So, since we had Leonis start it off last time, we're going to start this time with Draconis.
The changes currently being set for testing will be close to what was last posted, but there are some subtle changes.
Again, these changes aren't finalized. There's still plenty of room for change.
New Status Effects
Some notes about the new effects:
These new effects are not affected by purify. This will add additional danger to their utility and use, as well as strength.
"Wounded" can only be removed by the "Healing Touch" effect combined with Cure.
Mystic Weakening
- Reduces magic defenses by 5%, for 30 seconds. (Max 5 Stacks: 25% Magic Defense Reduction)
Blaze
- Increases Spell Power by 5%, for 30 seconds. (Max 5 Stacks: 25% Spell Power)
Windwalker
- Increase MSPD & Dodge by 10%, for 30 seconds. (Max 3 Stacks: 30% MSPD & Dodge)
Mana Fissure
- Increase MP Recovery by 50, for 30 seconds. (Max 2 Stacks: 100 MP Recovery)
Wounded
- Reduces effectiveness of receiving heals by 5% per stack, for 30 seconds. (Max 20 Stacks: 100% Heal Reduction)
Critical Weakness
- Reduces critical rate by 3% per stack, for 30 seconds. (Max 10 Stacks: 30% Critical Rate Reduced)
Critical Impact
- Increases Critical Damage by 5% per stack, for 30 seconds. (Max 10 Stacks: 50% Critical Damage)
Weakened Armor
- Reduces defenses by 5% per stack, for 30 seconds. (Max 5 Stacks: 25% Defense Reduction)
Adrenaline Rush
- Increase ASPD & MSPD by 10%, for 30 seconds. (Max 5 Stacks: 50% ASPD & MSPD)
Healing Touch
- Increase received Healing by 5%, for 30 seconds. (Max 5 Stacks: 25% Increased Healing)
- Or removes counters of Wounded.
Rested
- Sleep will now inflict a rested state that will reduce the chances of the effect if used in succession for 30 seconds. (Max 5 Stacks: 20% Sleep Resistance)
Muse
Most supportive skills have been given a boosted cost to MP. We're looking at a little more MP management as a semi-mini-game for support Muses to have to keep in consideration, while keeping up support.
Cure
- Base MP Cost changed to 15 / 20 / 25 / 30 / 35
- Base MP Cost changed by -1 / -1 / 0 / 2 / 3
Heal
- Cooldown Reduced by 1 second.
- Base heal amount changed to 86 / 111 / 136 / 161 / 186
- Base heal amount changed by -44 / -44 / -44 / -44 / -44
- Base MP Cost changed to 52 / 67 / 82 / 97 / 112
- Base MP Cost changed by 21 / 32 / 44 / 56 / 69
Heal (Party)
- Cooldown Reduced by 1 second.
- Base heal amount changed to 57 / 73 / 90 / 107 / 123
- Base heal amount changed by -8 / -4 / 0 / 5 / 8
- Base MP Cost changed to 130 / 167 / 205 / 242 / 280
- Base MP Cost changed by 37 / 72 / 107 / 143 / 179
Restore
- Base heal amount changed to 216 / 249 / 281 / 313 / 345
- Base heal amount changed by -34 / -62 / -93 / -124 / -155
- Will now grant an additional buff, that will increase your HP Recovery by 2 * Target's Level, for 5 seconds.
- If target is already affected by status, it will reset the timer.
- Base MP Cost changed to 140 / 161 / 181 / 201 / 221
- Base MP Cost changed by 98 / 113 / 127 / 143 / 158
Restore (Party)
- Cooldown Increased by 2 seconds.
- Base heal amount changed to 143 / 165 / 187 / 208 / 229
- Base heal amount changed by 18 / 10 / 0 / -10 / -21
- Will now grant an additional buff, that will increase your HP Recovery by 2 * Target's Level, for 5 seconds.
- If target is already affected by status, it will reset the timer.
- Base MP Cost changed to 350 / 402 / 452 / 502 / 552
- Base MP Cost changed by 250 / 298 / 344 / 391 / 437
Bonfire
- MP Cost increased by 82 / 132 / 181 / 231 / 280
Salamander Flame
- MP Cost increased by 350 / 392 / 434 / 476 / 518
Mana Flame
- MP Cost increased by 350 / 392 / 434 / 476 / 518
Summon Earth Elemental
- MP Cost increased by 148 / 161 / 172 / 185 / 197
Summon Fire Elemental
- MP Cost increased by 123 / 137 / 150 / 160 / 176
Summon Firegon
- MP Cost increased by 190 / 200 / 209 / 219 / 228
Summon Ice Dragon
- MP Cost increased by 241 / 258 / 274 / 291 / 307
Mage
Mages being a major active skill type of class, we've put in some opportunity mechanics, where some spell casts can produce unique effects to help assist in various aspects of being a mage.
Mana Reservoir
- Now gives 10MP per ratio stat. (Increased from 5MP per)
Mana Stream
- Now gives 15MP per ratio stat. (Increased from 10MP per)
- Increased passive gain of +MP% by 1% per skill level.
- Icon location altered in skill tree in preparation for future implementations.
Clarity of Sight
- Icon shifted over 1 spot.
Mental Focus
- Has been converted so it may stack with other buffs.
Sorcery Mastery
- Sorcery spells have a 6% * SkLv (30%) chance to apply 1 stack of Mystic Weakening on cast, to target.
Fire Mastery
- Fire spells have a 4% * SkLv (20%) chance to apply 1 stack of Blaze on cast, to caster.
Wind Mastery
- Wind spells have a 5% * SkLv (25%) chance to apply 1 stack of Windwalker on cast, to caster.
Water Mastery
- Water spells have a 3% * SkLv (15%) chance to apply 1 stack of Mana Fissure on cast, to caster.
Cleric
Again, the MP cost increase continues through here for support spells, and also some additional supportive considerations that have been added, rather than letting their healing spells all be about the up front healing support.
Poison Cloud
- Increased cooldown by 5 seconds (increase from 20 seconds, to 25 seconds, matching cooldown time to Sleep Cloud)
Healer's Touch
- Casting Cure will now add 1 charge, per level of Healing Touch.
Recovery
- Cooldown Reduced by 1.5 seconds.
- Base heal amount changed to 502 / 552 / 602 / 652 / 702
- Base heal amount changed by -98 / -148 / -198 / -248 / -298
- Base MP Cost changed to 350 / 384 / 418 / 452 / 486
Recovery (Party)
- Cooldown Increased by 1.5 seconds.
- Base heal amount changed to 334 / 367 / 401 / 434 / 467
- Base heal amount changed by 34 / 17 / 1 / -16 / -33
- Base MP Cost changed to 875 / 960 / 1045 / 1130 / 1215
Integrity
- Cooldown Reduced by 3 seconds.
- Base heal amount changed to 900 / 969 / 1043 / 1122 / 1208
- Base heal amount changed by -300 / -381 / -457 / -528 / -592
- Adds 1 charge of Healing Touch per cast.
- Base MP Cost changed to 675 / 726 / 781 / 840 / 904
Integrity (Party)
- Cooldown Increased by 1 seconds.
- Base heal amount changed to 599 / 645 / 695 / 747 / 805
- Base heal amount changed by -1 / -30 / -55 / -78 / -95
- Adds 1 charge of Healing Touch per cast.
- Base MP Cost changed to 1687 / 1815 / 1952 / 2100 / 2260
Heavenly Grace
- Cooldown Reduced by 10 seconds.
- Base heal amount changed to 506 / 557 / 608 / 662 / 717
- Base heal amount changed by -494 / -568 / -642 / -713 / -783
- Base MP Cost changed to 760 / 836 / 913 / 993 / 1076
Hawker
We've added some more stability and consistency throughout the hawker class with their skills.
Also for the bow users, they will get their first taste of being able to lay traps and use them.
Katar Upper
- Duration increased to 30 seconds.
Blind
- Duration increased to 30 seconds.
Heavy Strike
- Duration increased to 30 seconds.
Weaken
- Duration increased to 30 seconds.
- Base Defense Down value effect increased to 10 / 20 / 30 / 40 / 50
Mirror Phantasm
- Duration increased to 30 seconds.
- Dodge Rate percentage has been set to 30% / 35% / 40% / 45% / 50%
(new) Steel Trap (shared: bow/crossbow)
- Makes affected target immobile for 5 seconds.
- Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
- Will not trigger effect until hidden.
Bow Focus
- Has been converted so it may stack with other buffs.
- The critical effect has been reduced to 2% * SkLv, (10%)
- MP Cost is now 10% your MaxMP
- Duration has been increased to 5 minutes.
- Cooldown is now treated as a buff.
- This effect cannot be dispelled.
Raider
Wanting to give some added impact to fighting a Raider, we now have mechanics that will slowly empower a Raider as they continue to fight. This makes Raider's more deadly for enlongated combat, or if they keep very active within a combat situation. The Katar Raider is very solo-designed and 1-on-1 oriented, while the Dual Raider has been given abilities that others can take greater advantage over, such as their Circle Break, applying 2 stacks of Wounded to all targets. This can become very powerful in situations where a team is being supported by mass heals, as the healing will become less and less affective per wound.
(new) Adrenaline Rush (Katar)
- 5% * SkLv (25%) Chance to apply 1 Adrenaline Rush on self on attack.
Critical Accordance (now a passive)
- 4% * SkLv (20%) Chance to apply 1 Critical Weakness on target when dealing melee damage.
Vicious Accordance (now a passive)
- 4% * SkLv (20%) chance to apply 1 Critical Impact on self when dealing meleedamage.
(new) Shattering Blows (Dual)
- 3% * SkLv (15%) Chance to apply 1 Weakened Armor on target when dealing meleedamage.
Screw Attack
- (added) Applies 5 stacks of Wounded, on hit.
Circle Break
- (added) Applied 2 stacks of Wounded, on hit.
Evasive Guard
- Duration increased to 30 seconds.
- Base Dodge percentage increased to 60% / 70% / 80% / 90% / 100%
- Base Defense percentage increased to 60% / 70% / 80% / 90% / 100%
Mental Storm
- Base Accuracy value Down effect increased to 20 / 40 / 60 / 80 / 100
Enfeeblement
- Base Movement Speed value Down effect increased to 30 / 60 / 90 / 120 / 150
Scout
The traps aspect of a Scout makes it so that they need to have some stratagy and planning in mind for their traps to be truly effective. Laying them under your opponent's feed, gives them the opportunity to step away or aside, even break the trap before it has a chance to set and spring.
(new) Flash Trap (bow)
- Reduces accuracy by 50% for 10 seconds.
- Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
- Will not trigger effect until hidden.
(new) Siphon Trap (bow)
- Drains affected of 50% their available MP.
- 10m AoE Range
- Triggers only on enemies, but affects all in range.
- Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
- Will not trigger effect until hidden.
(new) Freezing Trap (crossbow)
- Reduces affected by 50% attack speed.
- Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
- Will not trigger effect until hidden.
(new) Sand Trap (crossbow)
- Reduces affected by 50% Dodge.
- Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
- Will not trigger effect until hidden.
Dealer
Summons all received a modification to their MP costs nearly to all classes, because of their usefulness and rare casting needs.
Employ Warrior
- MP Cost increased by 15 / 17 / 19 / 20 / 21
Employ Hunter
- MP Cost increased by 19 / 21 / 22 / 24 / 25
Bourgeois
Each class skill has been made so they can stack with supportive buffs. These skills are also given more of a standard feel, so you know what you'll get. The reward for mastering them is the frequency in which they are used. When mastered, their cooldown gap is fairly minimal and ready to be used again.
Weapon Augment
- Has been converted so it may stack with other buffs.
- Attack Speed bonus is set at 100%
- The duration is set to 30 seconds.
- The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
- You no longer are forced to pick Weapon Augment or Illusion anymore.
- Cooldown is now shared with Illusion.
Illusion
- Has been converted so it may stack with other buffs.
- The effect has been changed so that it is a set 50% dodge increase.
- The duration is set to 30 seconds.
- The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
- You no longer are forced to pick Weapon Augment or Illusion anymore.
- Cooldown is now shared with Weapon Augment.
Jury-Rigging
- Has been converted so it may stack with other buffs.
- The effect has been changed so that half your STR and CON are added as attack power. (Gives 1 Attack Power per 2 STR and 1 Attack Power per 2 CON)
- The duration is set to 30 seconds.
- The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
- You no longer are forced to pick Jury-Rigging or Wind Step anymore.
- Cooldown is now shared with Wind Step.
Wind Step
- Has been converted so it may stack with other buffs.
- The effect has been changed so that it is a set 50% movement speed increase.
- The duration is set to 30 seconds.
- The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
- You no longer are forced to pick Jury-Rigging or Wind Step anymore.
- Cooldown is now shared with Jury-Rigging.
Dual Layer
- Has been converted so it may stack with other buffs.
- The effect has been changed so that it is a set 30% Defense and Magic Defense increase.
- The duration is set to 30 seconds.
- The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
Summon Dread Knight
- MP Cost increased by 139 / 150 / 160 / 171 /181
Summon Terror Knight
- MP Cost increased by 142 / 154 / 166 / 178 / 190
Unique Skills
(PvP) Mana Break
- From discussions and feedback, the MP cost has been converted to a % based, with a very small direct value, that can still be influenced by Charm and Primary Class Stats.
Mana Break's intention is to allow for some classes to reduce the effectiveness of a class that relies on their skills and MP. Going over feedback, the frequency was causing issues we did not intent a single player to be able to produce. Having the direct value reduced significantly is to help balance out the high charm classes. Furthermore, the addition of mana drain to be based on the % of maxMP, is more an equal trade off between any classes making it more a needed team effort to completely drain a target of their mana pool, but any class can help to that effect instead of solely relying on the high charm classes.
The long cooldown is intended to prevent constant use of the skill, as it is not intended to be a single handed lockdown skill, but one to be used in conjunction with other team members strategically. We will continue to review the feedback and balance outcome of Game Arena matches with this change. We want the skill to remain useful, but not as powerful as it has apparently become.
- MP Cost is now 5% of your MaxMP
- MP Drain is now a base of -25MP (Reduced from -100MP)
- MP Drain now also does -5%MP of your Target's MaxMP.
- Cooldown has been increased by 4 seconds. (Increased from 3.5 seconds, to 7.5 seconds)
Raider's Accordance
- 10% Chance of adding an extra stack of Critical Impact and Critical Weakness on hit.
Call Beast
- MP Cost adjusted by -6 / -1 / 6 / 11 / 17 / 22 / 29 / 34 / 40
Summon Judgment Knight
- MP Cost increased by 172
Monsters
- Reduced Monster cast Sleep effects. Longest cast is 10 seconds now, from 20.
So, remember, these changes are for your reference to see before hand what we've done. Play testing will be a whole different thing and I'd like your feedback to be posted within this thread. Please don't make new threads. If I think one is needed, I will make it and we can continue there.
We will grab as recent a database for Draconis as possible to host on Pegasus and go from there. I will likely leave Pegasus running all weekend. I highly recommend if you have a Pegasus client, to connect to the patch and start getting the bulk of the update now. A smaller patch will be updated when we are ready, hopefully just before the live servers go down for maintenance.
If you haven't got the installer yet, you can download it from here: http://games.gravity...linePegasus.msi
Looking forward to seeing your feedback and many of you play testing tomorrow.