Ragnarok Online Evolution Of Combat/Features

Features in RO: EOC
== Quality of life ==
=== Gameplay: ===
* No more EXP loss penalty. Unfortunately, this seems quite odd. Ultimately, this would make a change soon!
* Refining armor is now up to +8 in safe attempts, For weapons, it is +7 at level 3, 4 and 5, +8 at level 2 and +9 at level 1.
* All weapons, armors and accessories, including shields have 4 slots of cards and 3 enchantments. There is removal of clone items such as slotted ring with +1 STR.
* All characters start with 80000+ extra weight, 500 item slots and 2000 storage.
* Characters start with 1500x of normal HP and 900x of normal SP. Novices here would have started 150 million HP!
* To make it up, MVPS have 32767x HP, bosses have 5x HP and normal monsters have 2x HP...
* Poison will drain current HP rather than max HP. On monsters, it's on maximum HP. Certain poisons will now affect boss monsters, but only 1/10th of the power, as current % HP and 1/5 of the duration as part of challenge so does Burn status!... Coma and Turn Undead has 0.01% chance to instantly kill boss monsters and MVPS. The efficacy against Boss monsters are 1/10th of the effect to hurt total & current HP, not maximum HP. This includes Burning status.
* Fractual damage will be on current HP rather than Max HP of the damage.
===Maps:===
* You can now access to alternate world, the old Izlude and Ragnarok Maps in Alpha for newbies for fun.
===Items:===
* Damage reduction cards and equipment received from all sources, cards/enchantment/equipment that reduce percentage of HP, SP, Cast Time, Cast Delay and SP Consumption. will now stack multiplicatively. Were it to be additive to have -50% damage reduction in 4 slots, then you would receive 1 damage and become invincible or instant cast or free SP and you would have 1 HP and 0 SP! Having 4 Tao Gunka Cards on Armor with -30% defense reduction, you would have -75.99% DEF/MDEF reduction in total. Having 4 Pharaoh Cards in all headgear would have SP cost of total of 1/4024!
* All Wands now have %MATK back, so do most of the books, and few select weapons. Renewal Wands will provide 25 to 30% bonus MATK.
* Refine Rate is now at 100. 
===Visual:===
* Numbers can now be infinite thanks to new technology.
* Number display can be as followers higher than 999999. 1.e6, 1.e7... 1.e308, 1.e309, etc... and so on.
===Stats:===
* Stat Resistance back to pre-renewal basics...
* MATK at pre-renewal. Bonus is at every 5 INT.
* Carrying Weight can also be increased in STR bonus buffs/equips, but not only just base STR. Mejingard would benefit 1200 Carrying Weight.
* ATK that is like MATK in pre-Renewal, it must be in STR if melee, DEX if ranged. Bonus at every 5 STR if Melee, 5 DEX if Ranged.
* VIT will now let characters gain 100k HP per VIT.
* INT will now let characters gain 10 SP per INT.
* Normal monsters and boses now have 1.2x to 2x more HP since Pre-Renewal.
* Champions now have 5x HP than normal ones.
* Instance bosses and MVPS have 32767x more HP.
* EXP required has been reduced significantly at level 151+. But monster XP prior to renewal stays low and have been nerfed for those monsters with high OP xp prior to Renewal. XP rate has been 0.5x for this.
* Boss Monsters stat resistance has been changed completely. Boss immunities have been nerfed for more convenience as new quality of life. You cannot freeze them but you can chill them as it was in Diablo 2. Champions cannot be frozen but chilled so do MVPs. The chilling length applies 1/5 of the bosses, champions and MVPS. This is the reference to Superuniques and Prime Bosses in Diablo 2. Hagalas Runestone now will have low chance to lower attack on Bosses, Champions, MVPs and World Bosses.
* However, poison has no effect on these three types. Water property monsters/players wearing water-property armor can no longer be frozen or chilled. Boss mobs can be frozen or chilled. There are any plans to revamp bosses if necessary. Burning status will not be affected by fire-property creatures whatsoever.
* You can no longer poison poison-property monsters or players with poison-property armor. This includes deadly poison as well.
* Boss AIs cannot be altered neither do Champions nor MVPs nor World Bosses.
* Only World MVPs cannot be frozen or chilled or slowed. Think of them as Uber Bosses from Diablo 2.
* World MVPs are tagged as Boss, MVP and Champion literally.
* Immobilizing skills that will last 1/5 of the duration only to bosses, champions and MVPS.
* Stun only has 10% chance to apply to Boss Monsters and Champions but with 1/5 of the Duration. MVPs are not affected by Stun.
* Boss Monsters can now be knocked back once more, but only shoving back only half of it so do Champions but not MVPs. This is a reference to Diablo 2.
* Skills and direct/normal attacks inflict 3/4 to champions, 1/2 to bosses and 1/10 to MVPs. If bosses were champions, then it would be 1/8 of damage to be inflicted. Boss monster with MVP tag would have to receive 1/20 of the universal damage you inflicted onto them.
* ASPD-decreasing skills such as Gravitational field will now apply 1/4ths to bosses, 1/2 to champions but not MVPs.
* Elemental converters and weapon skills, such as Aspersio, ENchant Weapon do NOT affect Boss monsters, Champions and MVPs. This includes Sorcerers' elemental change skill. Bosses being Frozen cannot change elemntal property.
===Skills:===
* Increased Skill Levels respectively...
* Level 20: Bash, Magnum Break,
* Bash up to level 20. Damage: 140 to 900%, Accuracy 5-100%
* Magnum Break up to level 20: Damage 180-190% to 1700-1800%. +10-200 hit.
* Heal now with pre-renewal system.
* Soul Strike up to level 20. 10 spirits fast cast at level 20. Damage is 126-360%/bolt. (for example, 60000 MATK x 36 = 2.16m damage)
* Napalm Beat will have damage of 164-740% x 5 hits
* Sword And Spear Masteries return to +5 per level up to +50 per level.
* Mammonite up to level 20. No Zeny Cost. Damage 160-1300%
* Hammerfall up to level 11. Extra Damage is 500-5500% and stun chance is 30-100%.
* Increase AGI/AGL and Blessing up to level 50. Increase AGI up to 100 Minutes and Blessing up to 150 minutes!
* Fireball up to level 20. Damage is 64-1280%. Will now do 5x more damage as it is 5 hits.
* Frost Diver up to level 40. Damage is 64-2560% Will now do 5x more damage as it is 5 hits.
* Thunderstorm up to level 20. Damage is 119-290%. Will now have 20 hits. SP cost 24-124.
* Waterball up to level 10. Damage is 170-1700%. WIll do as follows (1-3-8-15-24-35-48-63-80-99 waterballs) SP - 20-70
* Jupitel Thunder up to level 28. Damage and hit will be up to 28% x 30.
* Holy Cross is 150-600% ATK, 170-800% ATK if spear is worn.
* Brandish Spear up to level 20. 150-1100% of ATK.
* Storm Gust is 175-1750% MATK per hit.
* Lord of Vermillion up to level 20. Damage will be 28-56% of MATK/bolt
* Meteor Storm up to level 11. Damage at 330%*bolt/meteor and 68 SP at level 11.
* Owl's Eye is 2-20 DEX.
* Trap Research: 3-15% Bonus INT, 10-50 INT, 220-300 Max SP, Damage 80-400
* Warm Wind up to level 8. Adds Holy Property.
* Provoke and Mind Break now works on Boss Monsters, Champions and MVPS but do not work on Undead Race and Property Monsters and players wearing Evil Druid carded armor.
* Comet also has Fire Property attack to inflict Burning whereas Neutral to inflic Magic Intoxication.
* Taekwon can now be used for Star Gladiator, Soul Linker, Soul Reaper and Star Emperor. On bosses and champions and MVPs, it's infinitesimal chance that will rank up only one point or two or whatsoever; however it's super duper hyper mega rare chance of 0.01% which will happen..
* Acid Bomb now has revamps: One will take forced neutral magic but other physical with weapon property. It is based on ATK, MATK and VIT on player but not VIT on monster.
* Poem Of The Netherworld, White Prison and Disarm now work on boss monsters, champions, MVPS and World Bosses but 1/5 of the duration for them.
* Masquerades still now work on boss monsters, champions, MVPS and World Bosses, except one of this.
* Throw Coin and Mucha Nage damage has been tripled.
* Merchant Spirit will now increase damage of Mammonite by 1.5x
* Blitz Beat is [(Job Level - 1) / 10] + 1 + [DEX] + [INT]*2 + 3 * Steel Crow SkillLV + 40) * 2) formula
* Holy Light damage is increased to 140%
* Mystic Amplification will last full 30 seconds and MATK is 10-100% bonus. Stacks multiplicatively with Recognized Spell and weapon with MATK.
* Judex is MATK 600%.
* Faith now gives HP% boost from 10% to 32%.
* Soul Drain and Meditation now provide HP% boost.
* EDP lasts longer and this damage% bonus will stack with certain skills, such as Soul Breaker.