Wizard Spirit
After: While the wizard spirit is active, when casting skills that don't consume gemstones, the SP cost and casting time of skills is increased by 50%. (Translation Note: Likely refers to skills that no longer cost a gemstone as a result of the link)
Bard and Dancer Spirit
After: While the bard and dancer spirit is active, linked skills cost 50% more SP.
Assassin Spirit
After: When an assassin is linked with the assassin spirit, the SP cost of sonic blow is doubled.
Soul Linker Spirit / Kaite
After: When a soul linker uses the skill 'Kaite' while linked with the Soul Linker Spirit, it adds a 50% chance to reflect targeted magic, and does not reflect area of effect magic. Additionally, it increases the physical damage the target takes by 400%.
Gunslinger
Скрытый текст
В этом топике указано уже что за ошибка и как её исправить.
Связана она с эфектом блинда от фулл бустера. Должен накладываться только блинд эфект без порезки субстатов.
Hunter:
Hunter Traps can be used with Alloy traps if you have a Ranger trap learned.
Hunter Trap formula (Landmine, Blast mine and Claymore) thanks to Doddler and the people of jRO:
([DEX * (3+Bb.lvl/100) * (1+0.0285*Int) ± 10%]*s.lvl + Trap Research)
Ankle Snare:
Duration is reduced by agi/10.
Min duration: 7s at all levels.
Attacking a monster that has Teleport under Ankle Snare does not cause them to use it.
Archer Changes:
Bow skills range increased to 10 cells + vulture's Eye.
Arrow Shower's damage is doubled 160% at lvl 1 to 250% at lvl 10.
Charge Arrow has Full fixed casting time.
Items:
Quivers and Trap Boxes can only be used when you are under 70% weight. - У нас 50% )
+% Range attacks are only flat bonus' from base damage and unaffected by skill mods.
Safety Wall
Hp: Safety Wall's Hp is affected by Swafety Wall SkillLv, the caster's MSP, Int and an unkown as of yet factor we call X.
Hp Formula: (7000+300xSkillLv) + MSP + 65xInt + X
X Factor: This a unkown (as of yet), parameter that slightly increases the HP of Safety Wall by a fixed amount (not affected by SkillLv or stats). We believe, this X factor is actually a multiplier that increases the base Hp of Swall (the initial 7000Hp on the formula). One of the suggested formulas for X factor is: (7000*(1+0.1*(JLv/50)))+300xSkillLv) + MSP + 65xInt
Practical Sample: A Safety Wall Lv.10 casted by a 150int, JLv.50 Warlock with 4550MSP, would have 25000Hp.
Remaining Damage: When broken, any damage over the Hp your Safety Wall had left would be dealt immediately to you; For example, if you use the Safety Wall in the sample to protect yourself against a 100K Asura Strike, The wall will break and you will still take 75K Damage.
Hits & Duration: Both, Maximun amount of hits blocked and duration are still there. Meaning that Safety Wall will dissapear after its duration is over, or after its taken the maximun amount of hits possible, or after its absorbed the maximun amount of damage it can. Whichever happens first.
UPDATED:
HSCR(Cart termination) bypass parrying( parry will not work)
-Clashing Spiral now Doesnt ignore DEF anymore, It is now more influence by Atk and weight of the weapon
-Ah, other interesting info, it seems that Criticals increase Aura Blade like Concentration, adding 40% more damage of it, so instea of +100 ignoring DEF it is +140 damage ignoring DEF when Critical; obviously when Control+Clicking
by Rayden
[spoiler] http://www.youtube.c...h?v=vNCKa2cdNbo Особенно заметно на 4.58. На оффе у этого скилла нет и не было задержки на хил, пусть тебя хоть 20 мобов бьют одновременно - хил сработает 20 раз(если хватает сп). Исправляется скорее всего это в status.c
case SC_KAAHI:
val2 = 200*val1; //HP heal
val3 = 5*val1; //SP cost
val4 = -1; //Kaahi Timer. заменить на -0.01?
break;
[/spiler]
На реньювале нет "Perfect Hit", то есть если у тебя есть сферы\ввс оружие\пассивка кузнеца, то ты не будешь всегда наносить ~10 урона, если промахнулся.
Safety Wall - сейчас доренюваловская версия скилла
Creates a barrier protecting the target tile against melee attacks. Cannot be cast on top of an existing Safety Wall, Pneuma (the 3x3 area of), or on Magnetic Earth.
Notes:
1) Safety wall now has a certain amount of Hp. When the wall absorbs enough damage, it will break, and you will take any remaining damage from the last hit.
2) Safety Wall's HP is affected by Safety Wall SkillLv, the caster's MSP, Int and an unknown variable X.
3) Formula: (7000+300xSkillLv) + MSP + 65xInt + X
4) One of the suggested formulas for X factor is: (7000*(1+0.1*(JLv/50)))+300xSkillLv) + MSP + 65xInt
5) Sample: A Safety Wall Lv.10 cast by a 150int, JLv.50 Warlock with 4550MSP, would have 25000Hp.
6) When broken, any damage over the Hp your Safety Wall had left would be dealt immediately to you; For example, if you use the Safety Wall in the sample to protect yourself against a 100K Asura Strike, The wall will break and you will still take 75K Damage.
7) Both, Maximum amount of hits blocked and duration are still there. Meaning that Safety Wall will disappear after its duration is over, or after its taken the maximum amount of hits possible, or after its absorbed the maximum amount of damage it can. Whichever happens first.
Updated balance of the skill safety wall.
When taking damage higher than the health of the safety wall, excess damage will no longer be passed to the player.