Server Balancing
Introduction_____
Why is ZoraRO Renewal mixed with Pre-Renewal?! We all know that Pre-Renewal is very limited in terms of the possibility with updates (Example: monsters/items or DEF). That's why we decided to use Renewal and adjust everything to ZoraRO. That means, the monsters/items/classes will look the same, but otherwise you will experience a completely new adventure. ZoraRO offers a campaign quest series (which can be found under Suggested Quest in the quest log "Alt+Q") which simplifies the entry into ZoraRO. Warps to cities must first be unlocked by having visited them before. The loot of monsters has been adjusted so that trash items like "Knife[3]" are no longer dropped. Level areas have been adjusted and clearly separated whether they are a single or party level location. New solo & party instances have been added, which include new equipment and other items.
What exactly is still Pre-Renewal? The HP and Level of most of the monsters were taken over. There is indirectly no 3rd/4th class. Although there is in ZoraRO Multi-Rebirth, which uses the appearance of the 3rd/4th classes, but their Skills are not adopted. We believe that each class should be able to develop its role and not that each class kills everything with AoE Skills.
Class Changes
There have been some important changes to classes that will make more builds viable. Our position is that playing what you want to play should be fun. There will always be builds that will yield the highest damage output, optimal WoE performance, best MVPer, etc. However, if someone wants to build a Battle Priest, that player should have at least as much fun as anyone else.
Swordsman Skill Changes
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Bash:
- SP cost has been reduced to a rate of [3] SP + [1] SP per Skill Level. -
Magnum Break:
- Range has been increased from 5x5 to 7x7.
- Its SP cost has been reduced from [30] SP to [6] SP + [2] SP per Skill Level.
- "Magnum Break" now gives Fire Endow for [30] seconds instead of [10] seconds. -
Two-Handed Sword Mastery:
- If not riding, it will add bonus damage by [+5] per Skill Level.
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Spear Mastery:
- "Spear Mastery" was added to the Swordman and removed from the Knight & Crusader Skill-Tree.
Developer Comments: Since you can already use Spear Class weapons as a Swordman and most players know what build they are pursuing, we think it makes more sense to make "Spear Mastery" available to the Swordman already. On the other hand, it leaves more room for other builds for Knight & Crusader, due to the less Skill Points consumed.
Knight Skill Changes
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The Knight class is a role that shine with strength & survivability. Knights have the advantage of being able to wear heavy armor and therefore have the ability to fight on the frontline and protect other weaker classes from damage. With the new skill tree and skill changes, there is now a clear line between Sword & Spear build.
Class Rating:
[Health: * * * * *]
[Single Damage: * * * * *]
[AoE Damage: * * * * *]
[Evasion: * * * * *]
[Armor Type: Plate]
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[NEW SKILL] Two-Handed Sword Double Attack:
- When attacking with the "Two-Handed Sword" weapon class, there is a [5%] chance per Skill Level that you will perform double attacks. -
[NEW SKILL] Advanced Spear Masters:
- Increased damage with "Pierce" by [5%] & "Spear Booomerang" by [10%] per Skill Level. -
Spear Boomerang:
- Max Level increased from [5] to [10].
- New Formular: [100 + 25 * Skill Level + DEX + "Advanced Spear Mastery" * 10].
Old Formular: [100 + 50 * Skill Level]
- "Spear Boomerang" hit twice when "Two-Handed Spear" weapon class is equiped.
- "Spear Boomerang" has now [3] seconds Cooldown. -
Pierce:
- "Pierce" now always makes the [3] hits, no matter what monster size the target is.
- New Forumal: [100 + 15 * Skill Level + BaseLevel + "Advanced Spear Mastery" * 5]
Old Formular: [100 + 10 * Skill Level] -
Two-Hand Quicken:
- "Two-Hand Quicken" requieres "Two-Handed Sword Mastery" at [Lv. 10] as a prekill instead of just [Lv. 1]. -
Riding:
- Increased Maximum Weight from [+1000] to [+1500].
Crusader Skill Changes
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The Crusader has a high survivability and can protect his party from damage. Crusader have a particularly high defense against Demon & Undead monsters. Even though Crusader has the highest defense & HP pool, Crusader are especially good to support the party from the inside instead of the frontline.
Class Rating:
[Health: * * * * *]
[Single Damage: * * * * *]
[AoE Damage: * * * * *]
[Evasion: * * * * *]
[Armor Type: Plate]
- Holy Cross: Damage increased from 100% + 35% per skill level to 300% + 25% per skill level. Skill also has an accuracy bonus of +2% per skill level and has a range of 3 cells. New SP formula is 6 SP + 1 SP per skill level (16 SP when used at Level 10). Developer Comments: Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line.
- Shield Charge: Increased from 100% + 20% per skill level to 200% + 20% per skill level. Developer Comments: This skill is incredibly underwhelming and while the Stun provides some utility along with its huge knockback, the skill was given a little damage boost to compensate for its purely defensive behavior.
- Spear Quicken: Now reduces weapon delay by 20% + 1.5% per skill level for 2H spears and 7.5% + 0.5% per skill level for 1H spears. Developer Comments: Spear builds were something that required a little bit of a boost. They pale in comparison to GC builds in term of PVE DPS, but the entertainment value out of these builds was stressed by the community and not only were 2H spear speeds increased via this skill, but also the introduction of a small bonus to 1H spears gives the skill even more versatility, especially considering the huge investment of skill points.
- Spear Mastery: Now does +5 ATK per skill level while not mounted and +7 ATK per skill level when riding a Peco. Developer Comments: This skill was also improved to help round out the Spear builds that Crusaders may opt to take. As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment.
Acolyte Skill Changes
- Blessing: Duration of buff was increased by 1 minute at all ranks, it's SP cost was increased from 24 SP + 4 SP per skill level to 24 SP + 5 SP per skill level. Developer Comments: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Increase AGI: Duration of buff was increased by 1 minute at all ranks, it's SP cost was increased from 15 SP + 3 SP per skill level to 15 SP + 4 SP per skill level. Developer Comments: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Demon Bane: Now increases ATK against undead and demons by +5 per skill level plus half your Base Level + 1. The skill also increases ATK against all other races by +4 per skill level (no base level bonus). Developer Notes: This skill was reworked to improve certain builds, specifically Combo Monks and Battle Priests. The higher damage potential of auto-attacks was a means to expand the viability of some lesser used builds in the Acolyte tree.
- Holy Light: Can now be learned at Job Level 15. Now takes 1.5 sec to cast, down from 2.0 sec. The skill costs 12 SP instead of 15 SP. The damage is now equal to 100% MATK + (1 + 1% Per Base Level), up from a flat 125% MATK. Developer Notes: The increase to this spell's damage, which scales with level, provides more viability as a spell that can be weaved into an Acolyte's rotation while supporting others. The lower cast time also provides greater versatility. This allows skillful players to contribute to DPS during downtime more effectively.
Priest Skill Changes
- Mace Mastery: Mace Mastery is now called Battle Mastery and does +4 ATK per skill level for books and maces (up from +3 ATK for only maces). At level 10 this skill also provides a 12% increase to mace attack speed. Developer Comments: This skill is rarely taken by anyone but Battle Priests. While this skill's changes do not make Battle Priests competitive with other melee classes, it does provide some niche situations where Priests can do a respectable amount of melee damage, especially against Undead. Thus, the adjustments add an additional layer of entertainment to this unique build.
- Turn Undead: If Turn Undead fails to land, it now does [Base Level + INT + Skill Level*10] * 3 damage. Developer Comments: Turn Undead does a pitiful amount of damage upon failure. Increasing this failure damage gives Priests more forgiveness while ramping up to a high level of stats required for an efficient Turn Undead build.
- Gloria: Buff length is now set to 10 Seconds + 10 Seconds Per rank. Therefore, at max rank, the buff persists for a whole minute. Developer Comments: The increase of the buff duration was done mostly to allow greater utilization of this skill in both solo combat as a Battle Priest and in group play.
- NEW SKILL - Renew: This skill retains all the functionality of Slow Poison (stopping the reduction of health while poisoned without curing the status). Additionally, each rank of Renew heals the target for (25 + 1.5% of Target's Maximum HP) per skill level every 3 seconds. The maximum skill level is 4. The skill cannot be used on monsters and therefore cannot be used offensively against undead. The skill is instant cast, but has a high SP cost of 40 + (15 * Skill Level). The effect lasts for 30 seconds.
Monk Skill Changes
- Dodge: Now increases FLEE by 2 per level, up from 1.5 FLEE per level. Developer Comments: The high investment of skill points was a bit underwhelming with 10 skill points required to get a net increase of 15 FLEE. The incremental boost provides a slightly more reasonable return that is in line with other passive bonus adjustments.
- Mental Strength: Now doubles your DEF and gives you 4x MDEF up to a maximum of 90 of each DEF and MDEF based on these new calculations instead of setting you at a flat 90 DEF and MDEF. Developer Comments: This skill used to require nearly no gear to effectively become an unstoppable tank. With these changes, gear will now be required to reach the same pinnacle tanking ability as before. The justification is that an ungeared Monk should not be more effective at tanking than a fully geared Knight.
- Absorb Spirit Sphere: Now increases SP per spirit sphere absorbed by 10 SP, up from 7 SP. Developer Comments: Increased to provide a small increase in the utility of the skill that now provides a net positive return to more easily maintain combo builds.
- Iron Fists: Now provides +5 ATK per skill level and reduces the weapon speed delay of fist weapons and bare hands by 1% per level. Developer Comments: As with many other mastery type skills, Iron Fists needed a boost to create some even ground between mace builds and fist builds.
- Raging Thrust: Now provides a 15% increased attack buff to the Monk for 8 seconds after using this skill. Developer Comments: This small bonus was added for some flavor to the Monk combo build. The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. A moderate attack increase for a short period is reasonable. This does also chain further into Asura Strike, which may give a Combo Monk more incentive for using that skill in combination.
- Snap: Cannot be used to snap out of ankle snare traps if snagged. Developer Comments: This balancing change was meant to provide a little balance for PVP and WoE. Being able to just jump in a castle or PVP room fully ready to Asura and just snap to a target and run out is not interesting gameplay. Furthermore, this skill pigeonholes guild leaders to generally prefer a Monk as guild leader so that they can quickly move to an area to use Emergency Recall. Again, this was done for balancing.
- Throw Spirit Sphere: Retains its original values for damage of 100% + 50% per skill level for each sphere. This skill may be adjusted if considered too powerful in the current landscape. Developer Comments: The community noted that these were the original values and they were indeed verified. Though, the power is fairly high and may need to be adjusted in the future.
Magician Skill Changes
- Increase SP Recovery: SP recovery now ticks every 5 seconds, down from 10 seconds. Developer Comments: This is a global server change to increase HP and SP recovery rates to reduce player downtime.
- Energy Coat: Job level requirement was reduced from 35 to 15. The quest now requires 1 Glass Bead instead of 3. Developer Comments: As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
- Firewall:Enemies having "Fire" element or Undead enemies are not knocked back. All other enemies will be knocked back.
Wizard Skill Changes
- Sense: This skill provides a passive 2% reduction in physical attacks of the fire, water, wind, and earth properties. Developer Comments: This skill is made redundant by in-game databases and general knowledge databases found online. Therefore, we have added an additional feature to give this skill some minor combat viability.
Sage Skill Changes
- Sense: This skill provides a passive 2% reduction in physical attacks of the fire, water, wind, and earth properties. Developer Comments: This skill is made redundant by in-game databases and general knowledge databases found online. Therefore, we have added an additional feature to give this skill some minor combat viability.
- Advanced Book: Each level of this skill provides +3 ATK, +1% MATK, and +0.7% ASPD per level when a book weapon is equipped. Developer Comments: Books are notably weaker and have fewer options than rods and other weapons. Therefore, a boost to book-based weapon builds for Sages was implemented.
- Dispel: Requires 1 Red Gemstone instead of 1 Yellow Gemstone. Now only requires Level 1 Spell Breaker as a prerequesite instead of Level 3 Spell Breaker. Developer Comments: Gemstone changes were made to provide better variety in gemstone usage among all skills globally. The spell breaker prerequesite helps to balance the skill choice options of a Sage.
- Volcano: Requires 1 Red Gemstone instead of 1 Yellow Gemstone. Developer Comments: Gemstone changes were made to provide better variety in gemstone usage among all skills globally.
- Land Protector: Requires 1 Red Gemstone and 1 Blue Gemstone instead of 1 Yellow Gemstone and 1 Blue Gemstone. Developer Comments: Gemstone changes were made to provide better variety in gemstone usage among all skills globally.
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Auto Spell: Skills available to be cast with this skill have been reworked to provide additional strength in the auto casting builds. The skills available are as follows:
- Level 1: Up to Level 5 Napalm Beat, 11% Overall Autospell Chance
- Level 2: Up to Level 3 Elemental Bolt, 13% Overall Autospell Chance
- Level 3: Up to Level 4 Elemental Bolt, 15% Overall Autospell Chance
- Level 4: Up to Level 5 Elemental Bolt, 17% Overall Autospell Chance
- Level 5: Up to Level 3 Soul Strike, 19% Overall Autospell Chance
- Level 6: Up to Level 4 Soul Strike, 21% Overall Autospell Chance
- Level 7: Up to Level 5 Soul Strike, 23% Overall Autospell Chance
- Level 8: Up to Level 5 Fire Ball, 25% Overall Autospell Chance
- Level 9: Up to Level 5 Earth Spike, 27% Overall Autospell Chance
- Level 10: Up to Level 5 Frost Diver, 30% Overall Autospell Chance
Developer Comments: There is a huge difference between soul linked skills and regular ones. The cast chance was increased, but the skill improvement comes from higher levels of skill being casted, as well as the addition of earth spike, an element previously ignored. - Abracadabra: Condensed to 5 skill levels instead of 10 skill levels. Developer Comments: This skill is generally used as a quasi-MVP generator, but is otherwise useless. Additional skills will be added over time to give this skill viability while maintaining its randomness.
- Dragonology: Increases experience gained against dragons by +2% per level. Developer Comments: This skill was slightly underwhelming, but gives more flavor against a specific race of monsters that will have a larger presence in the future.
- NEW SKILL - Gemstone Extraction: This new skill gives sages a small chance to receive a gemstone or elemental stone when killing enemies. This skill was implemented to provide a minor inflow of reagents to support the Sage skill tree. A platinum skill quest must be completed to learn this skill.
Archer Skill Changes
- Attention Concentrate: Skill now costs 20 SP + 6 SP per skill level, up from 20 SP + 5 SP per skill level. However, the duration of the skill has increased by 1 minute at all ranks. Skill now has the ability to remove the Confusion status (upside-down screen). Developer Comments: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Arrow Shower: Skill is now targetable on mobs and will push them back 1 cell instead of 2 cells. However, the pushback will always be away from the caster, not the area of impact. The skill can no longer move or break traps. Developer Notes: Players have requested that this skill be improved for precision by making it both targetable and making the pushback more consistent. That said, to balance the skill, we have decided to no longer allow the ability to move traps. Furthermore, the knockback has been reduced by half.
- Arrow Crafting: Can now be learned at Job Level 15. The quest now only requires 5 Trunks, down from 13. Developer Comments: As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
Hunter Skill Changes
- Blitz Beat: Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets). The formula for damage is: ([LUK] + [INT/2] + 6 * Steel Crow Lvl + 20) * 2). Proc chance has remained unchanged. Developer Comments: Falconer builds have seen less play given how strong Double Strafe builds are. However, many players have requested improvements to Blitz Beat. In developing the skill changes, an emphasis on LUK was made as LUK not only increases proc chance, but under this new formula will also provide investment towards damage. This skill is now improved to a level that is competitive in play.
- Ankle Snare: A maximum of 16 Ankle Snares can be placed at any given time. This amount will generally be equal to the WoE roster size for each WoE season.
- Blast Mine: Does small splash damage to targets. The damage formula is now: [(70+DEX)*(70+INT)/65*Skill Level. Developer Comments: Trapper builds have also been outshined by Double Strafe builds. By increasing the trap damage rate, players may be more incentivized to prioritize stats towards a trapper build, allowing a third core build to be competitive as a Hunter.
- Landmine: Does no splash damage but has high damage output with modified formula of: [(70+DEX)*(100+INT)/70*Skill Level. Developer Comments: Same comments as Blast Mine to justify the changes.
- Freezing Trap: Flat damage was increased by 650. There are no additional formula changes. Developer Comments: Same comments as Blast Mine to justify the changes.
- Claymore Mine: This trap has a medium splash damage range. Now has a damage output of [(30+DEX)*(100+INT)/100*Skill Level. Developer Comments: Same comments as Blast Mine to justify the changes.
Bard Skill Changes
- Musical Lesson: Increases the attack of instruments by +5 per skil level and reduces weapon delay of instruments by 1% per skill level. Developer Comments: The increase in damage for using instruments provides some decrease in the gap between instrument weapons and bows for Bards.
- Musical Strike: Does 175% + 25% Per Skill Level attack with a musical weapon instead of 125% + 25% Per Skill Level. Developer Comments: Provides higher incentive for Bards to interweave this skill with performance skills.
Dancer Skill Changes
- Musical Lesson: Increases the attack of whips by +5 per skil level and increases critical rate of whips by 1% per skill level. Developer Comments: The increase in damage for using whips provides some decrease in the gap between instrument weapons and bows for Dancers.
- Throw Arrow: Does 175% + 25% Per Skill Level attack with a whip weapon instead of 125% + 25% Per Skill Level. Developer Comments: Provides higher incentive for Dancers to interweave this skill with performance skills.
Merchant Skill Changes
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Discount:
- Skill now reduces the Zeny cost of "Mammonite" by [10%] per Skill Level of
"Discount" learned. -
Cart Revolution:
- Does now [250%] ATK damage regardless of cart weight. -
Crazy Uproar:
- Str Bonus was raised from [4] to [5].
Blacksmith Skill Changes
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Skill Tree & Skill Requierements:
- The Skill Tree has been made clearer and the Skills better ordered.
- Skill Requierements were adapted to the new formula and some removed
that now more Skill-Builds are possible. -
Forging:
- [DEX] & [STR] now affects the success chance instead of [DEX] & [LUK].
- Star Crumb only reduces the success chance by [-10%] instead of [-15%].
- Bonus of the Anvils was adjusted.
Anvil bonus changed to [3%] instead of [0%].
Oridecon Anvil changed to [5%] instead of [3%].
Golden Anvil changed to [8%] instead of [5%].
Emperium Anvil changed to [15%] instead of [10%].
- Baby classes no longer have the 50% susscess chance penalty.
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Weapon Research:
- The passive bonus damage has been increased from [+2] to [+5] per Skill Level. -
Hilt Binding:
- Max Level was increased up to [Lv.5] to increase the buff duration up to [50%]. -
Smith Skills:
- The Max Level was raised from [Lv.3] to [Lv.4].
Developer Comments: Since on ZoraRO also Lv.4 weapons can be forged, it makes sense that the Smith-Skills are also adapted to [Lv.4]. In addition, you get [+5%] success chance on the forging. -
[NEW SKILLS] Smith Bow & Smith Whip/Instrument:
- Two new Skills "Smith Bow" & "Smith Whip/Instrument" has been implemented.
Now finally Bows, Whips & Instruments can be forged. -
[NEW SKILLS] Research Phracon, Research Emevertarcon & Research Bradium:
Three new Skills "Research Phracon", "Research Emevertarcon" & "Research Bradium" has been implemented. These increase the success chance of forging the appropriate weapon levels like "Research Oridecon".
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Hammerfall:
- The range of Hammerfall has been increased from 5x5 to 7x7. -
Adrenaline Rush:
- "Adrenaline Rush" now lasts [60] seconds per Skill Level instead of [30] seconds. -
Weapon Perfection:
- "Weapon Perfection" now lasts [60] seconds per Skill Level instead of [10] seconds. -
Over Thrust:
- "Weapon Perfection" now lasts [60] seconds per Skill Level instead of [20] seconds. -
Maximize Power:
- "Weapon Perfection" now lasts [60] seconds per Skill Level instead of [10] seconds. -
[Questskill] Unfair Trick:
- "Unfair Trick" now gives [20%] Atk for "Mammonite" & "Cart Termination" instead of reducing Zeny cost by [10%] of.
Alchemist Skill Changes
- Axe Mastery: Adds +5 ATK per skill level instead of +3 ATK per skill level. Also now reduces attack delay by 8% if the Alchemist has learned level 10 Axe Mastery. Developer Comments: Alchemist melee damage is underwhelming and while they have a lot of utility now, they still lack raw combat damage. These changes make them more well rounded for any build they choose.
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[NEW SKILL] Finding Herb:
- Provides a low chance to get most items used in brewing potions from any mob killed.
Thief Skill Changes
- Double Attack: Chance to activate increased from 5% per skill level to 7% chance per skill level. Developer Comments: Thiefs are a little slower than some other classes in terms of leveling. The higher output of Double Attack not only helps with Thief leveling but also carries forward into Assassin and Rogue to provide some boosts to specific builds that were needed.
- Envenom: Now costs 8 SP to cast. Instead of adding attack, the skill now does 100% + 15% Per Skill Level ATK against an enemy, providing much better scaling with gear. Developer Notes: Envenom, when used with the new poison status changes, is fairly valuable as a Theif skill. However, the SP cost was too large of a barrier to use the skill often enough to see good results. Therefore, the SP cost was reduced marginally and damage was made to scale better with gear.
Assassin Skill Changes
- Right / Left Hand Mastery: Right Hand Mastery and Left Hand Mastery ATK damage is now increased by 20% for all ranks. Developer Comments: Auto-attacks were not keeping up in DPS with other skill-centric builds. Therefore, adjustments to auto-attacks were necessary to keep parity between some builds.
- Venom Dust: Requires 2 Venom Canines instead of 1 Red Gemstone.
- Venom Splasher: Detonation time reduced (Level 10 detonation time is 6 seconds now). Also removed the 75% HP requirement of the skill and Red Gemstone requirement. Developer Comments: Poison is a key component of an Assassin's utility. However, it was rarely used due to poison not really being too detrimental. Therefore, poison has been modified to be more dangerous and the removal of a reagent for Venom Splasher gives viability to Assassin pure poison builds. The HP requirement removal and lower detonation time puts this skill more on par with other classes' "Finisher Skills".
- Enchant Poison: Duration increased to 5 minutes at maximum rank. Also, proc chance for poisoning the target increased to 10% at maximum level. Developer Comments: Again, poison is a central part of the Assassin class and this skill further helps provide support around poison builds.
- Katar Mastery: Now grants +4 ATK and 5% CRIT if fully mastered to Rank 10 (Katar's double CRIT rate and this is effectively a 10% CRIT increase at rank 10). Developer Comments: While poison is now viable through other changes, additional support for CRIT-based Assassins was needed as well. The improvements made to this mastery skill help level the CRIT Assassin with other builds.
Rogue Skill Changes
- Strip Weapon: When successfully used on monsters, reduces their attack by 40%, up from 25%. Developer Comments: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Strip Shield: When successfully used on monsters, reduces their hard defense by 30%, up from 15%. Developer Comments: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Strip Armor: When successfully used on monsters, reduces their VIT (soft defense) by 70%, up from 40%. Developer Comments: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Strip Helm: When successfully used on monsters, reduces their INT by 30% and MDEF by 20%. The old skill reduced INT by 40% (this change has a much more detrimental effect on high MDEF monsters). Developer Comments: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Sword Mastery: Each level of Sword Mastery grants the Rogue double attack with swords equal to a 7% chance per skill level of Sword Mastery, assuming the Rogue has the equivalent level of Double Attack learned. Developer Comments: Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability.
- Back Stab: Allows the player to cast this skill from 3 cells away and close the gap between an enemy and the Rogue by causing the Rogue to "jump" behind the enemy and doing the Back Stab attack. The cast delay is now 3.4 Sec - 0.1 Sec Per skill level. Developer Comments: Redesigned to be an easier to use gap closing skill. Future development may add a toggle to revert back to the original function of this skill at the user's choice.
- Preserve: Notably, this skill is a Transcendent Class skill that has been provided to Rogues early. This is to assist with Plagiarism builds to make them more enjoyable and streamlined without heavy constant reliance on other players to supply the skills needed to maintain the skill. Requires Level 10 Plagiarism and 1 free skill point to learn.
Super Novice Changes
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HP Changes: Super Novices will now receive bonus HP at every 10 level increments starting at level 40. They are additive as follows:
- Level 40: +100 HP
- Level 50: +150 HP
- Level 60: +200 HP
- Level 70: +250 HP
- Level 80: +300 HP
- Level 90: +400 HP
- Level 99: +1,000 HP
- SP Changes: Super Novices will now receive an additional +10 SP at every 10 base levels starting at level 20 and will get a special +30 SP bonus at Level 99.
Expanded & Doram Classes
- Expanded & Doram classes are currently not available.
Other Changes
- Poison Status: Poison status now reduces VIT Defense by 50%, up from 25%. It deals ticking damage equal to 2% per second, up from 1% per second. Developer Comments: Poison as a status was not very detrimental and was easily countered in PVP due to Green Potions and Herbs. While the curing methods are unchanged, the detrimental effects of poison will make it a higher priority to counter in PVP/GVG settings. More importantly, the PVE setting is improved by giving those who inflict poison the ability to dispatch mobs faster.
A New Experience System
One generally consistent factor among private servers is the experience system. Specifically, pre-renewal servers fall into the trap of using the base database rates for experience and modifying those rates by applying multipliers. However, changing the multipliers to effect experience rates is not truly a means of balancing or improving gameplay. At Payon Stories, we have parsed the experience tables of each monster and regressed them against HP values, skills, and other factors to give each monster an indexed score that explains its risk/reward ratio. Thereafter, we went through each monster and rebalanced the stats, HP, and experience granted by those monsters to provide a more linear, consistent progression that players will be able to use to vary their playstyle and try new zones for leveling.
While this may sound similar to the Renewal system, we are keeping the old experience requirements for level ups and leveling will take roughly the same amount of time you would expect on other low-rate servers. That said, old grinding spots such as killing 'Wolves' in the 30-40 level range or Toy Factory mobs in the 40-60 level range will no longer be your only efficient options. With the rebalancing, there will be multiple options that provide similar rewards and difficulty for varying level ranges.
We acknowledge that this system may not be perfect out the gate, but we are committed to making adjustments to improve the player experience. Coupled with the questing systems we will later introduce; we envision a well-rounded game that will more closely match the improvements made in the last 20 years to the MMORPG genre as a whole.
Monster Locations
In combination with a new experience system, we also wanted to introduce some linearity in monster spawn locations. While some maps may remain relatively untouched, other maps do not cater well to our goal to provide more options for players.
For example, have you ever been on a map with good, but challenging experience rewards only to be met with a hunter fly that completely disrupts your leveling? We assume that these mobs were added as a lazy way for the official game to passively combat botting. However, many security improvements such as Gepard Shield have eradicated the ability to bot on servers like Payon Stories, leaving behind mobs that are no more than a nuisance. We want all players to have fun and level where they want. Therefore, mobs seen merely as annoyances will be move to locations more suitable and mobs with high levels of variance in difficulty will be moved to provide maps that are more balanced. As with the experience rates, we will be monitoring the monster locations to provide better progressive balance for our players and cohesion with new quests.
HP and SP Regeneration
Downtime has been reduced by increasing the speed at which HP and SP regenerates. When considering things that make Ragnarok Online less enjoyable than other MMORPGs, we considered the downtime caused by slow resource generation to be one of the biggest factors. The ability to use skills provides players with a way to dynamically change the way they play, but if this is stifled by abysmally low regeneration rates, then play is often interrupted. Alternatively, players may forego using some skills entirely due to their SP cost. Therefore, we have decided to make the following changes:
- HP Regeneration Rate: Increased the rate at which HP regenerates from 6 seconds to 4 seconds while standing. While sitting, the HP regeneration rate is now 2 seconds per tick. Cards and skills can also affect HP Regeneration as usual.
- SP Regeneration Rate: Increased the rate at which SP regenerates from 8 seconds to 6 seconds while standing. While sitting, the SP regeneration rate is now 3 seconds per tick. Cards and skills can also affect SP Regeneration as usual, this includes Maginificat.
- HP/SP Recovery Skills: HP and SP Recovery skills that are learned by certain classes also now provide regeneration rates at twice the speed. Previously, these skill regenerated HP or SP at 10 seconds per tick. Now, these skills will provide recovery every 5 seconds.
Weight Limits
Relatively minor, though important for fun gameplay, we have decided to increase the maximum weight limit before HP/SP regeneration penalties are imposed to 70%. We feel that 50% is too punishing for all classes and especially those that do not put stats into strength. We think each player should build a character however they wish and prefer weight limits to have less of an impact on builds so players can create characters that are fun to play and not disadvantaged by a largely outdated, unnecessary system.