Install : http://games.gravity...pan></span>.msi
Pegasus will be open on Friday 7.20.12 around 1 P.M. PST to 7 P.M. PST.
We'll need you to see..
- Damage shows properly when using skills
- See if there is anything buggy with the skill UI
- If the Skill tree is progressing properly
- and anything else you notice..
See you on Friday!
---
Here are the changes you'll notice..
1. Cloak
now has a number of "charges" which is currently 1 charge per level. These charges are how many times a player may melee attack, before cloak will dissipate.
Cloak Lv1 : 1 Charge : One melee attack may be made, then the cloak will end.
Cloak Lv2 : 2 Charges : Two melee attack may be made, then the cloak will end.
Cloak Lv3 : 3 Charges : Three melee attack may be made, then the cloak will end.
Cloak Lv4 : 4 Charges : Four melee attack may be made, then the cloak will end.
Cloak Lv5 : 5 Charges : Five melee attack may be made, then the cloak will end.
However, the exception is skill use. If any skill is used while under cloak, all remaining charges will be consumed and the next action will end cloak.
Additional notes:
It IS possible to attack five times, then use a skill, where on the use of the skill cloak will end.
It is ALSO possible to attack four times, then use a skill, and cloak will remain on until the next action. So at this point, it is possible to run away or make a second attack or skill use, which will cause cloak to end.
These effects are by intended design to add strategy dynamics and thought to combat.
2. Reflect Shield
Now reflects a % of the attack power back at the attacker, where the attacker's defense will be used to reduce the damage further. In effect, you will be attacking yourself with a % of your own attack power and defending against it as well, while the effect is active.
It no longer reflects a % of damage back to the attacking player.
3. Skill's Power
Has been altered. It no longer provides a single static value of skill power anymore. The design change has made it so skills now provide a % and value. The percent shows how strong the skill will be, based on your attack power. The static value will show how much attack power is being directly added.
If you have 100 Attack Power
Skill Power : 150% + 25
This skill will apply : (100 + 150%) + 25 = 175 Attack Power, to what you targeted with the skill.
The design intention:
The static value is to allow for beginning areas to see an immediate increase in power.
The percentage portion of the skill power will allow the skill to continuously grow with your character as they progress in the world, letting even lower level skills be potentially useful.
4. Passive Skills "Wearing" effect
Passives will now display the corresponding weapon needed for said Passive skill.
A Passive displaying "Wearing: Spear" means, the bonus you see on the skill, will only come into effect, if you are wearing a Spear type weapon. We previously had this issue with Soldiers in the 2Hand Tree and Champions, where we wished the one weapon handed style would have certain bonuses when using a weapon type vs. another. Unfortunately, that didn't play out the way we wanted too and the bonuses were applying across the board for the Champions giving them more bonuses in general than most classes on average.
5. CHARM is now the buff value influencer
We have long been planning to give CHARM an important role and benefit to game play. This is the first step towards giving CHARM purpose and power. CHARM will be taking over the role of enhancing status effect values. In addition, since CHARM does not have direct combat impact to other stats, like attack power, critical chance or the like, we have also increased the potency in which the CHARM stat will increase static effect values.
We understand that INT was the stat that would cause the static values of status effects to increase. However, not every class pushes INT and the influence rate was minor and took away from some class stat builds that wouldn't benefit much from INT. The intention and design hope, is that by increasing the potency of how CHARM affects effect values, it can be a worthwhile stat for any class to drop some points in for a light or mild additional bonus to their skills, whereas full support classes will undoubtedly drop a larger cache of points to increase their effectiveness, as it will also affect heal rates.
6. Ratio Passives – A new passive mechanic.
Ratio Passives will provide bonuses for reaching certain values of a stat, which allows for a character to grow further as they naturally increase stats or work to collect sets of equipment with a base stat. There are multiple reasons behind the design intention and aspect for this new mechanic. It provides a way for a class to grow by design in one aspect or another, but also by choice of the player if the effect of this new passive is in line with their game play style.
We are aware that some of the Ratio skills effects aren't working like..
- attack speed
- movement speed
- Weight Capacity
- MP Cost Reduction
- Ignore Defense / MDef
- Critical Damage Enhance
Critical Enhancement : When a critical hit occurs, it will increase the amount of damage that would have been done.
Ignore Defense : Naturally ignoring an amount or percentage of your target's defense.
Ignore Magic Defense : Naturally ignoring an amount or percentage of your target's magic defense.
8. Cooldown(s)
Normal skill cooldowns now will initiate when the skill reaches the point of casting. No more can you cast a skill from a distance to initiate the cooldown and then cast it again immediately after.
NEW - Global cooldown. Most skills that are considered combat oriented, not supportive, have been given global cooldowns where when a skill is cast all non-supportive skills will also go in to a shared cooldown cycle before they can be initiated.
9. Updated Tooltips
The tooltips for skills have been renovated, much like with item and equipment types, to help display information about the skill and effects.
10. Muse / Dealer notes
Much of the skill changes that have been done are to allow more diversity between the classes as well as definition to those roles. Class roles are being distinctively designed.
Muse, Offense, Support & Cleric – As a basic muse, the two choices are support and offense. While we understand a support oriented muse may still want to go toe to toe with the best of them, they aren't directly intended for that role. Never the less, combat passives have been offered for the support tree, but no direct damage or offensive skills have been provided in the support tree. Single target skills in the offensive tab are able to be used with a staff or wand, however AoE skills will only be allowed with staffs. Because skills now can grow with a player from the skill power % update, these offensive skills have expanded the offensive capabilities of a support class, if they so choose to use them. When becoming a Cleric, additional offensive skills have been provided that continue an aspect of combat from the offensive tree as a muse and even provided an AoE at the end of this tree.
Dealer, crafting & Artisan – Crafting no longer has any combat skills, but have now gained the mercenary summons from the Offensive Tree. Much like the Muse, offensive skills are available in the Offensive tab for the Dealer. The Artisan has additional combat skills that will play from the Offensive tree as well, like the Muse/Cleric. It is intended in the future that the Artisan and Crafting trees be enhanced with more supportive abilities that are unique to the class, allowing them to become desired and useful members to party play.
11. Max HP / MP changes
Each class has been given unique modifiers to how they will now gain HP and MP as they level and stat build. There is a minor difference between each class on how stats will generate HP and MP, along with the class passives that would boost those differences further, if a player so chooses too. This is part of the design intent to allow variance in character builds, based on personal preference to style of game play.
12. Overall
We are looking to create more diversity to game play. To do so, each class has been looked at with the help of the community's feedback from a long while back, to construct that diversity and allow each class to be powerful in their own design, but no class should be "omni" dominant in all aspects of game play.
Stage 1 of Pegasus testing = Just making sure everything works. A lot has changed, as indicated by this list. And with so much change, there's potential for error. Help us by pointing out what you see that doesn't look correct, make sense or might be missing something. The bonuses, strengths and effects of skills are not finalized and are largely blanketed placeholder effects, where effects have been placed. On that note, some skills may be missing their effects, which would also be something to point out or bring up if it looks like a skill is weaker than others and sounds like it should cause an effect but is missing it, please let us know that as well.
Lyon in Junon will have Free Job Reset Books.
Edited by ShazamO, 20 July 2012 - 11:36 AM.