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10 hours ago, Sephylon said:

think venom bleed of the gx rework

6.5. Venom Bleed : Reduces damage taken from melee reflect damage by 30%.

Which other class reflects damage other than Crusader/Paladin/RG? im confused.
So the skill basically becomes a more PVM skill, pvp players can forget about the skill.

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Look I know you guys are all excited but please. Sigma is just a messenger, he isn't a part of the kro staff or anything. He's only relaying news that kro announces in their website and doesn't know a

- Jobs Improvement Bundle - 1. Rune Knight 1.1. Dragon Breath / Dragon Breath - Water - Improves base level modifier from (base level/150) to (base level/100). 1.2. Dragon Training

- Genetic (3rd) - The contents of Genetic third improvement as below :   1. Cart Cannon Increases the influence of Int in skill damage formula. Skill base damage will be incre

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- Jobs Improvement Bundle -

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1. Rune Knight

1.1. Dragon Breath / Dragon Breath - Water
- Improves base level modifier from (base level/150) to (base level/100).

1.2. Dragon Training
- Improves the influence on Dragon Breath and Dragon Breath - Water damage to (90 + (10 x skill level))%.

1.3. Sonic Wave
- Improves damage formula. New damage formula : (1050 + (150 x skill level))%Atk.
- Reduces cooldown from 2 seconds to 1.75 seconds, reduces delay after skill from 1 second to 0.5 seconds.

1.4. Storm Blast
- Improves damage formula, damage is increased from 1500% to 2100% based on 120 Str.

1.5. Wind Cutter
- Increases cooldown from 0.2 seconds to 0.350.3 seconds based on level 5, reduces delay after skill from 1 second to 0.70.5 seconds.
- Reduces SP consumption from 50 to 35 based on level 5.

1.6.Ignition Break
- Reduces area of effect from 11x11 cells to 9x9 cells, critical trigger chance is improved from the half of user's cri to user's cri.
- Improves damage formula. New damage formula : (450 x skill level)%Atk.

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2. Royal Guard

2.1. Reflect Damage
- Changes the skill name to "Reflect Damage Reduction".
- Changes the skill effect from reflect damage taken to reduce damage taken from melee reflect damage by (10 x skill level)%.

2.2. Shield Spell
- Level-specific effect will be unified into only 1 effect, changes the skill effect as below.
Level 1 : Recovers 3% of user's MaxHP every 3 seconds for 90 seconds.
Level 2 : Recovers 3% of user's MaxSP every 5 seconds for 90 seconds.
Level 3 : Atk + 150 and Matk + 150 for 90 seconds.

2.3. Banding
- Changes the skill effect.
- Can only be used when in party, increases user's Def depends on number of party member within 11x11 cells around around the user, Def + 15 + (3 x skill level) per 1 party member.

2.4. Hesperus Lit
- Removes cast condition.
- Improves damage formula. New damage formula : (300 x skill level)%Atk.
- When using under Inspiration state, increases damage to (450 x skill level)%Atk

2.5. Earth Drive
- Removes target's defense reduction and attack speed reduction inflicting effect, removes shield destruction chance.
- Improves damage formula. New damage formula : (380 x skill level)%Atk, replaces shield weight and shield refine rate factors with skill level and user's Str and Vit factors.
- Changes skill property from forced earth property to depend on weapon property instead.

2.6. Vanishing Point
- Improves damage formula. New damage formula : (80 x skill level)%Atk.

2.7. Cannon Spear
- Changes from dealing damage to all enemies in straight line to dealing damage to nearby enemies around the target. Area of effect : 3x3 (level 1~3) / 5x5 (level 4~5).
- Increases SP consumption to 50 based on level 5, reduces cast range from 9 to 7 cells.
- Has a chance to trigger critical. Critical chance is the half of user's Cri.

2.8. Moonslasher
- Removes immobilize / sit inflicting effect, instead increases Overbrand damage for (2 x skill level) seconds.

2.9. Overbrand
- Changes the skill logic. The skill becomes self cast, no longer require to cast on ground, removes knock-back inflicting effect.
- Improves damage formula. New damage formula : (300 x skill level)%Atk. If using after Moonslasher, increases damage to (450 x skill level)%Atk.

2.10. Genesis Ray
- Removes HP consumption, increases SP consumption from 90 to 120 based based on level 10.
- Changes skill logic, the skill becomes self cast, no longer require to cast on ground.
- Improves damage formula. New damage formula : (230 x skill level)%Matk, damage is increased depend on user's Int.
- When Inspiration is active, increases damage to (300 x skill level)%Matk and change the skill property to neutral.

2.11. Inspiration
- Increases duration to (30 + (30 x skill level)) seconds.
- Removes EXP cost and buff dispelling on casting.
- Removes self damage on each attack, changes to can be used with Banding and Prestige (However Banding and Prestige can't be used together).
- Changes the skill formula. Hit + (12 x skill level), All Status + (6 x skill level), MaxHP + (4 x skill level)%, Atk + (40 x skill level), Matk + (40 x skill level), drains (3.5 - (0.5 x skill level))% of MaxHP and (4.5 - (0.5 x skill level))% of MaxSP per 5 seconds.

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3. Mechanic

3.1. Arm Cannon
- Reduces fixed casting time from 0.2 seconds to 0.1 seconds based on level 5.
- Reduces variable casting time from 2.2 seconds to 2 seconds based on level 5.
- Reduces cooldown from 0.65 seconds to 0.3 seconds based on level 5.
- - Improves damage formula. New damage formula : (400 + (300 x skill level))%Atk regardless of target size, improves base level modifier from (base level/120) to (base level/100).
- Cast range is 9 cells regardless of skill level. Area of effect : 3x3 cells (level 1~3) / 5x5 cells (level 4~5).

3.2. Knuckle Boost
- Reduces variable casting time from 1 second to 0.5 seconds based on level 5.
- Increases SP consumption from 15 to 25 based on level 5.
- Improves damage formula. New damage formula : (100 + (200 x skill level))%Atk.
- Improves base level modifier from (base level/120) to (base level/100).

3.3. Axe Tornado
- Removes bonus damage when equipping wind property weapon, removes damage penalty on outer area of effect.
- Removes HP consumption, increases SP consumption from 26 to 45 based based on level 5.
- Improves damage formula. New damage formula : (200 + (180 x skill level))%Atk.

3.4. Power Swing
- Improves damage formula, damage is increased from 1300% to 1800% based on level 10, improves base level modifier from (base level/120) to (base level/100), corrects the base level modifier to affects the entire skill damage, reduces the influence of user's Str and Dex factors in the skill formula by half.
- Removes Axe Boomerang auto-casting.

3.5. Vulcan Arm
- Improves damage formula. New damage formula : (140 x skill level)%Atk., improves base level modifier from (base level/120) to (base level/100).
- Unifies cooldown to 0.1 seconds regardless of skill level, adds variable casting time by  0.2 seconds.
- Increases SP consumption from 6 to 15 based on level 3, increases area of effect from 3x3 cells to 5x5 cells.

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4. Genetic

4.1. Prepare Potion
- "Homunculus Supplement" can be crafted with this skill, using Homunculus Supplement will increase intimacy of Homunculus. Requires Potion Creation Guide and learning Bioethics skill to craft Homunculus Supplement. Recipe : Seed of Life 1 ea + Yellow Herb 1 ea + Empty Bottle 1 ea.

4.2. Aid Potion
- Increases effectiveness when using on Homunculus by 3 times.

4.3. Cart Tornado
- Improves damage formula. New damage formula : (200 x skill level)%Atk.

4.4. Cart Cannon
- Improves damage formula. New damage formula : ((250 x skill level) + ((20 x skill level) x (Cart Remodeling skill level)))%Atk, doubles the influence of user's Int factor.

4.5. Blood Sucker
- Reworks skill, consumes 5 ea of Blood Sucker Plant Seed to give a buff to 1 party member, target gains ((-1) + (2 x skill level))% chance to restore (skill level)% of damage as HP when dealing physical damage. Skill duration : ((-20) + (60 x skill level)) seconds.

4.6. Spore Explosion
- Removes primary damage (Main single target damage). Secondary damage (Splash damage) remains. New damage formula : (400 + (200 x skill level))%Atk.
- Adds the debuff that affected target will take more damage from long ranged physical damage by 10% (reduces to 5% on boss monsters) for 5 seconds.

4.7. Homunculus
- The experience required on level 1~99 is greatly reduced.
- Increases bonus HP and SP gained from raising base level of basic homunculus.
- Increases bonus HP and SP gained from evolving homunculus.
- Increases bonus HP and SP gained from raising base level of homunculus S.
- Increases bonus HP and SP gained from changing homunculus to homunculus S.
(The HP and SP increasing effects only apply to new homunculi that are created after this update).

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4.8. Call Homunculus
- Consumes 1 Seed of Life to summon vaporized Homunculus.
- Homuculus last for 1800 seconds. Homunculus will perform action as A.I. setting. No need to manually clicking to order homunculus to attack.

4.9. Vaporize
- Adds 20 seconds cooldown.

4.10. Homunculus Resurrection
- Adds 20 seconds cooldown.

4.11. Homunculus Sera : Needle of Paralyze
- Improves damage formula. New damage formula : (450 x skill level)%.

4.12. Homunculus Sera : Poison Mist
- Replaces blind inflicting effect with "Mist Poison" effect
- Mist Poison : Target's Flee is 0 for the duration.
- Improves damage formula. New damage formula : (200 x skill level)%. Damage interval is unified to 1 second regardless of skill level.
- Increases additional damage depend on homunculus's Dex.
- Changes duration to (3 x skill level) seconds.
- When recast the skill. The old one will be removed and the new one will be placed on casting area.

4.13. Homunculus Sera : Pain Killer
- Increases duration to (300 + (30 x skill level)) seconds, removes attack speed penalty.
- Can be cast on owner only.

4.14. Homunculus Dieter : Lava Slide
- Reduces area of effect to 7x7 cells. removes attack count limit, removes Burning inflicting effect.
- Improves damage formula. New damage formula : (50 x skill level)%, damage interval is reduces to 1 second.
- Changes duration to (5 + skill level) seconds.
- When recast the skill. The old one will be removed and the new one will be placed on casting area.

4.15. Homunculus Dieter : Pyroclastic
- Increases bonus attack damage depend on skill level by 100 based on level 10, increases duration to (300 + (30 x skill level)) seconds.
- removes fire property endowment, removes Hammer Fall auto-casting.

4.16. Homunculus Eleanor : Midnight Frenzy
- Improves damage formula. New damage formula : (450 x skill level)%, adds Def ignoring effect.

4.17. Homunculus Eira : Eraser Cutter
- Improves damage formula. New damage formula : (450 x skill level)%, increases the influence of Int in skill damage formula.
- Reduces casting time to 1.5 seconds.

4.18. Homunculus Eira : Xeno Slasher
- Reduces casting time to 1.5 seconds.

4.19. Homunculus Bayeri : Stahl Horn
- Removes knock-back inflicting effect.
- Improves damage formula. New damage formula : (1500 + (300 x skill level))%.
- Increases the influence of Vit in skill damage formula.

4.20. Homunculus Bayeri : Stein Wand
- Adds cooldown by 20 seconds based on level 5.
- Additional effect : Cast "Rock Wall" on self and the owner. Last for (100 + (100 x skill level)) seconds.
- Rock Wall : Increases Def by (100 x skill level) and Mdef by (30 x skill level).

4.21. Homunculus Bayeri : Heilige Stange
- Reduces casting time to 1.5 seconds.
- Improves damage formula. New damage formula : (1500 + (250 x skill level))%.

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5. Guillotine Cross

5.1. Enchant Deadly Poison
- When reconnecting (moving to certain maps). The skill effect no longer be removed.

5.2. Soul Destroyer
- Increases cooldown from 0.15 seconds to 0.25 seconds, reduces delay after skill from 2.8 seconds to 1 seconds regardless of skill level, reduces cast range to 4 cells.
- Improves damage formula. New damage formula : (150 x skill level)%Atk.

5.3. Rolling Cutter
- Increase the spin counter duration from 5 seconds to 10 seconds.

5.4. Cross Ripper Slasher
- Reduces cooldown from 0.3 seconds to 0.2 seconds based on level 5, reduces delay after skill from 0.5 seconds to 0.3 seconds.

5.5. Cross Impact
- Reduces cooldown from 0.7 seconds to 0.35 seconds based on level 5.
- Improves damage formula. New damage formula : (1400 + (150 x skill level))%Atk.

5.6. Counter Slash
- Removes knock-back inflicting effect.

5.7. Dark Claw
- Increases duration from 10 seconds to 20 seconds, reduces effectiveness on boss monsters by half.

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6. Shadow Chaser

6.1. Shadow Spell
- Increases Matk by (5 x skill level) for the skill duration.

6.2. Triangle Shot
- - Improves damage formula. New damage formula : (230 x skill level)%Atk, improves base level modifier from (base level/120) to (base level/100).
- Removes knock-back inflicting effect, removes variable casting time, adds cooldown by 0.350.2 seconds.
- Reduces delay after skill from 0.5 seconds to 0.35 seconds.

6.3. Fatal Menace
-  - Improves damage formula. New damage formula : (120 x skill level)%Atk., damage is increased depend on user's Agi.

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7. Warlock

7.1. Gravitational Field
- Reduces damage display to (2 x skill level) hits, increases damage to (100 x skill level)%Matk per hit.

7.2. Mystical Amplification
- Increases SP consumption to 80 based on level 10, reworks skill from one-time buff to continuous buff. Skill duration : 60 seconds on every level.
- Reduces magical amplification bonus from (10 x skill level)% to (5 x skill level)%.

7.3. Soul Expansion
- Improves damage formula. New damage formula : (1000 + (200 x skill level))%Matk.

7.4. Comet
- Improves damage formula. New damage formula : (2500 + (700 x skill level))%Matk.

7.5. Tetra Vortex
- Improves damage formula. New damage formula : (800 + (400 x skill level))%Matk per hit.

7.6. Freezing Spell
- Increases mind slot per skill level from 4 to 8 (however the maximum number of memorized spell is 7 spells).

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8. Sorcerer

8.1. Psychic Wave
- When user equips staff or book, each hit will deal damage twice.

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8.2. Diamond Dust
- Improves damage formula, adjusts the influence of skill level, user's Int and Endow Tsunami skill level.

8.3. Varetyr Spear
- Improves damage formula, adjusts the influence of skill level, user's Int, Striking skill level and Endow Tornado skill level.

8.4. Earth Grave
- Improves damage formula, adjusts the influence of skill level, user's Int and Endow Quake skill level.

8.5. Spell Fist
- Removes limited attack count, each attack consumes 20 SP. Ends the skill effect if user has 0 SP.
- Increases duration to (30 + (15 x skill level)) seconds, reduces base damage from 500% to 200%.

8.6. Killing Cloud
- Removes Red Gemstone consumption, the skill duration is 5 seconds. Damage formula : (40 x skill level)%Matk.
- Replaces poison inflicting effect with new effect "Cloud Poison". Target will be inflicted by Cloud Poison for 5 seconds.
- Cloud Poison : target will take more damage from poison property by (5 x skill level)%.

8.7. Poison Burst
- Reworks skill. The skill deals (1000 + (300 x skill level))%Matk to the target and nearby enemies within 7x7 cells around the target. Deals (1000 + (500 x skill level))%Matk to the target affected by Cloud Poison.
- Damage is increased depend on user's Int, improves base level modifier from (base level/120) to (base level/100).

8.8. Striking
- Can be used on party member, changes bonus Atk that depends on level of weapon to (20 x skill level). Removes bonus from Sage's endowment skills.
- Removes critical chance bonus, adds new effect that will increase Perfect Hit by (20 + (10 x skill level).
- Increases duration from 60 seconds to 90 seconds.

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9. Archbishop

9.1. Judex
- Improves damage formula. New damage formula : (300 + (70 x skill level))%Matk.

9.2. Adoramus
- Improves damage formula. New damage formula : (300 + (250 x skill level))%Matk.
- If user consumes Ancilla, changes the skill property to neutral for the Ancilla duration.

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10. Sura

10.1. Rising Dragon
- Increases duration to (100 + (20 x skill level) seconds.
- Changes MaxHP/MaxSP bonus to (skill level)%, removes HP draining on skill duration and HP/SP recovery penalty.

10.2. Sky Blow
- Improves damage formula. New damage formula : (200 x skill level)%Atk.

10.3. Dragon Combo
- Improves damage formula. New damage formula : (100 + (80 x skill level))%Atk, increases cast range from 1 cell to 2 cells.

10.4. Fallen Empire
- Removes immobilize inflicting effect, removes bonus damage from target's carrying weight (size for monsters).
- Improves damage formula. New damage formula : (100 + (300 x skill level))%Atk.
- Increases cast range from 1 cell to 2 cells.

10.5. Tiger Cannon
- Changes the skill logic. The skill becomes self cast, no longer require target. The skill will deal damage to the surrounding enemies.
- Weapon property will apply to every damage that hit the enemies (Currently the skill deal pseudo-neutral property damage to main target then deal neutral property damage that has the same value as main damage to surrounding enemies).
-Area of effect : 5x5 cells (level 1~5) / 7x7 cells (level 6~10) around the user.
- Reduces cooldown from 5 seconds to 3 seconds.

10.6. Flash Combo
- Removes Sky Blow from the skills chain and reduces inaction time according to this change.
- Reduces cooldown from 5 seconds to 3 seconds based on level 5.

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10.7. Rampage Blast
- Reduces sphere consumption from 5 to 3.

10.8. Lightning Ride
- Reduces sphere consumption from (skill level) to 2 (The number of hit still be the same as skill level).
- Reduces variable casting time to 1 second, reduces cooldown to 0.5 seconds.
- Damage formula : (40 x skill level))%Atk. When equipping knuckle, increases damage to (90 x skill level))%Atk.

10.9. Lion's Howl
- Reduces SP consumption to 70, reduces sphere consumption from 5 to 3.
- Reduces area of effect. Area of effect : 5x5 (level 1~2) / 7x7 (level 3~4) / 9x9 (level 5). Removes fear inflicting effect.
- Improves damage formula. New damage formula : (500 x skill level)%Atk, improves base level modifier from (base level/150) to (base level/100)

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11. Ranger

11.1. Focused Arrow Strike
- Increases cast range from 9 cells to 11 cells.
- Improves damage formula. New damage formula : (300 + (300 x skill level))%Atk.
- Changes from dealing damage to all enemies in straight line to dealing damage to nearby enemies within 5x5 cells around the target, reduces SP consumption from 30 to 24.
-The half of user's Cri chance is added to the skill base cri chance.

11.2. Aimed Bolt
- Fixes number of hit to be 5 hits regardless of target's size, fixes arrow consumption to 3 ea.
- When Fear Breeze is active, increases damage to (800 + (35 x skill level))%Atk per hit.

11.3. Arrow Storm
- Adds fixed casting time by 0.3 seconds, reduces variable casting time to 2 seconds.
- Unifies cooldown to 3.2 seconds regardless of skill level, increases SP consumption from 48 to 60 based on level 10.
- Reduces arrow consumption from 10 to 5, changes area of effect to 9x9 cells.
- Improves damage formula. New damage formula : (200 + (180 x skill level))%Atk. When Fear Breeze is active, increases damage to (200 + (250 x skill level))%Atk.

11.4. No Limits
- Removes fixed 1 Def and 1 Mdef penalty.
- Increases duration from 60 seconds to 180150 seconds.

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12. Wanderer & Minstrel

12.1. Metallic Sound
- Doubles skill damage.

12.2. Severe Rainstorm
- Improves damage formula. New damage formula : (100 x skill level)%Atk when equipping bow and (120 x skill level)%Atk when equipping musical instrument or whip. The skill deal 12 hits damage.
- Reduces arrow consumption from 20 to 10.

12.3. Reverberation
- Reduces arrow consumption from 10 to 5, reduces area of effect from 7x7 cells to 5x5 cells regardless of skill level.
- Increases SP consumption from 65 to 80 based on level 5.

 

source :

http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=4064142&curpage=1

https://ro.gnjoy.com/news/notice/View.asp?BBSMode=10001&seq=7275&curpage=2

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1 hour ago, Sigma said:

2.6. Vanishing Point
- Improves damage formula, damage is increased from 500% to 800% based on level 10.

 

2.7. Cannon Spear
- Changes from dealing damage to all enemies in straight line to dealing damage to nearby enemies around the target (5x5 cells based on level 5).
- Increases SP consumption to 50 based on level 5, reduces cast range from 9 to 7 cells.
- Has a chance to trigger critical. Critical chance is the half of user's Cri.

 

Hey Sigma,

About Vanishing Point and Cannon Spear: Its about the skills formulas. Are there a new damage formula? Can you show us those formulas here?

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2 hours ago, illegalKross said:

Is there any info on how the critical damage reduction will be applied to skills yet?

from sigma's source:
 
4. 크리티컬 데미지 증가 옵션 변경
 
기존 개발자노트를 통해 말씀드렸던 크리티컬 옵션 변경 관련해서
조금 더 구체적으로 설명 드립니다.
 
크리티컬 데미지 % 증가 효과 수정사항
- 스킬에 적용되는 비율이 기존 100% 에서 50% 로 조정
 
단, 크리티컬 옵션 조정으로 인해 크리티컬 적용 스킬이나, 아이템의 성능 하락을
완화하기 위하여 해당 스킬과 아이템에 데미지 계수 및 각종 옵션을 조정할 예정입니다.
 
Google translates it as:
4. Changed critical damage options
 
We will explain a little more in detail about the change of the critical options mentioned in the existing developer notes .
 
Critical Damage% Increase Effect Modification
-The ratio applied to the skill has been adjusted from 100% to 50%
 
However, due to the adjustment of the critical option, to
reduce the performance of the critical application skill or item, we will adjust the damage coefficient and various options for the skill and item.
 
if you know someone that speaks korean, you can probably get a better translation XD
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13 hours ago, Tristan said:

 

Hey Sigma,

About Vanishing Point and Cannon Spear: Its about the skills formulas. Are there a new damage formula? Can you show us those formulas here?

Yes. There are the new formula of both skills for sure. But how can I know?

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On 8/13/2019 at 8:17 PM, Sigma said:

- Guillotine Cross -

The contents of Guillotine Cross improvement as below :

2. Soul Destroyer

- Changes skill type.

Before : physical/magical hybrid special long ranged physical damage that ignores defense.

After : Normal long ranged physical damage.

- Improves damage formula, adds 0.15 seconds cooldown, improves delay after skill to 2 seconds on every level, SP consumption is 20 on every level. : New damage formula : (140 x skill level)%Atk. Damage will be increased depends on user's base level, str and int.

- Has a chance to trigger critical. Critical chance is the half of user's Cri.

 

6. Poisonous Weapon

- Increases melee physical damage by 10% and gives various type of buff depends on poison that be endowed.

6.1. Paralysis : Increases movement speed.

6.2. Pyrexia : Increases critical damage by 15%. Increases flat attack damage by 5%.

6.3. Death Hurt : Recovers 1% MaxHp per second.

6.4. Leech End : Grants immunity to blind and stun.

6.5. Venom Bleed : Reduces damage taken from melee reflect damage by 30%.

6.6. Magic Mushroom : Reduces delay after skill by 10%.

6.7. Toxin : Recovers 1% MaxSp per second.

6.8. Oblivion Curse : Grants immunity to silence and curse.

L2FFTFH1VQFY45PMSI1R.gif

source :

http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=3976053&curpage=1

http://ro.gnjoy.com/news/update/View.asp?seq=243&curpage=1

hi @Sigma,

need some clarification, for the soul destroyer skill, the skill is no longer affected by MATK, just the stat int ?

The poisonous weapon for Magic Mushroom it gives After Cast Delay reduction of 10%, is this % additive to existing ACD given by equips or multiplicative?
Meaning, if I was using Kiel card and delay after skill module, 45% ACD, will it add flat 10% ACD, giving it a total 55% ACD? Did you test this on kRO? Thanks :)

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2 minutes ago, Suzunechan said:

hi @Sigma,

need some clarification, for the soul destroyer skill, the skill is no longer affected by MATK, just the stat int ?

The poisonous weapon for Magic Mushroom it gives After Cast Delay reduction of 10%, is this % additive to existing ACD given by equips or multiplicative?
Meaning, if I was using Kiel card and delay after skill module, 45% ACD, will it add flat 10% ACD, giving it a total 55% ACD? Did you test this on kRO? Thanks :)

1. For SD question. Exactly.

2. From my testing delay after skill reduction from either skills or items stacks additively together.

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On 8/13/2019 at 9:17 AM, Sigma said:

 

- Guillotine Cross -

The contents of Guillotine Cross improvement as below :

 

6. Poisonous Weapon

- Increases melee physical damage by 10% and gives various type of buff depends on poison that be endowed.

6.1. Paralysis : Increases movement speed.

6.2. Pyrexia : Increases critical damage by 15%. Increases flat attack damage by 5%.

6.3. Death Hurt : Recovers 1% MaxHp per second.

6.4. Leech End : Grants immunity to blind and stun.

6.5. Venom Bleed : Reduces damage taken from melee reflect damage by 30%.

6.6. Magic Mushroom : Reduces delay after skill by 10%.

6.7. Toxin : Recovers 1% MaxSp per second.

6.8. Oblivion Curse : Grants immunity to silence and curse.

 

source :

http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=3976053&curpage=1

http://ro.gnjoy.com/news/update/View.asp?seq=243&curpage=1

@Sigma Hello, Sigma, I have a question about the Pyrexia bonus, what's this "Flat attack damage"? I remember before it was normal/basic attack damage +15%.

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1 hour ago, Crimson said:

@Sigma Hello, Sigma, I have a question about the Pyrexia bonus, what's this "Flat attack damage"? I remember before it was normal/basic attack damage +15%.

Hi.

In the first place I thought the skill only increases damage on normal attack.

But from my latest testing few weeks ago. The skill adds %flat damage to either normal attack or skills.

It works similar to Power Thrust buff.

For the example.

Bonus on normal attack will be (100+5) = 105% Atk.

Bonus on Cross Impact will be (1750+5) = 1755% Atk.

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7 minutes ago, meistergreen said:

Hello sigma! I just want to clarify regarding mindslots. Do INT from buff, foods, equips, enchants, job bonus, etc., increase mindslots? Or just the max 130 INT of a character?

All of int increases mind slot, even int+200 from Runaway Magic. :)

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50 minutes ago, Sigma said:

All of int increases mind slot, even int+200 from Runaway Magic. :)

Ok so, if every single INT point adds up for mind slots, could you clarify something for me?
Is the formula still "Mind Slots = (FreezingSpell_Lv × 4) + Floor(BaseLv ÷ 10) + Floor(INT ÷ 10)"
And what's this "Floor" at the formula? Only a placeholder for the result of the equations?

  • How many mind slots do you have at 130 INT? (Would it be 73?)
  • How many mind slots do you gain per x INT points (bonus)
  • How many mind slots would you gain with the Runaway Magic bonus? (130 base + 200 INT)
  • Would it be (10 x 4) + (200/10) + (330/10) ? Which would be 93 Mind Slots?


Also, Warlock related, regarding the new modification to Mystical Amplification, is there any source saying it'd now work on Release spells or still doesn't work?

Edited by Unknown
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14 minutes ago, Unknown said:

Ok so, if every single INT point adds up for mind slots, could you clarify something for me?
Is the formula still "Mind Slots = (FreezingSpell_Lv × 4) + Floor(BaseLv ÷ 10) + Floor(INT ÷ 10)"
And what's this "Floor" at the formula? Only a placeholder for the result of the equations?

  • How many mind slots do you have at 130 INT? (Would it be 73?)
  • How many mind slots do you gain per x INT points (bonus)
  • How many mind slots would you gain with the Runaway Magic bonus? (130 base + 200 INT)
  • Would it be (10 x 4) + (200/10) + (330/10) ? Which would be 93 Mind Slots?


Also, Warlock related, regarding the new modification to Mystical Amplification, is there any source saying it'd now work on Release spells or still doesn't work?

Current formula is what you mentioned. "Mind Slots = (FreezingSpell_Lv × 4) + Floor(BaseLv ÷ 10) + Floor(INT ÷ 10)"

Floor means rounding down.

How many mind slots do you have at 130 INT? (Would it be 73?) : 13 slot (only from Int)

How many mind slots do you gain per x INT points (bonus) : 1 slot per 10 int

How many mind slots would you gain with the Runaway Magic bonus? (130 base + 200 INT) : 20 slot (because 200 int)

Would it be (10 x 4) + (200/10) + (330/10) ? Which would be 93 Mind Slots? yes

 

For the last question. The only 1 reliable source is the dev note itself. So I can't answer any question regarding to that jobs improvement bundle because it doesn't even arrive KRO Sakray!.

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2 minutes ago, Sigma said:

Current formula is what you mentioned. "Mind Slots = (FreezingSpell_Lv × 4) + Floor(BaseLv ÷ 10) + Floor(INT ÷ 10)"

Floor means rounding down.

How many mind slots do you have at 130 INT? (Would it be 73?) : 13 slot (only from Int)

How many mind slots do you gain per x INT points (bonus) : 1 slot per 10 int

How many mind slots would you gain with the Runaway Magic bonus? (130 base + 200 INT) : 20 slot (because 200 int)

Would it be (10 x 4) + (200/10) + (330/10) ? Which would be 93 Mind Slots? yes

 

For the last answer. The only 1 reliable source is the dev note itself. So I can't answer any question regarding to that jobs improvement bundle because it doesn't even arrive KRO Sakray!.


Ok so, even if you gain the bonus from Runaway Magic, you can only read 7 Spellbooks? Does having the bonus 200 INT from Runaway Magic make you capable of reading more spellbooks, let's say Crimson Rock, which costs 12 Mind Slots, how does that work? Does it make you able to read 7 Crimson Rocks AND other spells? Or is it fixed at 7 spells regardless of the bonus Mind Slots from the bonus INT? Also, thank you again for all the feedback Sigma. I'm quite confused on this tbh, but thanks a lot for all the info and attention.

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1 minute ago, Unknown said:


Ok so, even if you gain the bonus from Runaway Magic, you can only read 7 Spellbooks? Does having the bonus 200 INT from Runaway Magic make you capable of reading more spellbooks, let's say Crimson Rock, which costs 12 Mind Slots, how does that work? Does it make you able to read 7 Crimson Rocks AND other spells? Or is it fixed at 7 spells regardless of the bonus Mind Slots from the bonus INT? Also, thank you again for all the feedback Sigma. I'm quite confused on this tbh, but thanks a lot for all the info and attention.

Fixed at 7 spells maximum.

BTW Nobody concern about holding spell. Currently with the reworked Reading Spell Book players just "memorize spell > release" loop. Very simple.

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8.8. Striking
- Can be used on party member, changes bonus Atk that depends on level of weapon to be up to 100.
- Removes critical chance bonus, adds new effect that will increase Perfect Hit up to 70.
- Increases duration from 60 seconds to 90 seconds.

@Sigma striking can already be used on party members, what does the change mean that you can't use it on yourself?

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11 minutes ago, Sephylon said:

8.8. Striking
- Can be used on party member, changes bonus Atk that depends on level of weapon to be up to 100.
- Removes critical chance bonus, adds new effect that will increase Perfect Hit up to 70.
- Increases duration from 60 seconds to 90 seconds.

@Sigma striking can already be used on party members, what does the change mean that you can't use it on yourself?

Yeah I also notice this on translation because Striking can be used on party member since the beginning. Still not sure what this means.

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On 5/27/2020 at 3:25 PM, Sigma said:

7.2. Mystical Amplification
- Increases SP consumption to 80 based on level 10, reworks skill from one-time buff to continuous buff.
- Reduces magical amplification bonus to 50%.

Mystical Amplfication Scroll is still obtainable on kRO? i hope not

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