Patch 4.0.0 - Skill Changes

Patch 4.0.0 - Skill Changes
16 June 2011
Due to the major changes to (dual) class skills they have reset all spent talent points for all characters during the maintenance. 
(the following values relate to Level 62 attributes unless otherwise stated)
Scout
* Archer’s Glory (Set Skill): Effect now lasts only 20 seconds and attack speed is raised by 10% not 20%.
* Create Tendrils (Set Skill): Cooldown has been removed. Casting time has been adjusted to 4 seconds.
* Serenity: This skill has been removed from the game.
* Shot: Damage caused has been reduced from 352.1% to 141.6%.
* Wind Arrow: Damage caused has been reduced from 330.4% to 165.2%.
* Piercing Arrow: Cooldown has been reduced from 8 to 4 seconds. Damage caused changed from 306.8% (ranged weapon DPS) + 206 to 330.4% (ranged weapon DPS) + 206.
* Target Area: Accuracy has been reduced from 13.4% to 3% and critical hit rate has been raised from 67.0 to 100.6
* Vampire Arrows: Now causes 259.6% ranged weapon DPS.
* Combo Shot: Damage caused reduced from 283.2% to 212.4%.
* Reflected Shot: Damage caused raised from 231.0% to 354.0%.
* Snipe: Damage caused raised from 820% to 1180% and casting time reduced from 4 to 3 seconds.
* Blood Arrow: Now has a cooldown of 2 minutes. The effect will last only 30 seconds instead of 60. HP is also reduced by 10% every 2 seconds and physical attack has been decreased from 41.0% to 32.9%.
* Concentration: Effect time has been reduced from 85.8 seconds to 41.0 seconds.
Elite Skills
Scout – Rogue:
* Sapping Arrow: Physical and magical defence reduced by 15%. (Previously 29%)
* Deadly Poison Bite: Now consumes 30 focus instead of 25.
Scout – Warrior:
* Accurate Targeting: Damage calculation adjusted: (current physical attack power + 391.0) x 0.10% + 391.0
Scout – Knight:
* Healing Shot: Restores (364.8 + 0.20 x ranged weapon damage) HP.
Scout – Priest:
* Mana Arrows (Protection Arrows): Target now absorbs (14.3% of total HP) damage for 10.0 seconds. Cooldown raised from 5 to 30 seconds.
* Vampiric Transformation: Now restores (3.0% + 61.0) HP every 2 seconds.
Scout – Mage:
* Blazing Energy: The long-range damage effect of Fire spells has also been raised by 36.5%.
* Ignite: Damage calculation has been adjusted: 784.0 + 1.23 x ranged weapon damage.
Scout – Druid:
* Devour Blood: Now restores 1166.0 mana every 2 seconds.
Scout – Warden:
* Charged Power: Now causes 944.0% of ranged weapon DPS.
* Gryphon Bash: Now has a cooldown of 10 seconds and causes 354.0% of ranged weapon DPS.
Mage
* Fireball: Damage calculation has been adjusted: 1806 + 0.30 x INT
* Elemental Catalysis from Lvl 65: No longer regenerates mana. To compensate, casting time has been reduced by 50% to 20 seconds.
* Intensification from Lvl 65: Raises damage level of the next magical attack by 3025.0 for 20 seconds.
* Lightning: Damage calculation has been adjusted: 466.7 + 0.10 x INT
* Electric Bolt: Damage calculation has been adjusted: 165.0 + 0.10 x INT
* Discharge: Damage calculation has been adjusted: 907.5 + 0.30 x INT
* Plasma Arrow: Damage calculation has been adjusted: 784.0 + 0.10 x INT
* Meteor Shower: Damage calculation has been adjusted: per hit 461.6 + 0.29 x INT
* Electrostatic Charge: Now absorbs 30% of damage from enemies instead of 1032.0 damage points.
* Elemental Weakness from lv 65: Now reduces target’s magical resistance for 30 seconds by 6.8%.
* Electric Explosion:Damage calculation has been adjusted: 980.0 + 0.30 x INT
* Phoenix: Damage calculation has been adjusted: 1078.0 + 0.10 x INT
* Purgatory Fire: Damage calculation has been adjusted: 882 + 0.10 x INT
* Thunderstorm: Damage calculation has been adjusted: per hit 784 + 0.10 x INT. Monsters are no longer immune to Helpless once Thunderstorm has been used.
Elite Skills
Mage-Rogue:
* Kiss of the Vampire from Lvl 65: Cooldown reduced from 60 to 30 seconds. Damage calculation has been adjusted: 328.0 damage every 2 seconds for 12 seconds and now restores 10.0% HP.
* Fang Ritual: Damage bonus raised from 18.0% to 60.0%.
Mage – Priest:
* Shine of the Holy Aura: Mana cost reduction has been boosted from 20 MP to 1%.
Mage – Warden:
* Earth Groaning Wind Blade: Damage calculation has been adjusted: 588.0 + 0.20 x INT
* Earth Scepter: Now no longer increases the cooldown for Earth Surge.
* Earth Surge: Damage calculation has been adjusted: 2744.0 + 0.60 x INT
Mage – Druid:
* Green Guardian: Now regenerates (30 + 2%) HP every 2 seconds for 10 seconds, instead of 588.0 HP.
* Magma Blade: Damage calculation has been adjusted: 588.0 + 0.15 x INT Fire damage and 169.0 + 0.15 x INT Earth damage
* Elven Mystic: Damage calculation has been adjusted: 700.0 + 0.20 x INT
Mage – Knight:
* Holy Light Strike: Damage calculation has been adjusted: 1032.0 + 0.40 % INT. Opponents’ resistance reduction has been removed. Light damage has been raised by 8.0 points.
* Stars of Light: Damage calculation has been adjusted: 645.0 + 0.10 x INT
* Messenger of Light: Magical Accuracy is raised by 2.0% instead of by 61.0.
* Light Charge: Damage calculation has been adjusted: 784.0 + 0.30 x INT. Reduction of opponents' resistance changed from 193.6 points to 8.0%
* Light of Day: Now no longer reduces opponents’ resistance but increases light damage.
Mage – Scout:
* Fire Rose Explosion: After igniting the Rose Seed, the Fire Rose debuff won’t disappear.
* Magic Crossflow: Casting time no longer reduced by 30.0% but by 25.0%.
* Fire Arrow from Lvl 65: Now consumes 270 MP, raises critical magical hit rate by 137.0. Shots can cause additional fire damage.
* Power of the Wind from Lvl 65: Now consumes 270 MP, increases magical accuracy by 81.5. Shots can cause additional wind damage.
Mage – Rogue:
* Cursed Fangs: Damage calculation has been adjusted: 330.0 + 0.30 x INT
Rogue
* Blind Spot: Damage calculation has been adjusted: 708.0% + 0.30 x AGI. Bleed effect now causes 160.0 damage every 2 seconds.
* Shadowstab: Damage calculation has been adjusted: 373.8% + 0.20 x AGI
* Blind Stab: Damage calculation has been adjusted: 268.0 + 0.20 x AGI
* Low Blow: Damage calculation has been adjusted: 534% + 0.30 x AGI
* Wound Attack: Damage calculation has been adjusted: 459.6% + 0.30 x AGI
* Dagger Mastery: Damage caused by daggers has been adjusted from 40.0% to 70.0%.
* Sneak Attack: Damage calculation has been adjusted: 613.6% + 0.3. x AGI
* Off Hand Master: Off-hand damage and accuracy bonus increased from 12% to 20%.
* Informer: Critical hit rate increased from 173.4 to 364.8 points.
Elite Skills
Rogue – Warrior:
* One-Hand Axe Mastery: Damage bonus has been raised from 60.0% to 70.0%.
* Poisonous Infection: Damage calculation has been adjusted: 480.3% + 0.20 AGI
* Decay: Damage calculation has been adjusted: 401.2% + 0.20 x AGI
Rogue – Scout:
* Substitute: Now absorbs all types of damage.
Rogue – Mage:
* Poison Flame: Poison damage raised from 466.4 to 784.0 points. Effect lasts 10 seconds.
* Create Opportunity: Now consumes 251 mana instead of 45 energy. Critical hit rate is now raised by 243.2 points instead of by 173.8.
Rogue – Druid:
* Crippling Poison: Has been changed to a passive skill and influences damage caused by the poison skill.
* Poison Shroud: Now causes 397.0 points of poison damage instead of 1032.0.
Rogue – Priest:
* Kick: Now consumes 251 mana instead of 20 energy.
Rogue – Knight:
* Reckless Warrior: Physical attack power now raised as follows: (current physical attack power + 319.0) x 1.0% + 391.0
* Lion’s Protection: Physical power reduced from 12.2% to 6.6%.
* Armor Breaker: This elite skill additionally adds a 3 second cooldown on Disarmament.
Priest
* Holy Aura: Now consumes 2% MP instead of 60 MP.
* Holy Candle Shield (Set-Skill): Now only reduces damage suffered by 60%.
* Group Heal: This effect now contains a debuff which requires 5% of current mana in addition to the 588 mana consumed by the skill. If group heal is used again within 5 seconds, mana consumption is stacked up to 20 times.
Elite Skills:
Priest – Scout:
* Saint’s Blessing: Effect has been raised by 364.8 + 12.8%.
Warden
* Elven Prayer: Cooldown has been increased from 5 seconds to 2 minutes: Healing calculation has been adjusted: current Maximum HP x 13.2% + 317.6 HP
Druid
* Weakening Seed: No longer requires Nature’s Power. If Nature’s Power is not present, magical defence is reduced by 9.4%. If Nature’s Power is present, magical defence is reduced by 11.9% and one point of Nature’s Power is consumed.
* Curing Seed: Now restores 1 point of Nature’s Power instead of 2.
* Spirit Guidance: Now consumes 1 point of Nature’s Power instead of 5.
* Body Vitalization: Range increased from 160 to 200. Additionally, Nature’s Power is no longer required.
* Mother Earth’s Fountain: Nature’s Power is no longer required. Cooldown has been reduced from 5 to 4 seconds. The effect now also applies up to 12 players.
* Withering Seed: Nature’s Power is no longer required. If Nature’s Power is not present, physical defence is reduced by 9.4%. If Nature’s Power is present, one point of NP is consumed and physical defence is lowered by 11.9%. Restores one point of NP.
* Mother Nature’s Wrath: Nature’s Power is no longer required. If NP is not present, 702.7 earth damage is caused. If Nature’s Power is present, one point of NP is consumed and 878.4 earth damage is caused. Restores one point of NP.
* Summon Sandstorm: Nature’s Power is no longer required. If NP is not present, 550.8 earth damage is caused. If Nature’s Power is present, one point of NP is consumed and 734.4 earth damage is caused.
* Savage Blessing: Now raises physical and magical attack accuracy by 6.6% + 888.0 points.
* Unity with Mother Earth: Now raises healing by 10%. Caster is unable to move for 15 seconds. All spells casted during this time will hit critical.
* Rock Protection: Nature’s Power is no longer required.
Elite Skills
Druid – Warrior:
* Heart Piercing: Nature’s Power is no longer required. If no NP is present, 428.8% main hand weapon DPS will be caused. If NP is present, one point of NP will be consumed and 472% main hand weapon DPS will be caused.
* Awakening of the Wild: Damage calculation has been adjusted: (current physical attack power + 536.0) x 6.6% + 536.0. Additionally, physical damage has been raised by 335.
* Healing Wind: Nature’s Power is no longer required. If no NP is present, 670.0 HP is restored. If NP is present, one point of NP will be consumed and 871.0 HP will be restored. Nourish: NP is no longer required.
* Glory Wand: NP is no longer required.
* Cross of Thorns Attack: NP is no longer required. If no NP is present, 328% main hand weapon DPS + 0.10 x Wisdom will be caused. If NP is present, one point of NP will be consumed and 369.0% main hand weapon DPS + 0.10 x Wisdom will be caused.
Druid – Scout:
* Healing Arrows: NP is no longer required. If no NP is present, 144.6 HP will be restored. If NP is present, one point of NP will be consumed and 243.2 HP will be restored.
* Group Exorcism: Now consumes only 1 not 2 points of NP.
* Warm Spring: NP is no longer required.
Druid – Rogue:
* Poisonous Widow Embrace: If no NP is present, 1042.0 damage will be caused. If NP is present, one point of NP will be consumed and 1354.6 damage will be caused.
* Speed Catalysis: NP is no longer required. Effect duration has been reduced from 25 to 20 seconds.
* Necrotic Wound: NP is no longer required. If no NP is present, healing of the target is reduced by 40.0%. If NP is present, one point of NP will be consumed and healing of the target is reduced by 50.0%
* Shadow Contract: NP is no longer required.
Druid – Mage:
* Earth Chain: NP is no longer required. If no NP is present, 635.2 damage will be caused. If NP is present, one point of NP will be consumed and 952.8 damage will be caused.
* Spring of Blessing: NP is no longer required and cooldown has been increased from 5 to 12 seconds.
* Shield of Light: NP is no longer required. Now absorbs 11.2% of total HP instead of 1445 damage points.
* Spiritual Gush: NP is no longer required.
* Holy Fury: Now raises damage from Mother Nature’s Wrath and no longer reduces Nature’s Power costs.
Druid – Warden:
* Healing Ripple: NP is no longer required. If no NP is present, 882.0 HP will be restored. If NP is present, one point of NP will be consumed and 1176.0 HP will be restored.
* Mysterious Grace: Damage calculation has been adjusted: (current magical damage + 108.0) x 6.6% + 108.0
* Spirit of Life: NP is no longer required. Now immediately restores 1030 + 6.6% HP.
Warrior
* Defensive Formation: Changed to be a single unit effect. The increase in physical defence and physical attack and the reduction in physical attack power and magical attack power are reduced by 50%.
* Surprise Attack: Now causes 236.0% physical damage instead of 219.8.
* One-Hand Weapon Master: Damage increase raised from 45.0% to 80.0%.
* Two-Hand Weapon Master: Damage increase raised from 40.0% to 75.0%.
Elite Skills
Warrior – Scout:
* Aim for the Wound: Damage calculation has been adjusted: (current Physical Attack Power + 391 x 1%) + 391
* Calm: Increases accuracy from now on by 20% instead of by 50.6 points.
* Skull Breaker: Now causes 377.6% main hand weapon DPS.
* Waiting Game: Damage calculation has been adjusted: (current physical attack power + 391.0) x 0.10% + 391.0
Warrior – Mage:
* Electrical Rage: Now consumes 15 rage and 215 MP.
* Electric Attack: Normal attacks now cause 2580.0 wind damage instead of 968.0.
* Lava Weapon: Normal attacks cause an additional 2766.0 fire damage instead of 851.2.
Warrior – Priest:
* Bloodlust: Now has a cooldown of 10 seconds and converts 10% of HP into rage.
* Bloodlust: Now correctly works during the effect of Holy Aura
Warrior – Warden:
* Attack Weakener: Main hand weapon DPS caused has been increased from 441% to 519.2%.
* Accurate Targeting: Now has a cooldown of 30 seconds.
Warrior – Knight:
* Throw Shield: Damage calculation has been adjusted: 377.6% + 0.10 x shield’s defense.
* Shield Bash: Damage calculation has been adjusted: 259.6% + 0.10 x shield’s defense.
Warrior – Druid:
* Recovery of Life: Reduces the consumption of rage by 10% for 10 seconds.
* Redemption: Accuracy is now increased by 295.2 points.
Knight
Elite Skills
Knight – Rogue:
* Leopard Instinct: The increase in dodge rate was reduced from 100% to 50%. Additionally, the effect now goes away after physical or magical damage has been dodged 3 times.
Knight – Priest:
* Concentration Practice: Accuracy is increased by 888.0 points instead of by 73.2.
Category:Patch Notes