Everything you need to know
Introduction
- There are a lot of changes on DaRO regarding a lot of settings and all of this kind of stuff.
If you can't find the information you were looking for, please contact us on Discord.
Infos
General System
- Gepard Shield 3.0 : Enabled
- Anti DDoS protection : Enabled
- Race of the Day : Enabled
- Banking System: Enabled
- Dummy System : Enabled
- Zeny granted upon monsters' death : Enabled, based on monster's BaseLv
- @battlestats : Enabled, custom
- @noexp : Enabled
- MvP & Mini-Boss Cards : No restrictions
- Multi-leveling : Disabled (100% max experience points upon monster kill)
- Battlegrounds Gears: Disabled
- Dungeons Quests entrance : Disabled
- RoDex/Mail System : Disabled
- Restock System : Disabled
Regarding MvPs
- Autoloot doesn't work on MvP
- MvP Tombstones System : Enabled (Except for Lord of Death & Satan Morroc)
- Boss Status immunity : Disabled, success rate is reduced by 66% and all durations are reduced by 80%
Regarding In-Game changes
- Insta-cast : Disabled. Minimal casting time reached with 10% of your original casting time remaining.
- Movespeed changes : Agility statistic affects now the movespeed of all entities.
- Bowling Bash double hit damage fixed. No Gutterlines anymore.
- Gospel effects stacking : Enabled, however, logging out will cancel the previous buffs acquiered
- Self-stun caused by Soul Linker Skills : Disabled
- Attributes upgrades :
- Every point of VIT grants 0,3% chance to not be interrupted when attacked while casting.
- Every point of AGI reduces the After Skill Delay by 0,25%.
- Every point in LUK adds 0,33% resistance to common status.
- Every point in LUK gives 0,2% resistance to critical common status.
- Every point in LUK adds 0,1s to common status duration.
- Listed element below are affected by the Limited Caps Systems :
- Perfect Dodge
- Elemental Resistances
- Race Resistances
Status Effects
Poison / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.
All effects listed below will affect Poison / Deep Poison / Burning status effects only, Toxin being a special case :
- The portion of the formula affected by Target's statistics can reduce damage up to 50% received damage.
- DoTs damage are increased based on Target's maximum HP.
- DoTs can now kill affected targets.
- All DoTs will deal damage each second.
- DoT's ticks can be critical and a critical ticks add 50% damage ignore all race resistances.
A ajouter : -> If no source is identified for formula calculation then (HIT + LUK + OFFSTAT) is replaced by 250
Poison
Damage Formula
2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)
- VIT of the target can prevent those common status, immunity obtained with ?? VIT
Deep Poison
Damage Formula
2 * [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)]
- VIT of the target can prevent those common status, immunity obtained with ?? VIT
Bleeding
Damage Formula
2 * (Caster's LUK + Caster's STR + Caster's BaseLV) - 1,5 * (Target's LUK + Target's STR + Target's BaseLV)
- VIT of the target can prevent this common status, immunity obtained with ?? VIT
Burning
Damage Formula
2 * (Caster's LUK + Caster's INT + Caster's BaseLV) - 1,5 * (Target's LUK + Target's AGI + Target's BaseLV)
- MDef of the target can prevent this common status, immunity obtained with ?? MDef
Toxin
Damage Formula
2 * (Caster's LUK + Caster's OFFSTAT + Caster's BaseLV) - 1,5 * (Target's LUK + Target's DEFSTAT + Target's BaseLV)
- Toxin is based on 1% of the max SP of the target (this is a special case)
A revoir
Common Status are :
Stun / Silence / Blind / Stone Curse / Undead / Confusion / Critical Wounds / Curse / Freezing / Burning / Slow Casting / Chilling / Jointbeat effects / Ankle Snare effects / Decrease Agility effects / etc...
- Each point in LUK adds 0.33% chance to prevent these status effects.
- Each point in LUK adds 0.33% chance to inflict these status effects.
each base level apart add/remove 0,1pt to common status rate resistance common status duration based on attribute % is capped at 85% each point in LUK add/remove 0,1s to common status duration (applied after attribute % reduction) common status can be critical, which is only based on Critical value and don't take account cards that give CRIT vs race, katar bonus, etc critical common status ignores 50% of rate all and duration resistances (if those resistances are negative, impliying their behave as penalities, then they are augmented instead) each points in LUK give 0,2% resistance to critical common status Confusion resistance is based on VIT and the higher between STR or INT (instead VIT and INT) Common status have now a minimum duration : DOTs (poison, bleeding, burning, venom, toxin) can't last less than 5 seconds, Debuff (silence, blind, confusion, curse) can't last less than 3 seconds and Roots (stun, freeze, stone, sleep) can't last less than 1 seconds
COMMON STATUS - UPGRADE The abnormal statuses have been changed so that they can be the bases of real strategies.
Silence : No autospell under silence status Curse : Reduces STR/INT/DEX by 5 and 10%, also reduce player's damages/heals by 10% and reduce monster's damages/heals by 20% Blind : Adds 35% chance to inflict no damage (0) with attacks, can't do critical hits anymore (and critical reduce to 0) Confusion : 30% chance to attack itself (instead of targets) and monster have half less chances to use skills, 30% chance to stop when hit at full HP but way more chance if not (up to 100%), SP / zeny / ammo / gems requirement/consumption multiplied by 4, Spirits ball requirement/consumption multiplied by 2, attacks to itself litteraly change the target so damage calculation are based on the source (not the target), 50% chance to stop if monster Hallucination : Damage and heal are randomly changed to a value between 0 and the normal value, more chance to received critical hits and critical hits recieved inflict one third more damage, chance to received critical hits is increased by a fix value (10) and a percentage value (25%), attacks to itself keeps the damage calculation from the initial target Sleep : 30% chance to stop when hit at full HP but way more chance if not (up to 100%), 50% chance to stop if monster Charm : 30% chance to stop when hit at full HP but way more chance if not (up to 100%), 50% chance to stop if monster
Hit & Flee changes
Chances of hitting an opponent have been changed to keep dodge-focused builds interesting without going to extremes.
At hit and flee equivalent the hit rate is 70% One's need to have 100 more flee than attacker's hit to reach 100% chance to flee One's need to have 100 more hit than defenser's flee to reach 100% chance to hit Perfect hit increase the hit rate ratio and perfect flee reduce the hit ratio, even for skills (which was not the case previouly)
Every damages can be avoided at a rate of 10%, flee increase those odds and Hit reduce it (Ratio is actually Flee/Hit), and avoided attacks can still deal status etc..