Notes de patch
17/05/2024
MrGrohminet

Mise à jour globale et élites

Bonjour à tous,
Les monstres élites reviennent pour 2 semaines, vous avez la possibilité de gagner des costumes exclusifs et d'autres objets qui vous permettront d'améliorer votre quotidien.
De plus, je suis régulièrement les mises à jour de l'émulateur et ils ont fait une revue globale des compétences par rapport aux serveurs pré-renewal officiels. Je vous laisse consulter les ajustements.


Monstres élites

A chaque fois que vous tuez un monstre, vous avez une faible chance d'invoquer un elite. Chaque elite vous donne des poussières qui sont échangeables en capitale contre des box.
Pour chaque box, vous pouvez récupérer aléatoirement des objets parmi la liste suivante :

  • 20~30 Blue potion
  • 10~15 Bottle grenade
  • 10~15 Acid bottle
  • 2~5 Poison bottle
  • 2~5 Speed Potion
  • 1 objet rare

L'objet rare est défini en fonction de la couleur de la box qui est sélectionnable :

  • Black box : Costume Robo Eye
  • Pink Box : Costume Chewing Gum
  • White box : Costume Spare Card

Attention, ces costume sont temporaires et ne sont pas présents dans les loot box présentes sur le cashshop.

Ajustements sur les compétences

Voici les différentes mises à jour qui ont été effectuées par l'émulateur en fonction des serveurs officiels asiatiques :


Novice:
- The buffs granted when a Super Novice levels up now all last 120 seconds

Thief : 
- Added missing EDP 25% poison damage bonus, that works identical to the 20% fire damage bonus from Magnum Break; both buffs overwrite each other
- The damage on which EDP/Magnum Break is based on now considers defense reduction, passive mastery, refine and true sight
- The EDP/Magnum Break damage bonus now considers spirit sphere damage, but the spirit sphere part is non-elemental; both are added together before they get rounded down
- EDP is now applied after defense, refine and mastery
- Refine bonus now is applied before mastery and between both the damage is capped to 1
- Envenom's fixed damage bonus is now a mastery bonus (was already fixed in renewal but applies to pre-re too) and thus increased by EDP
- Fixed Sonic Blow's damage formula (300%+50%*skill_lv) and how the bonus from Sonic Acceleration works (+10% to ratio)
- Poison/DPoison now reduce hard DEF vs. monsters by 25%, but the DEF reduction no longer stacks
- Fixed DPoison's duration (60s base duration on all levels)
- Fixed chance of DPoison to be inflicted (3% level 1+2, 4% level 3+4, 5% level 5)
- Assassin Soul Link now doubles stun chance outside GVG/BG (fixes #8195
- EDP and elemental bonus damage no longer apply to the left hand;
- Sand Attack is no longer influenced by EDP
- Envenom now applies the attribute table to the final damage again
- Venom Splasher now ignores +% damage cards, but no longer ignores weapon element
- Venom Splasher now uses the correct durations and cooldowns
- Venom Splasher and Venom Knife now correctly use default poison duration
- Venom Splasher and Venom Knife now have a poison chance of 100%
- Sand Attack is no longer are affected by +% dmg cards

Swordman : 
- The damage on which EDP/Magnum Break is based on now considers defense reduction, passive mastery, refine and true sight
- The EDP/Magnum Break damage bonus now considers spirit sphere damage, but the spirit sphere part is non-elemental; both are added together before they get rounded down
- Fixed Magnum Break costing HP; it requires HP but does not consume it
- Martyr's Reckoning (PA_SACRIFICE) is no longer affected by refine and mastery bonus
- Fixed damage formula of Shield Boomerang and Rapid Smiting
- Clashing Spiral damage is no longer influenced by ATKpercent and any mastery except Star Crumbs
- Rapid Smiting now has a fixed 20% hit bonus (it hits at least to 25%)
- Rapid Smiting no longer deals damage on MISS
- SPIRALPIERCE is now only not influenced by ATKpercent when used by players

Acolyte:
- Fixed damage interaction between MO_FINGEROFFENSIVE (Throw Spirit Sphere) with Magnum Break, refine and spirit spheres
- MO_INVESTIGATE is no longer influenced by Spirit Spheres except when you have the WATK_ELEMENT effect (Magnum Break)
- Fixed Guillotine Fist ignoring size modifiers
- Fixed inaccuracies in Guillotine Fist's damage due to rounding issues
- Fixed bonus damage from Magnum Break when using Guillotine Fist
- Guillotine Fist is no longer affected by Provoke, Curse and INCATKRATE
- Excruciating Palm is longer are affected by +% dmg cards

Archer:
- Focused Arrow Strike no longer deals max damage when it crits
- Focused Arrow Strike no longer considers cards that increase/decrease critical damage
- Freezing trap now deals 100% damage on all levels and can miss
- Freezing Trap is now calculated like a ranged attack when the user has a bow equipped
- Freezing Trap and Gunslinger Mine no longer are affected by +% dmg cards

Gunslinger:
- Criticals with any guns are now calculated like melee criticals, not considering bullet attack
- Chain Action can no longer do critical hits
- Fixed range of Throw Coins (9 -> 7)

Merchant:
- Acid Terror now ignores DEF, but its base attack is reduced by VIT
- Acid Terror skill ratio is now 50%+50%*level
- Acid Terror is no longer affected by refine and mastery bonus

Mage:
- Volcano now increases BaseATK instead of WeaponATK for non-monsters
- Fixed a bug that caused Volcano to increase MATK
- Quagmire can no longer prevent ASPD increase (it still ends various status changes and prevents them)
- If you counter Spell Breaker with Magic Rod you now receive 20% of the caster's MaxSP
- Spell Breaker will now only deal HP damage on level 5
- Spell Breaker now can deal damage to bosses to 10% in pre-re (cannot be reduced by SC_INVINCIBLE unless you enable the "invincible_nodamage" setting)
- Spell Breaker will no longer deal damage if it would be lethal
- Added missing animation of Spell Breaker's damage

Ninja :
- Flip Tatami is no longer are affected by +% dmg cards
- Throw skills no longer consider arrow attack unless you have a ranged weapon equipped
- Throw Shuriken is no longer modified by +% damage cards
- Throw Shuriken/Kunai no longer ignore flee
- Throw Shuriken's damage bonus is now flee-ignoring and includes skill level(x4), dagger mastery(x3) and arrow attack
- Throw Kunai's damage bonus is now three times arrow attack per hit
- Throw Shuriken/Kunai's final damage is now applied as forced neutral damage

Monster skills:
- *BREATH skills and NPC_VAMPIRE_GIFT will now no longer be influenced by ATKpercent
- Fixed NPC_CRITICALSLASH
- KEEPING now lasts 30s
- BARRIER now lasts 15s
- DEFENDER now lasts 15s, reduces damage by 87.5% and halves
- Duration of POWERUP is now 5s*level
- Duration of AGIUP is now 10s*level and max level is back to 10
- Quagmire, Slow Grace and Adoramus now work even when the target used AGIUP
- AGIUP will remove Decrease Agi on start but will not prevent it
- AGIUP can be dispelled, but POWERUP cannot
- Dispel will now make a monster unlock its target
- INVINCIBLE no longer blocks skills
- INVINCIBLE now increases movement speed by 50% instead of 75%
- INVINCIBLE now increases ASPD strongly

Global:
- Magnum Break/EDP bonus no longer affects Acid Terror and unit skills
- ATKpercent, Spirit Spheres and other mastery bonuses, now all affect the exactly same skills with some exceptions for refine and Star Crumbs
- EDP and elemental bonus damage now apply to the exact same list of skills, see battle_skill_stacks_edp_element
- Star Crumbs and Spirit Spheres no longer multiply the damage by number of hits twice
- Star Crumbs, Spirit Spheres and similar mastery bonuses that apply even on MISS are now applied after the attribute table but before EDP and elemental bonus damage
- The skills that ignore +% dmg cards are now exactly those skills that also ignore EDP and the EDP/Magnum Break elemental damage bonu

Mercenary / Homonculus :

- When a Mercenary gains a bonus, there will now be an animation
- Mercenary bonuses now last for 5 minutes instead of 10 minutes
- Fixed HP/SP recovery values of Mercenaries (and Elementals)
- Mercenaries now recover HP when walking
- Homunculi no longer recover SP when walking
- Mercenary natural recovery interval is 8s for HP and 6s for SP
- Homunculus natural recovery interval is 2s for HP and 4s for SP
- Frenzy now drains HP every 10 seconds instead of every 15
- Fixed SP cost Mercenary Frenzy (100 -> 200 SP)
- Killing monsters exactly 2 times below you base level now still counts as mercenary kill
 

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