Showing posts with label Renewal. Show all posts
Showing posts with label Renewal. Show all posts

El Dicastes Quest's

Friday, December 9, 2011

3-1 Classes3-2 ClassesRenewal ChangesSkill ChangesMapMonsterQuest

Kunjungan Sapha
Dokumen Dicastes
Permintaan Frede
Misi Rahasia Doha
Relawan Departemen

Renewal Changes

Sunday, November 28, 2010

3-1 Classes3-2 ClassesRenewal ChangesSkill ChangesMapMonsterQuest


Most of this blog material are taken from:
Italian Ragnarok Community & Korean Ragnarok Community

Stats

Strength (STR)

* 1 point of STR increases status physical attack power by 1
* 1 point of STR increases your weight limit by 30

Agility (AGI)

* 1 point of AGI increases flee rate by 1
* 5 points of AGI increases status defense by 1
* Each point of AGI increases attack speed (ASPD) by a good amount

Vitality (VIT)

* 1 point of VIT increases your Max HP by 1%
* 1 point of VIT increases your recovery rate by 2%
* 2 points of VIT increases your status defense by 1
* 5 points of VIT increases your status magic defense by 1

Intelligence (INT)

* 1 point of INT increases your status magic attack by 1.5
* 2 points of INT increases your status magic defense by 1
* Each point of INT decreases your variable cast time by a bit (about half as much as DEX)

Dexterity (DEX)

* 1 point of DEX increases your hit rate by 1
* 5 points of DEX increases your status magic defense by 1
* 5 points of DEX increases your status magic attack by 1
* 5 points of DEX increases your status physical attack power by 1
* Each pont of DEX increases attack speed (ASPD) by a very low amount
* Each point of DEX Decreases your cast time by a good amount

Luck (LUK)

* 1 point of LUK increases your CRIT by 0.3
* 3 points of LUK increases your status physical attack power by 1
* 3 points of LUK increases your status magical attack power by 1
* 3 points of LUK increases your hit by 1
* 5 points of LUK increases your flee by 1
* 10 points of LUK increases your perfect dodge by 1

Base Level

* 1 level increases your HIT rate by 1
* 1 level increases your FLEE rate by 1
* 2 levels increases your status DEF by 1
* 4 levels increases your status ATK by 1
* 4 levels increases your status MATK by 1
* 4 levels increases your status MDEF by 1

* With Bows, Guns, Musical Instruments and Whips, the increase in physical attack power from DEX and STR are swapped,
making DEX the primary damage stat.

Stat Allocation

When becoming 3rd Class you are able to spend more stat points on your stats; your base stats can go up to 120. However, while stats from 1-99 will cost the classic amount of statpoints (2~10 : 2 points each, 11~20 : 3 points each, 21~30 : 4 points each, etc.) stats over 99 will cost you more:

* 100 -> 104: 16 points each
* 105 -> 109: 20 points each
* 110 -> 114: 24 points each
* 115 -> 119: 28 points each

Job Bonuses (Job 50)
ClassSTRAGIVITINTDEXLUK
Rune Knight3351073
Warlock1541061
Arch Bishop545860
Ranger285860
Guillotine Cross675470
Mechanic637535
Shadow Chaser637535
Wanderer285860
Ministrel535760
Shura675470
Royal Guard555555
Genetic1531161
Sorcerer3351073


ASPD
Normal ASPD Formula

ASPD = baseASPD + floor(sqrt((AGI^2/2) + (DEX^2/5))/4 + (potskillbonus*AGI/200) + shieldpenalty)

If you use % ASPD modifiers like a Cecil Damon Card, Doppelganger Card or Merchant Battleground Medals, you have to use the following calculation to ascertain your final ASPD (for "ASPD" use the ASPD you calculated in the calculation above):

final ASPD = ASPD + round((190 - ASPD) * (sum%modifiers/100))

The "potskillbonus" is the bonus gained by ASPD potions (like Concentration Potion) or ASPD skills (like Twohand Quicken). At present, only the currently highest active potion modifier and the currently highest active skill modifier works (Concentration Potions and Awakening Potions won't stack, only Awakening Potions will work in this case; Twohand Quicken and Frenzy won't stack, only Frenzy will work in this case).

Consumable Items

* Concentration Potion : +4 ASPD
* Awakening Potion : +6 ASPD
* Berserk Potion : +9 ASPD

Skills

* Adrenaline Rush as caster : +7 ASPD
* Adrenaline Rush as party member : +6 ASPD
* Twohand Quicken : +7 ASPD
* Frenzy : +15 ASPD
* Last Stand : Unknown increase
* Single Action : Unknown increase
* Study : Unknown increase

Shield Penalties
ClassShield PinaltiesClassShield PinaltiesClassShield PinaltiesClassShield Pinalties
Novice-10Super Novice-5----
Swordman-5Knight-5Lord Knight-5Knight-5
--Crusader-5Paladin-5Royal Guard-
Thief-6Assassin-6Assassin Cross-6Guillotine Cross-9
--Stalker-5Rogue-5Shadow Chaser-4
Acolyte-5Priest-5High Priest-5Arch Bishop-10
--Monk-5Champion-5Shura-5
Archer-5Hunter-9Sniper-9Ranger-8
--Bard Dancer-7Clown Gypsy-7Ministrel Wanderer-7
Mage-5Wizard-High Wizard-Warlock-5
--Sage-5Scholar-5Sorcerer-
Merchant-5Blacksmith-5Mastersmith-5Mechanic-6
--Alchemist-5BioAlchemist-5Genetic-
Taekwon-5Star Gladiator-5Soul Linker-8--
Ninja-6Gunslinger-6----


Physical Attack Formula

statusATK for melee attacks = [STR + DEX/5 + LUK/3 + BLv/4]

statusATK for ranged attacks = [DEX + STR/5 + LUK/3 + BLv/4]

statusDEF = [BLv/2 + VIT/2 + AGI/5]

armorDEF = DEF provided by equipment + sum of refines of all equipments (except weapons)

Upgrade ATK

* +2 ATK per upgrade for level 1 weapons
* +3 ATK per upgrade for level 2 weapons
* +5 ATK per upgrade for level 3 weapons
* +7 ATK per upgrade for level 4 weapons


Final Damage = Unarmed Damage + Weapon Damage

Unarmed Damage: StatusATK * 2 * EnemyDEF * Reductions * AttributeMod(Ghost Only)

Weapon Damage: WeaponATK * STRBonus * SizeMod * EnemyDEFMod * Reductions * Element * Cards

STR Bonus: (200+STR)/200


Notes : ATK-increasing cards like Andre or Porcellio, as well as ATK-increasing gear like Bloody Shackled Ball or Pirate Dagger, count as equipmentATK. Normal damage-increasing cards, like 20% cards (e.g., Santa Poring, Drainliar and Skel Worker), increase the damage from equipmentATK/WeaponATK only, not from statusATK.


Special damage-increasing cards, like the "7/10-cards" (Goblin Steamrider, Assaulter, etc.) or The Paper Card increase the damage of both statusATK and equipmentATK/weaponATK, but only when critting. Also, this bonus damage provided by these cards only affects normal attacks, not skills.


Critical attacks ignore FLEE of the enemy and the final damage is multiplied by 1.4, however CRITs get reduced by DEF.


Magic Attack Formula

statusMATK = INT + [INT/2] + [DEX/5] + [LUK/3] + [BLvl/4]

statusMDEF = [INT + VIT/5 + DEX/5 + BLv/4]

armorMDEF = MDEF provided by equip (see DEF section for details)


Upgrade MATK

* +2 MATK per upgrade for level 1 weapons

* +3 MATK per upgrade for level 2 weapons

* +5 MATK per upgrade for level 3 weapons

* +7 MATK per upgrade for level 4 weapons


Min Magic Damage

(weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK * %MATKbonus * 111.5/(111.5+equipMDEF) - statusMDEF


Max Magic Damage

[weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK * %MATKbonus * 111.5/(111.5+equipMDEF) - statusMDEF

FLEE Formula

FLEE = LVL + AGI + FLEE equips + FLEE skills + 100


HIT Formula

HIT = LVL + DEX + HIT equips + HIT skills + 175


Dodge Formula

Dodge Rate(%)= 100% - (Attacker's HIT - Defender's FLEE)


Flee Penalty in Mobs

Unknown

Defense & Damage Reduction
DEF

* Damage reduction per status DEF : -1 damage per status DEF

* Status DEF formula : Status DEF = [(VIT+Baselevel)/2] + [AGI/5]


ArmorDEF and upgradeDEF reduces the damage by a certain percentage depending how much DEF you have:

* %Damage reduced by armorDEF+upgradeDEF = (1-(600/(ArmorDEF+UpgradeDEF + 600)))*100

Defense & Damage Reduction
[edit] DEF

* Damage reduction per status DEF : -1 damage per status DEF

* Status DEF formula : Status DEF = [(VIT+Baselevel)/2] + [AGI/5]


ArmorDEF and upgradeDEF reduces the damage by a certain percentage depending how much DEF you have:

* %Damage reduced by armorDEF+upgradeDEF = (1-(600/(ArmorDEF+UpgradeDEF + 600)))*100
DEFReduceWith Assumptio
203.2%6.3%
406.3%11.8%
609.1%16.7%
8011.8%21.1%
10014.3%25.0%
12016.7%28.6%
14018.9%31.8%
16021.1%34.8%
18023.1%37.5%
20025.0%40.0%
22026.8%42.3%
24028.6%44.4%
26030.2%46.4%
28031.8%48.3%
30033.3%50.0%

Example Equipment Defense Values

Headgear

* Bone Helm: 15 DEF
* Drooping Cat: 3 DEF
* Puppy Headband: 3 DEF
* Orc Helmet: 9 DEF
* Iron Chain: 4 DEF
* Wizard Hat: 7 DEF
* Apple of Archer: 1 DEF
* Sakkat: 4 DEF
* Pirate Bandana: 4 DEF
* Ribbon: 1 DEF
* Goibne's Helm: 10 DEF
* Magni's Cap: 9 DEF
* Grand Circlet: 7 DEF
* Biretta: 8 DEF
* Indian Fillet: 5 DEF
* Gallapago Cap: 4 DEF
* Egg Shell: 6 DEF

Shields

* Magic Tactics: 18 DEF
* Guard: 20 DEF
* Memory Book: 25 DEF
* Angel's Protection: 30 DEF
* Naga Scale Shield: 35 DEF
* Buckler: 40 DEF
* Advanced Arm Guard: 45 DEF
* Mirror Shield: 45 DEF
* Stone Buckler: 45 DEF
* Arm Guard: 50 DEF
* Shadow Guard: 52 DEF
* Shield: 60 DEF
* Flame Launcher: 60 DEF
* Orleans Server: 75 DEF
* Valkyrie Shield: 80 DEF
* Thorn Shield: 85 DEF
* Strong Shield: 90 DEF
* Platinum Shield: 95 DEF
* Bradium Shield: 98 DEF
* Tournament Shield: 105 DEF
* Holy Guard: 110 DEF
* Sacred Mission: 120 DEF
* Cross Shield: 130 DEF


Footgear

* Shadow Walk: 0 DEF
* Crystal Pumps: 5 DEF
* Sandals: 5 DEF
* High Fashion Sandals: 7 DEF
* Angel's Reincarnation: 8 DEF
* High Heels: 10 DEF
* Shoes: 10 DEF
* Sprint Shoes: 10 DEF
* Fricco Shoes: 12 DEF
* Goibne Greaves: 13 DEF
* Tidal Shoes: 13 DEF
* Valkyrie Shoes: 13 DEF
* Variant Shoes: 13 DEF
* Vidar Boots: 13 DEF
* Diabolus Boots: 15 DEF
* Boots: 16 DEF
* Black Leather Boots: 16 DEF
* Shackles: 18 DEF
* Safety Boots: 22 DEF
* Greaves: 27 DEF


Armor

* Cotton Shirt: 10 DEF
* Leather Jacket: 15 DEF
* Orlean's Gown: 15 DEF
* Adventurer's Suit: 20 DEF
* Silk Robe: 20 DEF
* Sprint Mail: 20 DEF
* Pantie: 22 DEF
* Silver Robe: 23 DEF
* Scapular: 24 DEF
* Angelic Protection: 25 DEF
* The 4 Elemental Armors: 25 DEF
* Wooden Mail: 25 DEF
* Tights: 27 DEF
* Mink Coat: 30 DEF
* Padded Armor: 35 DEF
* Candra: 36 DEF
* Mantle: 37 DEF
* Improved Tights: 38 DEF
* Casting Robe: 40 DEF
* Thief Clothes: 40 DEF
* Magic Coat: 40 DEF
* Formal Suit: 40 DEF
* Long Coat: 42 DEF
* Sniping Suit: 42 DEF
* Chain Mail: 45 DEF
* Divine Grace: 45 DEF
* Naga Scale Armor: 45 DEF
* Saint's Robe: 50 DEF
* Divine Clothes: 50 DEF
* Odin's Blessing: 53 DEF
* Chameleon Armor: 55 DEF
* Valkyrie Armor: 55 DEF
* Holy Robe: 57 DEF
* Diabolus Robe: 57 DEF
* Ninja Suit: 58 DEF
* Glittering Jacket: 58 DEF
* Goibne's Armor: 58 DEF
* Lord's Clothes: 59 DEF
* Full Plate: 65 DEF
* Life Link: 75 DEF
* Legion Full Plate: 79 DEF
* Diabolus Armor: 79 DEF
* Meteor Plate: 85 DEF
* Brynhild: 120 DEF


Garment

* Hood: 4 DEF
* Ragamuffin Manteau: 4 DEF
* Running Shirt: 5 DEF
* Diabolus Manteau: 5 DEF
* Angelic Warmpth: 6 DEF
* Skin of Ventus: 7 DEF
* Muffler: 8 DEF
* Falcon Muffler: 8 DEF
* Morpheus Shawl: 8 DEF
* Mithril Magic Manteau: 8 DEF
* Morigane's Manteau: 9 DEF
* Ancient Cape: 9 DEF
* Survivor's Manteau: 10 DEF
* Valkyrie Manteau: 10 DEF
* Mushika: 10 DEF
* Wool Scarf: 11 DEF
* Goibne's Spaulders: 11 DEF
* Eagle Wing: 12 DEF
* Manteau: 13 DEF
* Skeleton Manteau: 13 DEF
* Vali's Manteau: 13 DEF
* Crest of the Rider: 13 DEF
* Wolfheiden: 13 DEF
* Dragon Coat: 14 DEF
* Tendrillion Skin: 14 DEF
* Dragon's Warmth: 16 DEF
* Naght Seiger Flame Manteau: 16 DEF
* Heavenly Maiden Robe: 18 DEF
* Pauldron: 25 DEF
* Asprika: 40 DEF


MDEF

* Magic damage reduction per status DEF : -1.5 damage per status MDEF

* Status MDEF formula : Status MDEF = [INT + VIT/5 + DEX/5 + BLv/4]


ArmorMDEF reduces the damage by a certain percentage depending how much DEF you have:

* Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)


Total magic damage calculation:

* Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF


MDEF Reduction
MDEF% Damage
0100%
1091.8%
2084.8%
3078.8%
4073.6%
5069.0%
6065.0%
7061.4%
8058.2%
9055.3%
10052.7%
11050.3%
12048.2%
13046.2%
14044.3%
15042.6%
16041.1%
17039.6%
18038.3%
19037.0%
20035.8%


% Damage Reductions

Racial Reductions :

Percentual reductions against races, like Thara Frog, Khalitzburg and Beret work against both normal attacks and skills.

Critical attacks are now also affected by reductions so racial reductions also work against crits.


Elemental Reductions:

Garment cards protecting against certain elements, like Raydric Card or Jakk Card, reduce damage from all statusATK/weaponATK/equipmentATK.

Elemental reductions like Raydric Card reduce the damage of monsters by a certain %.

Since monsters don't use weapons but use a simple base ATK to determine their attack power (contrary to players using statusATK and weaponATK) garment reduction cards work against the whole ATK of monsters.


Defense Skills

Assumptio :

Assumptio increases your statusDEF, armorDEF, statusMDEF and armorDEF by 100% (which means Assumptio doubles it).

If you have 100+30 DEF without Assumptio it will increase your DEF to 200+60.


Angelus :

Angelus increases status DEF provided by VIT by (5*Skilllevel)%

Angelus level 10 increases status DEF from VIT by 25%; if you have 100 VIT, the VIT gives you 50 status DEF.

Angelus 10 would increase this to 75 status DEF.


Cast Time

While a few skills (Gravitation Field, Ganbantein, and Tracking, for example) have a fixed cast time, most skills' cast times can be reduced by upping stats and getting cast time reduction equipment/skills.

Each skill with reduceable cast time has two parts of cast times : a variable cast time and a fixed cast time.

The fixed cast time is always 20% of the original cast time and can only be reduced by special skills and special equipment; the variable cast time can be reduced by DEX, INT, Magic Strings, Suffragium and cast time-reducing equip/cards.


For Example: A skill with 10 seconds of total cast time has 2 seconds of fixed cast time and 8 seconds of variable cast time.

No matter how much INT, DEX and cast time-reduction equipment you have, you won't be able to make the cast time faster than the fixed cast time (in this case 2 seconds) with normal methods (unless you use special skills like Sacrament or Radius).


To reduce all variable casting time with stats you need a combination of DEX and INT so DEX*2 and is at least 530

(DEX*2+INT) = 530


Some examples of how you could reduce all variable casting time:

170 INT and 180 DEX

190 INT and 170 DEX


Full Cast Time Formula

castTime = (1 - SQRT((Dex * 2 + Int) / 530)) * (1 - sum_castReduction/100%) * baseCast * 0.8 + (1 - max_fixedReduction/100%) * baseCast * 0.2

* Basecast = base casttime of a skill
* sum_castReduction = Sum of reduction for variable casttime (like Suffragium, Isilla card effect or Kathryne Keyron card)
* max_fixedReductrion = Highest reduction modifier of fixed casttime (for example if both Sacrament (50) and Radius (20) are active only Sacrament will work)

Element Table

The element of the attacking weapon is left, the monster/player that is attacked (receiving the damage) is the top line.

Experience Points

You only gain full experience of a monster if your level is about the same or up to five levels higher than the monster.

If your level is lower than the monster you will get additional experience for killing that monster, however if the monster level is too high (more than 10 levels higher than you) you will get only 40% experience.

Also, if the monster is lower than you you will get less experience.

For best experience points you should hunt monsters that are the same level as you or up to ten levels higher.

NOTE: Boss protocol monsters (MVPs and other Boss protocol monsters like Kasas) always give the same XP, regardless of the killer's level.

For example : You encounter a level 44 Orc Warrior who gives 3800 XP on a 10x XP server (renewal server)


Magic Attack Equipment
Equipment Changes

Some pieces of equipment have been changed for the Renewal patch. In particular, most Rods and some Books now grant equipment magic attack power.

Daggers

* Asura[2] and [3]: 50 MATK
* Bazerald: 105 MATK, INT +5


Rods

* Rod[4]: MATK +30
* Wand[3]: MATK +45, INT +1
* Staff[3]: MATK +70, INT +2
* Arc Wand[2]: MATK +95, INT +3
* Might Staff: MATK +100, STR +10
* Wand of Occult: MATK +105, INT +3
* Bone Wand: MATK +110, INT +4
* Staff of Wing: MATK +115
* Survivor Staff[1]: MATK +120, DEX or INT +3, HP +400
* Hypnotist Staff[2]: MATK +120, INT +1
* Lich's Bone Wand[2]: MATK +170, INT +1, DEX + 1, Trans Only
* Recovery Staff: MATK +105
* Staff of Piercing: MATK +145, INT +4, Trans Only
* Gentleman Staff[1]: MATK +125, DEX +1
* Release of Wish: MATK +125, INT +3
* Holy Stick[1]: MATK +140
* Thorn Staff of Darkness: MATK +160, INT +3, DEX +3, Trans Only
* Eraser: MATK + 170, INT +3, DEX +2
* Staff of Soul: MATK +200, INT +5, AGI +2, Two Hands
* Wizardry Staff: MATK +200, INT +6, DEX +2, Two Hands
* Divine Cross: MATK +210, DEX +4, Two Hands
* Chronos: MATK + 240, INT +3, Two Hands, Trans Only
* Staff of Destruction[1]: MATK +280, INT +3, AGI +10, Two Hands, Trans Only


Books

* Hardcover Book[1]: 25 MATK
* Giant Encyclopedia: 70 MATK, +15% statusMATK
* Sage's Diary[2]: 120 MATK
* Principles of Magic[2]: 160 MATK, INT +1
* Ancient Magic[2]: 140 MATK

Swords

* Elemental Sword: +95 MATK, INT +4, DEX +1, STR +1

Skill Changes

3-1 Classes3-2 ClassesRenewal ChangesSkill ChangesMapMonsterQuest


Most of this blog material are taken from:
Italian Ragnarok Community & Korean Ragnarok Community

Acolyte

Angelus

* Changed to affect only the VIT portion of your status defense.

Heal

* The recovery formula for Heal has changed. On average, it is lower than before.
* Heal is now influenced by your magic attack power.
* On 2009/01/07, the weight of magic attack in the Heal formula has been lowered.
* The amount Heal recovers varies based on your magic attack stat.
* Currently accepted Heal formula:
* Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
*Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]

Mage

Fire Ball

* Increased attack power.

Thunder Storm

* Now deals 100% of your MATK instead of 80%.

Energy Coat

* Now reduces both physical and magical attacks.
* Energy coat now has an unreducable 5 second cast time.

Safety Wall

* Now has a health of three times the caster's HP. When the wall absorbs this much damage, the wall is removed and any remaining damage is dealt to the player.

Fire Bolt

* Casting time is reduced approximately 50%.

Cold Bolt

*Casting time is reduced approximately 50%.

Lightning Bolt

* Casting time is reduced approximately 50%.

Archer

Arrow Shower

* Attack power is now improved with higher skill levels.


Ninja

Throw Huuma Shuriken

* The skill is not interrupted if attacked while casting.
* The skill is now a ground-targeted attack and hits all targets in a 3x3 area.
* The damage is no longer split between targets.

Lightening Jolt

* Is now a ground-targeted attack rather than a self-centered attack.

Flip Tatami

* Increased attack power.
* Knockback effect is increased.

Haze Slasher

* SP cost has changed (15 SP at all levels).

Shadow Slash

* SP cost has changed (10 SP at all levels).

Final Strike

* When you cast this skill your HP will be reduced to 1% of the max.
* Damage is improved proportionate to the number of Mirror Images remaining (aprox 2.5 times with 5 images).

Wind Blades

* Increased attack power.

Gunslinger

Piercing Shot

* Deals increased damage when cast with a Rifle.

Gatling Fever

* Increases attack speed by a fixed amount.

Dust

* The skill is not interrupted if attacked while casting.

Spread Attack

* Can now be used with a Grenade Launcher.
* Attack power is increased.

Ground Drift

* Attack formula has changed.
* Activation radius increased.
* Damage radius increased.

Knight

Twohand Quicken

*Increases your attack speed by a fixed amount.

Priest

Suffragium
* Suffragium only reduces the variable portion of the skill cast time.

B.S. Sacramenti

* The Holy damage dealt by the skill ignores the defense of Demon and Undead targets.

Turn Undead

* Success rate formula has changed.
* On failure, the magic damage dealt is based on your magic attack power.

Wizard

Storm Gust

* Increases damage dealt, from 500% MATK per hit to 575% MATK at level 10.
* Storm Gust's chance to freeze has changed. It now has a chance to freeze per hit. Level 1 Storm Gust has a 25% chance to freeze, and the chance increases by 5% per level, up to 70% chance to freeze per hit with level 10

Lord of Vermillion

* Increases damage dealt, from 280% MATK * 4 waves to 330% MATK * 4 waves at level 10.

Heavens Drive

* Increases damage dealt, from 100% MATK * skill level to 125% MATK * skill level.

Meteor Storm

* Increases damage dealt, from 100% MATK per meteor hit to 125% MATK per meteor hit.

Hunter
Land Mine

* The damage calculation has changed. It is now influenced by the difference in level.

Blast Mine

* The damage calculation has changed. It is now influenced by the difference in level.

Claymore Trap

* The damage calculation has changed. It is now influenced by the difference in level.

Crusader
Shield Boomerang

* The skill's damage is now influenced by your status attack power (weapon, STR, DEX and LUK), the shield's refine rate, and the shield's weight.

Grand Cross

* The skill now deals both physical and magic damage.
* The skill is influenced by both physical and magical defense.

Spear Quicken

* Spear Quicken now increases attack speed by a fixed amount.
* Each level increases your CRIT and FLEE stats.
* Can now be used with a One Handed Spear.

Holy Cross

* Holy Cross deals double damage if used with a Two Handed Spear.


Monk
Occult Impaction

* The skill is influenced by your status attack power, equipment attack power and influenced by the target's defense. The influence of the target's defense is not as large as normal.

Mental Strength

* Mental strength no longer modifies your physical or magical defense.
* Mental Strength now reduces all incoming damage to 1/10.

Fury

* Instead of preventing SP recovery, Fury decreases SP recovery by 50%.

Guillotine Fist

* The skill is based on both status and equipment attack power and influenced by the remaining SP you have.

Assassin
Venom Splasher

* The target conditions (the enemy's HP must be less than 3/4) for using the skill have been removed.
* The attack power has increased.

Sage
Volcano

* The skill effect no longer requires the character to be of a specific armor element property to gain the bonus.

Deluge

* The skill effect no longer requires the character to be of a specific armor element property to gain the bonus.

Violent Gale

* The skill effect no longer requires the character to be of a specific armor element property to gain the bonus.

Rogue
Sightless Mind

* Attack power and area of effect increased (7*7).
* When hit by Sightless Mind, the target will receive a debuff that increases damage they receive by 20% for 5 seconds or 7 hits, whichever occurs first. However, on boss monsters this is only 10% increase.
* The effect of Sightless Mind doesn't stack with the priest skill Lex Aeterna.

Back Stab

* The skill now has a high chance to stun in relation to the skill level.


Alchemist
Axe Mastery

* Now increases attack power of One Handed Swords.
* The skill is renamed "Axe and Sword Mastery".

Acid Terror

* The skill now deals double damage.
* The damage formula has changed (the skill now also takes into account MATK).
* Acid Terror's attack power is influenced by your status and equipment as well as the target's VIT.
* Acid Terror deals 1/2 damage against boss monsters.

Bomb

* The skill now deals damage every 0.5 seconds, down from 1 second.
* The damage formula has changed (the skill now also takes into account MATK).


Bard/Dancer
Impressive Riff (Assassin Cross of Sunset)

* The skill now increases attack speed by a fixed amount.

Magic Strings (Poem of Bragi)

* The cast time reduction of Poem of Bragi only reduces the variable cast time.

Perfect Tablature (Whistle)

* The increase in evasion granted by the skill has been boosted by 3 times.

Song of Lutie (Apples of Idun)

* The skill now recovers HP every 5 seconds (from 6 seconds).
* The amount of HP recovered has increased.

Focus Ballet (Humming)

* The increase in hit rate granted by the skill has been boosted by 2 times.

Lullaby

* The skill effect activates every 4 seconds (down from 6 seconds).

Battle Theme (Drums on the Battlefield)

* The amount of ATK and DEF granted by the skill is increased.

Harmonic Lick (The Ring of Nibelungen)

* The amount of defense bypassing damage granted is increased.
* The weapon level limitation of the skill has been removed.

Lord Knight

Frenzy

* Frenzy now increases attack speed by a fixed amount.

Clashing Spiral

* The skill damage is influenced by Attack Power (status + equip) and the weapon's weight.
* The skill can now be cast with One Handed and Two Handed Swords.
* The skill requirements have changed (now only requires Spear Mastery 5 instead of 10).

Assassin Cross
Soul Destroyer

* Soul Destroyer damage comes from both your physical and magical attack power.
* The damage from the skill is reduced both by the target's physical and magical defense.


High Priest
Assumptio

* Assumptio has been completely changed. Now it increases your physical and magical defense to 200%.
* Skills and attacks that disregard defense will ignore the effects of Assumptio.


High Wizard
Magic Crasher

* Magic Crasher now takes into account both your physical and magical attack power.
* Magic Crasher is only reduced by the target's physical defense.

Napalm Vulcan

* SP cost has decreased.

Gravity Field

* Damage interval has been decreased from 1 second to 0.5 seconds.

Mastersmith
High Speed Cart Ram

* The skill damage is influenced by your attack power (status + equipment) and the cart's weight.

Paladin
Shield Chain

* Shield Chain's damage is modified by your status attack power (weapon, STR, DEX and LUK), shield weight, and the refine rate of your shield.

Scholar
Soul Change

* The SP transferred from Soul Change has changed. Now, when using the skill both the Scholar and the target will mutually split 50% of the total SP.

Stalker
Counter Instinct

* The skill no longer requires Divest Weapon 1 to be learned.

Biochemist
Acid Bomb

* Acid Bomb is now influenced by your physical attack power, magical attack power, and the target's VIT.
* Acid Bomb can now be reduced by the target's physical defense and magical defense.