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Sedy Admin Sedy
posted on Thursday, January 14 2021, 12:14 AM in Updates
SEASONAL
Christmas events have ended.

BATTLEFIELDS
Player names are no longer hidden in Battlefields/Colosseum.


MECHANICS
Monster Experience and Skill Experience
Corrections to the changes in the previous update to prevent players obtaining large amounts of EXP/SXP when partied with high level players. Players must be upto 10 levels above or below the monster to obtain EXP/SXP from it, and the amount of EXP/SXP gained is based on the highest level player in the party - so if that player is more than 10 levels above the monster level, no EXP/SXP will be awarded to anyone in the party.


ITEMS
HP & MP Consumables
The cooldown grouping of consumables (potions and food) that recover HP and MP have been adjusted and some cooldowns changed.

HP Potions
Potions that recover HP by a fixed amount (HP Potion I-VI, Battlefield HP Potion I-VI, etc.) or percentage of your Max HP (HP 30% Recovery Potion etc.), and those that regenerate HP over time (HP Regeneration Potion I-VI, etc.), are now in the same cooldown group. Using one of these will trigger the cooldown on the others.

Cooldowns remain the same. HP potions that recover a fixed amount of HP, or regenerate a fixed amount of HP over time, have a cooldown of 15s and those that recover a percentage of your HP, or regenerate a percentage of your HP over time, have a cooldown of 30s.

MP Potions
Potions that recover MP by a fixed amount (MP Potion I-VI etc.) or percentage of your Max MP (MP 30% Recovery Potion etc.), and those that regenerate MP over time (MP Regeneration Potion I-VI, etc.), are now in the same cooldown group. Using one of these will trigger the cooldown on the others.

MP potions that recover a fixed amount of MP, or regenerate a fixed amount of MP over time, now have a cooldown of 10s (was 9 or 18s), and those that recover a percentage of your MP, or regenerate a percentage of your MP over time, now have a cooldown of 20s (was 15s).

HP/MP (Vitality) Potions
Potions that recover both HP and MP by a fixed amount (Vitality Potion I-VI, etc.) or percentage of your Max HP and MP (Firework Potion of Vitality, etc.), are now in the same cooldown group. Using one of these will trigger the cooldown on the others.

Cooldowns remain the same. Vitality potions that recover a fixed amount of HP/MP all have a cooldown of 15s, and those that recover a percentage of your HP/MP, have a cooldown of 30s.

HP Foods
Foods that recover HP by a fixed amount or percentage of your Max HP (Honey Dish, Cool Christmas Icing, etc.), and those that regenerate HP over time (Healthy Carrot), are now in the same cooldown group. Using one of these will trigger the cooldown on the others.

Cooldowns remain the same, at 30s.

MP Foods
Foods that recover MP by a percentage of your Max MP (Witch's Elixir, Christmas Soup, etc.), and those that regenerate a percentage of MP over time (Yummy Carrot), are now in the same cooldown group. Using one of these will trigger the cooldown on the others.

These foods now have a cooldown of 20s (was 10s).

HP/MP Foods
Foods that recover both HP and MP by a fixed amount (Cool Water, Gourmet Tasty Stew, etc.) or percentage (Cocoa Chocolate) of your Max HP and MP, are now in the the same cooldown group. Using one of these will trigger the cooldown on the others.

HP/MP foods that recover by a fixed amount now have a cooldown of 15s, while those that recover a percentage of your Max HP and MP have a cooldown of 30s.


CLASS SKILLS
Skill MP Cost
All skills from all classes and jobs have been modified. MP cost has been recalculated based on how much utility a skill has, so if it's a simple damage skill it will have a low MP cost, increasing as skill utility increases. The MP cost of a skill will increase if it hit's multiple targets (AoE), has percentage based Bonus Damage, penetrates defense, has a debuff, has an invoked effect (self buff), has a buff, it's channeled etc. etc.

MP cost of 1st job skills have not changed very much for most classes except for buff type skills increasing in cost, but 2nd job skills have generally increased in cost, and 3rd job skills are a mixed bag of increases and decreases.


Skill Corrections
Corrections to several skills that had the wrong cooldown, or debuff duration set to 6.4s due to some typo errors at some point in a previous update.

WARRIOR
Shield Smash

Duration of Physical Evasion debuff corrected from 6.4s to 10s.

Onslaught
Duration of Physical Attack debuff corrected from 6.4s to 10s.

Incisive Blow
Duration of Physical Crit debuff corrected from 6.4s to 10s.

Skilled Destruction
Duration of Immobilize & Skill Paralysis debuff corrected from 6.4s to 3s.

Catastrophic Clash
Duration of Physical/Magic Defense & All Attack debuff corrected from 6.4s to 10s.

Shield Throw
Horizontal Slash

Duration of Movement Speed debuff corrected from 6.4s to 5s.

Provoke
Frost Strike

Duration of Movement Speed debuff corrected from 6.4s to 4s.

Crusader Strike
Duration of Immobilize debuff corrected from 6.4s to 2s.

FIGHTER
Divided Slash

Duration of Physical Evasion debuff corrected from 6.4s to 10s.

Subdue
Duration of Physical Hit debuff corrected from 6.4s to 10s.

Tempest Slice
Duration of Physical Evasion and Immobilize debuff corrected from 6.4s to 3s.

Charge
Duration of Movement Speed debuff corrected from 6.4s to 5s.


KNIGHT
Shield Throw 2 cooldown increased from 5s to 8s.


GUARDIAN
Shield Throw 2 cooldown increased from 5s to 8s.


TEMPLAR
Shield Throw 3 cooldown increased from 5s to 7s.


GLADIATOR
Unadulterated Strike

Duration of Physical/Magic Defense and Stun debuff corrected from 6.4s to 2s.

Hinder
Duration of Movement Speed debuff corrected from 6.4s to 5s.


GLADIATOR
Whirlwind 2

Cooldown reduced from 14s to 9s.
Chance to cause additional damage over time removed.


CRUSADER
Whirlwind 3

Cooldown reduced from 14s to 9s.
Chance to cause additional damage over time and reduce Heal Recovery removed.


Skills Combos Removed
I have removed the skill combos from the Wind Walker and Assassin classes. Those skills can now be used in any order and without any prerequisites. I felt it unfair that the invoked effects of those skills were guaranteed 100% chance, but due due to technical limitations of the skill mechanics, it was necessary to have it that way for the combo system to function.

WIND WALKER
Dexterous Jab 3

The invoked self buff of this skill, granting Attack Speed, is no longer guaranteed. It works the same way as Dexterous Jab 2 and is granted with a 10/15/20/25/30/35/40% chance.

Tempest Assault 2
Can now be used freely - does not depend on using Dexterous Jab 3 first.
Self buff of this skill, granting Attack Speed, is no longer guaranteed. It works the same way as Tempest Assault 1 and is granted with a 10/15/20/25/30/35/40% chance.

Cyclone Flurry
Can now be used freely - does not depend on using Tempest Assault 2 first.
Self buff of this skill, granting Physical Crit, is no longer guaranteed. It works the same way as other invoked buffs and is granted with a 10/20/30/40% chance. The duration has been increased from 8s to 10s.

Stunning Blow
Can now be used freely - does not depend on using Cyclone Flurry first.

Finish Him
Can now be used freely - does not depend on using Stunning Blow first.
Cooldown reduced from 44/42/40/38s to 28s.
Bonus Damage changed from 40% at all ranks to 20/30/40/50%.
Ignore Defense changed from 80% at all ranks to 30/40/50/60%.


ASSASSIN
Spiral Jab 3

Self buff of this skill, granting Physical Crit +300, is no longer guaranteed. It works the same way as Spiral Jab 2 and is granted with a 10/15/20/25/30/35/40% chance. The duration has also been reduced from 16s to 10s.

Accurate Lunge 2
Can now be used freely - does not depend on using Spiral Jab 3 first.
Self buff of this skill, granting Physical Crit +300, is no longer guaranteed. It works the same way as Accurate Lunge 1 and is granted with a 10/15/20/25/30/35/40% chance. The duration has also been reduced from 16s to 10s.

Essence Shift
Can now be used freely - does not depend on using Accurate Lunge 2 first.
Bonus Damage increased from 5/10/15/20% to 10/20/30/40%.
No longer ignores upto 60% Physical Defense (moved to Exterminate).

Exterminate
Can now be used freely - does not depend on using Essence Shift first.
Now ignores 20/30/40/50/60% Physical Defense.


Debuff Reductions
I am actively reducing the amount of Crowd Control (CC) debuffs - especially those with a very short duration and those on very low cooldown skills - they do nothing much more than serve as an annoyance. In some cases, the loss has been made up for by increasing the duration of another debuff or adding the same or similar CC effect to another skill.

You will probably be thankful for the removal of the really short duration debuffs in another upcoming update anyway, but more on that another time.

I have also reduced the amount of CC debuffs of some classes that could keep an opponent locked down too easily - mainly the Assassin and Wizard.


SOUL BLADER
Tempest Slash 3

Chance to cause Silence for 1s removed.


MYRMIDON
Tempest Slash 3

Chance to cause Silence for 1s removed.

Death's Grasp 2
Chance to cause Skill Paralysis & Silence for 1s removed.

Dragon Force
Now has a chance to cause Silence as well as Skill Paralysis for 4s.


RANGER
Crippling Jab

Duration of Movement Speed debuff increased from 2.5s to 5s.


ADVENTURER
Crippling Jab 2

Duration of Movement Speed debuff increased from 2.5s to 5s.

Scorpion Sting 2
Cooldown increased from 8.2s to 10s, efficiency of Immobilize debuff increased from 0/1 to 5/6.


WINDWALKER
Crippling Jab 3

Duration of Movement Speed/All Hit debuff increased from 4s to 5s.

Scorpion Sting 3
Duration of the Immobilize and Physical Eva debuff increased from 2s to 3s.

Exposed Armor
Changed from All Protection -150 for 20s to All Protection -100, Physical Defense -8000 and Magic Defense -4000 for 10s.
Shares with Shadow Walkers's Exposed Weakness - only one can be active at a time.

Exposed Armor 2
Changed from All Protection -200 for 20s to All Protection -150, Physical Defense -10000 and Magic Defense -5000 for 10s.
Shares with Shadow Walkers's Exposed Weakness - only one can be active at a time.

Flying Scissors
Chance to cause Skill Paralysis & Silence removed.

Whirling Death
Cooldown reduced from 90s to 60s.
Now also has a chance to cause Skill Paralysis.


ROGUE
Crippling Jab

Duration of Slow debuff increased from 2.5s to 5s.


SHADOWWALKER
Crippling Jab 2

Duration of Slow debuff reduced from 10s to 5s.


ASSASSIN
Crippling Jab 3

Duration of Slow debuff reduced from 10s to 5s.

Shadowstrike 2
The chance to receive the invoked self buff from this skill has been reduced from 65/70/75/80% to 10/20/30/40%.

Psychic Raze
Chance to Stun for 1s removed.

Phase Collision
Chance to Immobilize for 4s removed.


SNIPER
Dexterous Shot 3

Chance to cause Skill Paralysis & Silence for 0.1s removed.

Eradicating Shot 2
Chance to cause Skill Paralysis & Silence for 1.5s removed.

Track
Cooldown increased from 5/5s to 30/20s.


SHARPSHOOTER
Dexterous Shot 3

Chance to cause Skill Paralysis & Silence for 0.1s removed.

Magic Block 2
Chance to cause Silence for 1.5s removed.


WIZARD
Enchanted Shock 3

Cooldown reduced from 14s to 13s.

Permeating Chill 3
Duration of Attack Speed debuff increased from 7s to 10s.

Black Hole
Chance to Stun for 1s removed.

Arctic Gust 3
Chance to Stun for 1s removed.

Thunder Sunder
Chance to reduce Movement Speed removed. Chance to reduce Attack Speed and increase Casting Time for 10s remains.

Electric Chains 1 & 2
Duration of Stun reduced from 4s to 2s.

Telekinesis
Duration of Stun increased from 1s to 3s.


SORCERER
Cyclone

No longer causes Knockback, and chance to Stun for 1s changed to chance to Immobilize for 3s.

Disharmony
Chance to Stun for 0.8s changed to chance to Immobilize for 1s.

Typhoon 2
Chance to cause Skill Paralysis & Silence for 0.5s removed.

Tempest Spear 3
Chance to cause Skill Paralysis & Silence for 1s removed.

Chronowarp
Chance to reduce All Attack and Movement Speed changed to chance to reduce All Attack and Movement Speed and cause Skill Paralysis & Silence for 8s.
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