i am compiling all the tested skill data written by individual across the forum
feel free to update your finding below, i'll add the quote into the relevant class
Skills that are tested and working will be Highlighted in Yellow. otherwise, Purple
pretty sure everything from all classes has been covered at this point.
Looks like only a few things are not working as intended.
- Guillotine Fist SP lockout
- Basilica physical damage increase
- Zen cooldown
- Focused Arrow Strike Base Level scaling
- Ensembles that are PvP only being usable anywhere(?)
- Soul Destroyer is still having it's damage halved by EDP
Magnum Break is changed as per DP
Credit to Ashuckel
Bowling Bash works as expected. Damage percentages are untouched, it deals more hits as the number of enemies increases when using 2h Swords. Works in a similar fashion to "bolt type" skills, It deals a certain % of damage an X amount of times, instead of a big chunk of damage, with a damage display of various hits for aesthetics purposes. This means that effects that add static damage, or added damage percentages will apply at each hit.
Brandish Spear damage formula is (400+(SkillLvl*100)+(STR*5))%
Two-handed quicken is still giving +30% aspd, adds HIT and CRIT bonuses.
adds the effect "reduces delay after attack by 10%".
Credit to Sigma & Ashuckel
( Refers to Bowling Bash )
It will remove the gutter lines annoyance afaik.
Credit to VModCinnamon
Grand Cross backlash damage removed, adjustments to cast/delay/cooldown. Damage calculations remain unchanged.
Spear Quicken is still giving +30% aspd, adds FLEE and CRIT bonuses.
adds the effect "reduces delay after attack by 10%".
Credit to Sigma & Ashuckel
Shield Boomerang: ((SkillLvl*80)+(ShieldRefine*4)+ShieldWeight)%
Credit to Ashuckel
Spear Dynamo changed as per DP. It now gives upwards to 15% atk (same category as regular atk% gear like Storm Stone), and a lesser damage reduction. Not removing at gear swaps.
Aura Blade significantly boosted, applies it's bonus damage on each attack of "bolt type" multi hit skills (Clashing Spiral, Bowling Bash, etc)
Clashing Spiral deffinitelly got boosted, although the documented formulas for such over the internet don't represent it accurately. I'll try to come up with something that comes closer to what it actually is.
Credit to Ashuckel
on a side note to the previously mentioned Clashing Spiral, this is what i've gotten so far. It isn't perfectly accurate, but is missing the mark by barely a 1~2% difference.
(floor(statusATK*0,9)+floor((ATK+Weight)*0,7)+masteryATK) * floor((150+SkillLvl*50)*(baseLvl/100) * 5 hits
If anyone else wants to jump down this rabbit hole, be my guest lol
Try on small and large size.
I think 0.9 and 0.7 is dmg correction for medium size only.
From my testing in live server.
dmg correction may be
0.7+(x) : small
0.7 : medium
0.7-(x) : large
but x value results as different value when weapon weight changes. This really mess me.
Rapid Smiting: [300+(SkillLvl*200)+(ShieldRefine*4)+ShieldWeight]*(baseLvl/100)% - Lvl scaling only happens post lvl100
Gloria Domni: (500+(SkillLvl*150))*(baseLvl/100)%
Credit to Ashuckel
Adrenaline Rush is still giving +30% aspd,
adds the effect "reduces delay after attack by 10%".
Credit to Sigma & Ashuckel
Alchemist:
Acid Terror: No more special damage. Doesnt treat Hard DEF as Soft. Has no interaction with MATK. Subject to Accuracy check. Endowable.
Damage: ((SkillLvl*200)+(Potion Research*100))%
Bomb: Inflicts melee physical damage (blocked by safety wall). Doesnt treat Hard DEF as Soft. No interaction with MATK. Subject to Accuracy Check. Fire element only.
Damage: ((SkillLvl*60)+(Potion Research*10))%
Credit to Ashuckel
- Fire Bolt/Cold Bolt/Lightning
Fixed Cast: 0,2+(SkillLvl*0,1)s
Variable Cast: 0,2+(SkillLvl*0,3)s
Cast Delay: 1,4s
- Thunderstorm
Fixed Cast: 1,5s at all levels
Variable Cast: 2,5+(SkillLvl*0,2)s
Credit to Ashuckel
- Lord of Vermilion
Fixed Cast: 1,5s at all levels
Variable Cast: 6,5-(SkillLvl*0,2)s
- Storm Gust
Fixed Cast: 1,5s at all levels
Variable Cast: 4,3+(SkillLvl*0,2)s
- Meteor Storm
Fixed Cast: 1,5s at all levels
Variable Cast: 6,3s at all levels
Cooldown: 2+(SkillLvl*0,5)s
- Jupitel Thunder
Fixed Cast: 0,5s
Variable Cast: 1,8+(SkillLvl*0,2)s
- Earth Spike:
Fixed Cast: 0,2+(SkillLvl*0,2)s
Variable Cast: 0,9+(SkillLvl*0,2)s
- Heaven's Drive
Fixed Cast: 0,8s
Variable Cast: 0,9+(SkillLvl*0,2)s
Credit to Ashuckel
- Endows adding (SkillLvl*1)% Elemental magic damage (same as Elvira card,etc.)
- Volcano: ATK/MATK boost = 5+(SkillLvl*5). Their interaction with monsters elemental table hasn't changed.
Credit to Ashuckel
- Napalm Vulcan and Gravi field working as intended
Credit to Ashuckel
> Angelus +50xlvl HP bonus works
> Holy Light cast time reduction works
> Impositio Manus is now a party-wide buff as intended
Credit to ninJedi
> Blessing now gives the additional +2 Hit per skill lvl
> Increase Agility now gives additional 1% Aspd per skill lvl
Credit to ninJedi
Tested Priest changes:
> Suffragium is now a party-wide buff as intended
> Impositio Manus is now a party-wide buff as intended
Credit to ninJedi
> Magnus Exorcismus has received its cast time reductions
Received its long cooldown.
Now hits all monsters (including plant-type) instead of just demon/undead.
Not sure how to interpret that damage formula line in the DP quote... is it 100% Matk against all monsters and 130% against demon/undead? Or is 130% Matk the new final formula against all monsters..?
Credit to ninJedi
> Magnus Exorcismus seems to deal the increased 130% MAtk to demon/shadow/undead like described.
Credit to ninJedi
Suffragium gives "skill type" variable reduction. The same effect as Imp/Siroma cards, 16th Night, etc. It reduces variable cast time multiplicatively with stat based reductions and equipment cast% reductions.
Lv1: 10%
Lv2: 15%
Lv3: 20%
Credit to Ashuckel
Suffragium
The skills say the SP consumption should be "8"
when i use the skill it consumes "68"
Credit to RagsBruno
Suffragium
likely an undocumented change of the update
Credit to Ashuckel
Root works on bosses.
Undocumented change: gained a cooldown.
Gfist deals double damage with more than 5 spheres.
Credit to Zayaan
Guillotine Fist still has 10 seconds of cooldown.
Credit to GetsugaHollow
Fists size penalties properly changed
Trifectra chance is correct
Raging Quadruple Blow is adding 2 extra hits when used with fist weapons. Not sure if the line "(doubles skill damage and increases hits from 4 to 6)" means there is supposed to be any change to the skill damage aside the increased hits.
Reduces SP cost by -6 at every level when using with fist weapons
Occult Impaction:When using knuckle the skill dmg is doubled (500%>1000%) and also increases number of hit as I mentioned.
Math lesson
Spoiler
StatusAtk = 231 x 2 = 462
Base WeaponAtk = 115
Variance = 115 x 0.05 x 3 = 17.25
Bonus Str = 115 x 143 / 200 = 82.225
Total WeaponAtk = 115 + 17.25 + 82.225 = 214.475 > 214
EquipAtk = 30 (from Oda Elixir)
MasteryAtk = 15 (from Iron Fist level 5)
TotalAtk = 462 + 214 + 30 + 15 = 721
1. Normal attack
Desert Wolf ; Info
Size : Medium (100% for Knuckle now)
HardDef = 114 (80.0389%)
SoftDef = 83
<(721 x 80.0389%) - 83> = 494
2. Using Raging Quadruple Blow
Skill modifier : 1000% (knuckle)
721 x 1000% = 7210
Attack Desert Wolf
<(7210 x 80.0389%) - 83> = 5687
divide by 6 (number of hit) = <5687/6> = 947 per hit (5682 total)
(SkillLvl*100)%
Ignores Mastery ATK
Throw Spirit Sphere uses the Mastery ATK bonus based on the amount of spheres present before the cast. (5 Spheres up = 15 mastery atk)
Raging Thrust:
(550+(SkillLvl*150))%
Raging Thrust uses the Mastery ATK bonus based on the amount of spheres present before the cast, minus 1, as if consuming it before applying the damage. (1 Sphere up = 0 mastery atk. 5 Spheres up = 12 mastery atk)
Credit to Ashuckel
Basilica:
It's increasing holy magic damage properly.
It DOES NOT increase physical damage.
Duration: 30+(SkillLvl*30)s
Credit to Ashuckel
> Basilica (and no buff icon if there's supposed to be any)
Cast and cooldown changes seem to be applied.
Cool effect on the floor is gon ,_,
> Assumptio can now be used with Kyrie Eleison.
Gives correct amount of (50 x SkillLvl) HardDef.
Gives correct amount of (2 x SkillLvl)% incoming Heal effectiveness.
Credit to ninJedi
Zen doesn't have a cooldown.
Credit to Zayaan
Raging Palm Strike:
f.*k this skill
Glacier Fist is fine
Uses sphere mastery atk based on spheres prior to casting it. (3 spheres = 9 mastery atk)
Chain Crush Combo is fine.
Sphere Consumption has been reduced to 1, but it still requires 2 spheres to be used.
Uses spheres mastery atk based on the number of spheres prior to casting it. (3 spheres = 9 mastery atk)
The skill deals a different number of hits based on level used. (This doesn't affect total damage dealt, it's only aesthetic)
Lv1 and 2: 1 hit
Lv3 and 4: 2 hits
Lv5 and 6: 3 hits
Lv7 and 8: 4 hits
Lv9 and 10: 5 hits
https://gyazo.com/ab...cc4257218ad8aaa
Credit to Ashuckel
> Landmine, Blastmine, Claymore all recieved their cast times.
Also, the traps got dummy-thicc...
Dayum, no wonder why it takes a longer time to place them now
(the occupied area and placement requirements remain unchanged though)
> Blitz Beat now uses Agi instead of Int its calculation.
Didn't have enough time to check if autoblitz no longer splits its damage.
Credit to ninJedi
Blitz Beat new damage formula:
(SkillLvl*1)* [(SkillLvl*20)+(SteelCrow*6)+(floor(AGI/2)*2)+(floor(DEX/10)*2)]
tldr; replaces int for agi, instead of a static flat value added to the skill at all levels, it changes according to level used.
Credit to Ashuckel
Performers:
All songs and ensembles are applying their effect at corrrect values and duration.
Skills that are supposedly usable in PVP only, can be used anywhere (tbh i quite like it, those are niche anyways)
Arrow Vulan, Melody Strike, Sling Arrow deal correct damage.
Passives give their correct bonuses.
Credit to Ashuckel
As a general note - the skill rebalance DOES fix Mental Sensing.
We tested it and it was consistent across different maps. Currently on RO: T it's broken. Super excited that it works!
Credit to Tabbernack
> Falcon Assault also switched to Agi and uses a stronger damage formula (compared to existing version on live servers).
Credit to ninJedi
Falcon Assault definitely got buffed(is doing close to double damage that it'd do at live servers), but the new damage formula doesnt match existing ones + multiplier. I suspect it has a new step + new static values included into it.
Credit to Ashuckel
Base level modifier is not applying to FAS according to Sigma. I assume the same holds true for other skills with said modifier.
Credit to Zayaan
Performers:
Arrow Vulan, Melody Strike, Sling Arrow deal correct damage.
Credit to Ashuckel
Venom Splasher doesn't have any interaction with poison react anymore. It scales on it's own, and value on DP are correct.
Sonic Blow: Values on DP are correct. Sonic Acceleration values applying correctly, as well as the 50% boost for targets on "low health". Doesn't animation locks anymore.
Credit to Ashuckel
Tested Rogue skill changes and all of them seem to be updated properly
> Sightless Mind properly applies that "Increase incoming damage"-debuff (% seems close to 15%/30% rate like intended).
Consumes 15 sp.
Dmg increased (but I didn't check if it properly follows the new formula).
> Backstab will teleport the user to behind the target (not exactly at the target's back, but relative to the direction of where the caster is from). Still casts at melee range but doesn't require the target to face the other direction anymore.
Applies a 2nd hit or x2 dmg when dagger is equipped.
Can't be cast while hiding anymore.
Gained its own cooldown.
> Intimidate now gives the additional aspd% bonus per skill lvl.
Credit to ninJedi
Can I ask you to check Back Stab dmg?
According to skill formula.
700%Atk may be the base dmg. In case you use sword dmg should be 700%
If you use dagger. Dmg is doubled to 1400%
While bow still deal the half of
base dmg as 350%.
Credit to Sigma1
Idk why no one mentioned this, but it seems like Backstab is now boosted by base level mod..? (Base level mod seems to be the most likely factor after doing multiple tests).
So I was confused a bit during testing
Anyways, here are the comparisons:
Additional notes after testing:
Seems like even if the monster and the player are facing away from each other, you can still cast Backstab as long as you are in melee range, neither of their facing directions matter anymore.
Sightless Mind dmg debuff can also be used by other players after the SC applies it.
Incoming Sightless Mind + Dark Claw dmg boost build SC?
Credit to ninJedi
Backstab "deals damage twice" with daggers are 2 separate hits. This means that flat added damage effects or added percentages will work on each hit separately. (Being double as effective in the end)
It gives +4 Hit per skill lvl. Regular hit rate.
Credit to Ashuckel
Meteor Assault: (200+(SkillLvl*120)+(STR*5))*(baseLvl/100)
EDP Changes:
Cross Impact, Counter Slash, Sonic Blow damage formula halving removed
Soul Destroyer damage formula halving NOT REMOVED.
wATK and eATK bonuses unchanged.
Credit to Ashuckel
Ninja: All documented changes on divine pride are in effect and working correctly. (Ninja only)
Credit to Ashuckel[/background][/background][/background][/background]
^^ cheers!
I went to KRO to retest the mess of aspd buff skills and I found something more important than the skills.
KRO use the different aspd formula with IRO...
Yeah, that is known for many years.
Pretty sure only kRO uses that one (maybe some illegal servers), other servers kept the old formula.
I asked Korean players for more information about aspd and these are what I found.
1. aspd formula has been changed since renewal (2009) but that formula never be implemented to other servers. Other servers still use the old, pre-renewal formula.
2. aspd buff skills effect has been changed since then by change from (+30% buff aspd) to std = 7
2.1 I don't know what std stands for. But std can convert to flat aspd by following formula; std x (agi/200). Example : you have 100 total agi. Using two handed quicken will give you aspd+3.5
2.2. All buff aspd modifiers in KRO has been replaced by std. Such as aspd potions, skills.
3. Other server still keep the old formula.
4. On rebalance. KRO added the effect "reduces delay after attack by 10%" to those skill. Actually buff them.
5. IRO just followed what KRO did by adding new effect.
So that's why IRO ones still have both aspd buff.
Credit Sigma : https://www.divine-p...kills/#comments
too many quotes, the forum doesnt allow me to quote anymore
got to start changing all quotes into ( Credit to ... )
Edited by bearl, 06 May 2020 - 04:48 AM.