Monster Exclusive Skills

Skill Changes  Details

Agi UP (NPC_AGIUP)

  • No longer doubles Flee of the user
  • Movement speed increases by 100 (with a cap to movement speed 50)
  • The duration of Agi Up is reduced from 6 seconds per level to 3 seconds per level

Attribute Change

  • If a monster uses level 1 version of a skill that changes its element, it will take on level 1 of that element instead of being random.
  • There is no change to level 2 to 4 version of these skills as they already change to the corresponding elemental level.

Hell Power

  • The duration of Hell Power is changed to be 1 minute per level of Hell Power used, instead of a fixed 5 minute duration

Dignity of Hell

  • The duration of Hell's Dignity is changed to be 1 minute per level of Hell Power used, instead of a fixed 5 minute duration
  • The range of Hell's Dignity has been modified to be 11x11 at level 1, and increase in radius by 2 cells per level up to a maximum of area of 27x27 (similar to most other monster skills such as Earthquake or Hell's Judgment)

3rd Class Skills

All 3rd class skills (which are only used by monsters, and are currently not available to players, even via custom items or cards) deal 50% damage per level, with all extra variables for damage calculation removed. Exceptions to this are listed below.

  • Duple Light: both its physical and magic portion now scale by 10% per level, starting at 100%
  • Jack Frost: if target is affected by Frosty Misty, then damage is doubled
  • Comet: The 4 damage zone changes by 200/150/100/50% (200 being ground zero) per skill level damage instead of the original scaling
  • Chain Lightning: Base matk follows "standard" heRO formula of 50% per level. Chain Lightning Chain bonus damage is adjusted to [50 × (Max Chain count ? Chains)]% (which is halved from the original formula). If the chaining target of Chain Lightning is above 9, the chain bonus damage is capped as if the chain is at 9
  • Earth Grave: all extra variables for damage calculation, except for Cursed Soil effect, are removed
  • Diamond Dust: all extra variables for damage calculation, except for Cooler effect, are removed
  • Poison Buster: all extra variables for damage calculation, except for Cursed Soil effect, are removed
  • Psychic Wave: all extra variables for damage calculation, except for Cursed Soil/Heater/Cooler/Blast Mine effect, are removed
  • Varetyr Spear: all extra variables for damage calculation, except for Blast Mine effect, are removed
  • Cloud Kill: all extra variables for damage calculation, except for Cursed Soil effect, are removed
  • Eraser Cutter: all extra variables for damage calculation are removed
  • Sonic Wave: base damage follows heRO 3rd class standard, but range formula is kept in tact
  • Ignition Break: scaling based on damage zone is now 150/100/50, no longer affected by base level. Elemental fire bonus is kept
  • Storm Blast: still scales depending on int, but the constant factor is now 50 instead of 100 (effectively half damage compare to official formula)
  • Phantom Thrust: no longer has level based scaling
  • Arms Cannon: 75% per level for medium, 100% per level for small, 50% per level for large. Skill also no longer has base level scaling
  • Axe Tornado: wind damage bonus and distance penalty is kept
  • Earth Shaker: damage against invisible or hiding enemies are doubled
  • Tiger Cannon: no change to the formula except that it has no base level scaling
  • Knuckle Arrow: kept all interactions, except that it's 50% per level on both portion of base damage and collision damage
  • Ride In Lightning: wind weapon will double damage
  • Cross Strike: additional damage is kept