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Episode 10

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Episode 10

Postby KAMIKADzE » Fri 2012.06.01, 11:30




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Re: Episode 10

Postby KAMIKADzE » Thu 2012.06.07, 21:41

There is a rumor that 1 out of 3 BM's can be restricted for using at TG.



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Re: Episode 10

Postby KAMIKADzE » Thu 2012.07.19, 15:50

Check this out:
http://forum.cabalonline.com/entry.php? ... s-(7-amp-8)

Seems like our DMG calculator will no longer be useful.
Everything remade redesigned, well we will see.
As for the future of DMG calculator - if they'll make all new game mechanic public once it will be completely done then I'll completely redesign it and change formulas for it, if they won't do it public then I'm not sure about the future of DMG calculator.



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Re: Episode 10

Postby KAMIKADzE » Fri 2012.08.31, 01:53




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Re: Episode 10

Postby KAMIKADzE » Mon 2013.02.25, 00:28






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Re: Episode 10

Postby KAMIKADzE » Wed 2013.03.06, 13:46

Finally we got the date - 13.03.2013.



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Re: Episode 10

Postby KAMIKADzE » Wed 2013.03.06, 13:47




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Re: Episode 10

Postby KAMIKADzE » Fri 2013.03.08, 15:48

Main highlights:

Basic Stats change:
STR: Increases Damage Reduction and Attack for all Battle Styles
DEX (BL and FB): Increases Attack
DEX (All): Increases Evasion, Attack Rate, Defence Rate
INT (All): Increases Magic Attack and Resistance

Sword and Magic Skills:
Instead of Sword, Magic, Upgrade and Special skills you now have Attack, Support, Enchantment, and Special tabs. Every skill that you can use to attack, from magic arrows to Transcender sword skills will be grouped into one tab, called Attack. Some of your buffs and debuffs, most notably the short buffs, and skills such as Dash and Fade Step were moved into the Support group. and your longer buffs like Aura Barrier are passive – this simply means that you never have to cast them, they are always applied once you have learned them, no duration or rebuff every required. This also does mean that if you use an Odd Circle all your passive buffs will be immediately effective (And yes, it is likely that there will be a ‘show buff effects’ option in the future, in order to remove the visuals of a skill like Aura Barrier). The separate skill ranks for Sword and Magic is now a thing of the past, you will only see a single, unified skill rank.

You will also notice some changes on the skill levels. When you first log in after Rising Force is live all your skills will be set back to level 1, and all your skill points refunded. However, don’t worry too much about remembering which skills are on which level, since yet another change is that all skills now have fixed cooldowns. So it does not matter if your Warrior has Whirlwind on level 1 or on level 20, as the cooldown will be the same. Only the damage and other effects change as the skill levels.

New Skills and Abilities:
DMG Reduce: When attacked this reduces the damage received (fairly obvious)
Accuracy: This increases the attack success rate, and counteracts the opponent’s evasion rate
Piercing: This increases the damage on successful attacks, and the classes with a base piercing rate will counters their opponent’s defence rate

Your skills will also have some new abilities, and the more analytical players will of course work out their combos to make use of these new abilities.

Domination: When domination is active the character cannot move or use skills.
Immobile: The character cannot move or use movement-related skills.
Silence: The character cannot use any skills for the duration.
Immune to status changes: No status changes can happen
Complete Evasion: All attacks are evaded (yes, even combo)
Reflect Damage: Reflects a portion of damage back to the opponent.

There are also a couple of new skills:
Magic Control (WI): Self-buff that increases Magic Attack
Spirit Shield (WI): A barrier that reduces damage
Astral Enchant (FB): Enchant your sword using a sub-weapon
Art of Curse (FB): Debuff that reduces the opponent’s resistance (this one is long-awaited, I know)
Quick Move (FA): Increases Evasion
Reflex Shield (FS): Reflects attacks using the Astral Shield

The last big change is that some skills have been changed to become ‘Instant’ skills. This simply means that they can be activated while other skills are being used, and can also be activated during combo – they don’t count towards the combo, and doesn’t break it either.



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Re: Episode 10

Postby KAMIKADzE » Fri 2013.03.08, 16:07

Few more highlights worth to read about:

What does STR do for Warriors?
Increases Attack, 1 STR = 1 Attack, and increases HP - 3xSTR = 1HP
What does Art of Curse reduce?
50%: resist down, resist knock back, resist stun + random variable depending on the blade enchant.
How much damage does Spirit Shield absorb, and how long does it last?
3000 damage, on a 12 second duration
Does the BM2 attack change for WA?
No, but Lance Drive gets a root effect

Warrior
Bloody Spirit buff. The damage output is really incredible, but you may find yourself wanting to adjust and focus on HP and Vampiric builds, to enable a longer use of Bloody Spirit. Of course you do have the increased HP regen on the Cat’s Recovery buff, and the defence penalty has been decreased which does make it easier.
Fury Shout has been improved, which is of course good news for any party, even though Panic Cry will be slightly less effective after the adjustment for party gameplay.
You will also want to focus on STR above any other stat. 1 STR = 1 Attack. It’s fairly simple really.
Instant Immunity is now a very powerful skill, and limited to the Warrior class, although it has a shorter duration. Bear’s Vitality and Cat’s Recovery also now has a shorter duration, which will mean paying closer attention to what you are doing in the Mission War especially. On the other hand, in the new Battleground the Domination/Suppression effect on Panic Cry will prove to be a very powerful skill, leaving the target helpless for 4 seconds.
Lastly I believe that the passive skills mean that Down Breaker and Concentration will probably be always on for most Warriors in Rising Force.

Wizard
This class has some interesting changes, with the two main ones being the Magic Attack increase buff (+88 at level 20) and the Spirit Shield (3000 Damage or 12 seconds) that functions exactly like the well-known Shadow Shield of the Force Shielders, except of course that Spirit Shield is a self-buff only. Resist Intention has been removed (limited to Shielders).
In terms of PvP Energy Field will be a lethal skill, with the addition of the Silence effect. Energy Field has a Silence Effect, in return for a 3 minute cooldown.

Blader
Yes, the ‘Z’ target selection has been removed. Yes, it might come back again later, considering the huge outcry so far.
One of the first things you will notice is the removal of the critical rate from the Grand Master, Completer and Transcender skills.
Complete Evasion that comes with the redesigned Intuition skill. This one skill is perhaps one of the most powerful after Rising Force – 12 seconds of invincibility on a 80 second cooldown - and if it will remain as it is now we will have to see.
Resist Barrier gives you 100% resistance to any skill that can root you, but you can still be knocked down, or knocked back.
Art of Fierceness gets a huge damage boost, but on a shorter duration so it might actually average out. It will however increase your ability to really burn down a single target in a short period.

Force Archer
Slight decrease to the BM3 DPS. Art of Sniping has a shorter duration and cooldown, which means you can use it more often, and it will take less planning in PvE for the best times to engage the skill. The change in critical rate means that you cannot simply change out rings during AoS.
Art of Healing becoming a passive skill is a good thing, and will make your role as healer much easier, as you don’t have to pay attention to it any more.
Thrusting Arrow becoming a passive.
New ability called ‘Quick Move’ that really increases your evasion rate, and by extension increases your survivability.
Explosion Shot is going to be very useful in a PvP situation, rooting the opponent in place, while you remain at range… This one is going to be painful for Melee classes.

Force Shielder
Shadow Shield can take 8000 damage, which is doubled from before, making it very tempting and probably essential inside B3F.
The Suppression effect on Shield Charge is painful, almost more so than Silence, and Reflect Damage is going to annoy ranged classes quite a lot.
Heal skill heals for 1500 HP and 3-minute cooldown.

Force Blader
You cannot use all three Blade Buffs at the same time any more – you have to choose between Fire, Ice or Lightning, and this choice will depend on the situation you are in at the time. I consider Fire Blade to the PvE buff, and Lightning Blade the PvP one (Silence again!), with Ice Blade being relegated to the one no one uses very often.
Astral Enchant buff increases in effectiveness as the grade of the sub-weapon goes up. Archridium, for example, will give you +100 Attack, +17 Critical Damage, and 15% Critical Rate, while the attack and rate decreases for lower grade weapons.
BattleMode 2 use will probably go up, since the major debuffs are now available during it (Execration, Mana Freeze).
Art of Curse, your new debuff, is very powerful, taking 50% of the target resistances, and the added debuff depending on the Blade Buff you have enabled will make its use very interesting to see.
Lastly you will see that the skill point redistribution means you can probably take most of your debuffs up to level 20, and you will also be able to consider adding something like Lower Defence into your arsenal.


Cooldowns for the skills (all skill effects are given as level 20):
Attack Skills
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Sub Skills
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Passive Skills
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Arrows / Blasts / Lances / Cannons
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