Difference between revisions of "Everything you need to know"
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Revision as of 13:41, 6 June 2022
Introduction
- There are a lot of changes on DaRO regarding a lot of settings and all of this kind of stuff.
- Here is a "New Player Guide" made by one of our player: https://docs.google.com/spreadsheets/d/1vLaScDeNLnI--c68VvHy61hiMuurSH1kIJwRCShnwEA/edit#gid=0
If you can't find the information you were looking for, please contact us on Discord.
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 Cards : Maximum one card worn at a time
- Self-sex wedding : Enabled by GM commands only.
- Item delay : 0.300ms
- Item protection from Break / Strip : Custom. Still a chance to strip or break items if the attacker has the appropriate kugan.
- Custom commands
Since the elements attribute table has been slightly modified here, you can consult it thanks to the link below. Attribute Table reworked
- Multi-leveling : Disabled (100% max experience points upon monster kill)
- Battlegrounds Gears : Disabled
- Dungeons Quests entrance : Disabled
- RoDex/Mail System : Disabled
- Restock System : Disabled
- WoE Flee penalty : Disabled
- @menu command in order to modify your settings
Regarding MVP
- Autoloot doesn't work on MVP
- MVP' Tombstones System : Enabled
- Coma on any MVP only deal 9999 flat damage
- Boss Status immunity : Disabled, success rate is reduced by 66% and all durations are reduced by 80%.
- Ankle Snare & Land Mine receive modifications on MVP and Elite monsters :
- Elite monsters : Receive a 7s immunity after being affected by Land Mine or Ankle Snare.
- MVP : Receive a 7s immunity after being affected by Land Mine or Ankle Snare.
- Elite MVP : Receive a 12s immunity after being affected by Land Mine or Ankle Snare.
- Reflect modifications :
- On MVP only, the formula applied is : (BaseLvl x BaseLvl x 2) x percentage of reflection
- Few examples :
- BaseLvl 20 with 50% reflect, max 400 damage reflected.
- BaseLvl 50 with 50% reflect, max 2.500 damage reflected.
- BaseLvl 100 with 50% reflect, max 10.000 damage reflected.
- Few examples :
- On MVP only, the formula applied is : (BaseLvl x BaseLvl x 2) x percentage of reflection
The more reflect percentage you get, the higher the damage are.
Regarding In-Game changes
- 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.
- Mount on a Peco, players are considered Large Size.
- All Babies are considered Small Size.
- 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
- ASPD bonus can't exceed 70% of your base ASPD, except while using Berserk/Frenzy Skill.
- Casting Time reduction bonus can't exceed 70% from items (and bragi which stacks with them) and 70% from effects, except under Suffragium effects.
Battle Damage System
Displayed in blue, this additional damage can be obtained through some Kugans. The damage has the following properties:
- Ignores Flee.
- Default element: Neutral.
- Is not considered Physical, Magical or Special damage.
- Reduced by DEF or MDEF depending of source's description.
- Does not trigger auto-cast.
Battle Damage rules vary depending of the Kugan effects. If no precisions are made, rules above prevail overall.
Block & Parry System
- Some bonus are called "Block" and "Parry", these system are completely different.
- Blocking requires a shield and gives a chance to block and reduce damage by a specific amount determined by the following values : Shield defense rate, DEF2 or MDEF2, modified by skill ratio if there is any.
- Minimum 1 damage taken if an attack is blocked and Blocking will fail if you are Stoned, Stunned, Frozen or Asleep.
- If the damage comes from a Skill, the reduction formula applied is: (20 + Shield DEF * 2)% + (DEF2 or MDEF or (DEF2+MDEF2) /2) * 3
- If the damage comes from a basic attack, the reduction formula applied is: (20 + Shield DEF * 2)% + (DEF2 or MDEF or (DEF2+MDEF2) /2)
- Minimum 1 damage taken if an attack is blocked and Blocking will fail if you are Stoned, Stunned, Frozen or Asleep.
- Parrying requires a weapon, which gives a chance to parry and reduce damage by a specific amount determined by the following values: Weapon ATK rate, DEF2 or MDEF2, modified by skill ratio if there is any.
- Minimum 1 damage taken if an attack is parried and Parrying will fail if you are Stoned, Stunned, Frozen or Asleep.
- If the damage comes from a Skill, the reduction formula applied is: (10 + Weapon ATK / 10)% + ( DEF2 or MDEF or (DEF2+MDEF2) /2 ) * 3
- If the damage comes from a basic attack, the reduction formula applied is: (10 + Weapon ATK / 10)% + ( DEF2 or MDEF or (DEF2+MDEF2) /2)
- Minimum 1 damage taken if an attack is parried and Parrying will fail if you are Stoned, Stunned, Frozen or Asleep.
Soft Cap & Hard Cap System
This system has been introduced to avoid anyone from being overprotected regarding an element or a statistic.
A Cap is instored from 61% to 80%. Past these 80%, you won't be granted with additional bonus.
- Listed statistics below are affected by this system :
- Elemental Resistances
- Race Resistances
- Reduction of SP Consumption
- Hard DEF & Hard MDEF
- Bonus called "Damage reduction while casting"
Concerning DEF and MDEF, the Cap is set to 90 maximum.
Cap | |
---|---|
Treshold | 61% ~ 80% |
Twice the amount of the bonus required | |
Examples | |
If you equip a Marse Card while you already reached the Cap, it will only give you 15% instead of 30% Water resistance. |
Chest Rewards' Distribution
- During some events, invasions, or at the end of nightmare dungeons for example, you will find big chests containing decent amount of rewards.
- Items will fall on the floor and people will be able to collect them as a usual item. However, take note that all items are distributed randomly to people in the screen.
This system excludes Double Accounts, which means having several accounts logged in won't increase the rewards you get.
- If you really need some items that fell on the floor like that and you weren't able to get it, try to get it by discussing calmly with the one who got the precious item.
New Critical System
All Skills can be critical !
- The critical rate is based on the CRI value showed in Attributs panel (Alt + A).
- Effects that increase critical output also affect critical skills, depending on the type of Skill used.
- The critical rate is based on the CRI value showed in Attributs panel (Alt + A).
- Damage inflicted with a Critical Skill will have an increased +25% overall damage, will always ignore 25% of the target's defense (DEF or MDEF accordingly) and will have 1/4 more chance to hit (but can miss none the less).
Please note that Cards like The Paper Card will work on skills such as Acid Demonstration / Cart Termination / ... and will also increase their critical damage part by 25% If you have 100% critical damage bonus from The Paper Cards, you will get +50% damage instead of the basic 25%
- A critical Healing skill increases the healed amount by 33%
Smart Healer
You won't have to click on the Healer NPC anymore ! Our Healer is benevolant and will take care of you as soon as you approach her !
- → If you enter in the 13x13 area around her, she will automatically heal you overtime, up to 80% of your HP & SP.
Take note that if you have a Premium Account, then it will be 100% of your HP & SP.
Dungeons Access
- Some dungeons used to require quests to access to them (Kiel Dungeon, Moscovia, Geffenia...).
You will be able to access to them thanks to the Quick Access System on DaRO!
For example, check this one :
- These "flames" on the screenshot will immediately teleport you to Moscovia Dungeon.
- Each dungeon that was previously requiring a quest will now be accessable thanks to these spots.
- Here you can check locations of all of them :
Access to | Map | Coordinates |
---|---|---|
Abyss Lake | Hugel Field 05 | 169 296 |
Amatsu Dungeon | Amatsu Castle - Last Floor | 119 185 |
Ayothaya Dungeon | Ayothaya field 01 | 130 194 |
Brasilis Dungeon | Brasilis Art Museum | 16 179 |
Cursed Abbey | Veins Field 07 | 132 131 |
Dewata Dungeon | Dewata Town | 235 54 |
Geffenia Dungeon | Geffen Field 09 | 222 222 |
Kiel Dungeon | Yuno Field 08 | 149 190 |
Lighthalzen Bio Laboratory | Rekenber Corporation Headquarters | 42 219 |
Malaya Hospital | Malaya Town | 50 81 |
Moscovia Dungeon | Moscovia Town | 137 54 |
Rachel Sanctuary | Rachel Temple | 113 180 |
Scaraba Hole 02 | Scaraba Hole 01 | 290 104 |
Direct Warper Access
This feature allows you to choose a Dungeon at the Warpa NPC and teleport to it if you finished the related entrance quest.
Entrance quest: this is a specific quest given by an NPC you can find at the entrance of each dungeon.
For example, after being teleported to Moscovia Dungeon area thanks to the Quick Access System, you will be able to see a blue cross marker on your mini-map (see screenshot below).
If you complete the quest and report back to the NPC, you will be allowed to use the Warpa to teleport directly to Moscovia Dungeon! This will grant access to the dungeon to the whole account and not just to the character who finished the quest!
Skills modifications
All Ragnarok Online's Skills have been reviewed and corrected to open up new possibilities and combinations.
Everything has been balanced so that the best Skills remain the best but also so that there are new paths and a better balance of classes in their respective roles. This way the game allows new play styles, without completely sacrificing the original gameplay.
DoT - Damage over Time
Poison / Venom / Deep Poison / Burning / Toxin status effects were modified to make them more viable.
If you kill a monster using DoTs damage, Items will not be autolooted and Benedictions will never appear if you aren't in a range of 36 cells away from the monster.
36 cells means approximatively 2 screens.
- Please note that the success rate of inflicting DoTs is affected by the total amount of LUK of the target and the caster:
- Caster's LUK will increase the chance of inflicting a Status effect to a target by 0.2% per point of LUK.
- Target's LUK will increase the chance of resisting a Status effect by 0.2% per point of LUK.
All effects listed below will affect all DoTs effects:
- All DoTs will deal damage each second.
- DoT's ticks can be critical and critical ticks add 50% damage ignoring all Race resistances.
- DoTs like Venom, Poison, Deep Poison, Bleeding, Burning, Venom, Toxin can't last less than 7 seconds.
- Every DoTs with a duration exceeding 10 seconds will have a duration of 10 seconds, plus an additional 33% of the surplus duration.
All effects listed below will only affect Venom / Poison / Deep Poison / Burning DoTs effects, 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. For each 100 HP the target currently has, damage increases by 0.1%. Up to 200% damage bonus if the target has at least 200 000 HP.
- DoTs can now kill affected targets.
An entity affected by a DoT can't be at more than 24 cells from the caster. Otherwise, it will nullify the DoT damage received by the target. 24 cells = more or less a whole screen while playing.
Poison
Damage Formula
[2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
- VIT of the target will increase the resistance to this effect.
Poison while using Throw Venom Knife
- The poison DoT inflicted by the skill Throw Venom Knife will inflict Venom instead of the basic Poison effect.
- Specificities of Venom :
- It can be stacked up to 4 times, each new stack refreshes the Status duration.
- Venom counts other DoTs as an additional stack for its damage calculation. Meaning a target affected by 4 stacks of Venom and also affected by Burning will be count as a 5 stacks on the target.
- The Venom damage formula is based on the formula above, however, it is weaker at the beginning and gets stronger as stacks increase.
- The overall damage formula is (50 + 25 * StacksAmount)% of DoT's damage.
- Specificities of Venom :
Number of stacks | Damage compared to Poison DoT |
---|---|
1 | 75% |
2 | 100% |
3 | 125% |
4 | 150% |
5 | 175% |
6 | 200% |
... | ... |
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)] + Caster's HIT Bonus
- VIT of the target will increase the resistance to this effect.
Bleeding
Damage Formula
2 * (Caster's LUK + Caster's STR + Caster's BaseLV) - 1,5 * (Target's LUK + Target's STR + Target's BaseLV) + Caster's HIT Bonus
- VIT of the target will increase the resistance to this effect.
Burning
Damage Formula
2 * (Caster's LUK + Caster's INT + Caster's BaseLV) - 1,5 * (Target's LUK + Target's AGI + Target's BaseLV) + Caster's HIT Bonus
- Mdef of the target will increase the resistance to this effect.
Toxin
Damage Formula
Toxin burns 1% of current SP of the target each second
Status Effects
- Regarding success rates:
- Each point in LUK adds 0.33% chance to prevent a Status effects.
- Each point in LUK adds 0.33% chance to inflict a Status effects.
- Each Base Level increased/decreased the chance of inflicting/preventing a common Status by 0.1%
- Confusion, also called Chaos resistances are based on VIT, but also on STR and INT (whichever is the highest value).
- Regarding success rates:
- Regarding Common Statuses' durations:
- Common Status now have a minimum duration:
- Debuffs like Silence, Blind, Confusion or Curse can't last less than 3 seconds.
- Snares like Stun, Freeze, Stone or Sleep can't last less than 1 second.
- Common Status now have a minimum duration:
- Regarding Common Statuses' durations:
- Regarding critical Common Status:
- A Common Status can be critical, which is only based on Critical value and doesn't take into account Cards giving Critical vs Races, Katar type weapon bonus, etc.
- Critical Common Status ignores 33% of all resistances including duration resistances.
- Regarding critical Common Status:
These abnormal statuses have been changed so that they can be bases for new gameplay strategies.
Modified Common Status effects | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Silence |
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Curse |
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Blind |
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Confusion / Chaos |
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Hallucination |
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Sleep |
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Custom Status Effects
Custom Status Effects | ||||
---|---|---|---|---|
Crystallize |
| |||
Slow |
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Fast |
| |
Chill |
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Fever |
| |
Feeble |
|
Weak |
| |
Brake |
|
Crack |
| |
Oath |
|
Stop | Can't move anymore for the status' duration. |
"Common Status" or "Common DoTs" mentions
- While playing on DaRO and reading the wiki or just items or kugans effects in-game, you will sometimes meet mentions like "Increase Common Status resistances" or "Decrease Common DoTs damage". These kind of mentions will be applied on the lists of status and DoTs below :
If you need any additional information, please mention it to us
Cast Time, After Skill Delay & Attack Speed
- → Here you will find all the information regarding these systems. However, if you still want more information or if you need more explanation or details, please contact us! We will gladly help you!
Casting Time calculation
Your Casting Time can be reduced by:
- DEX (minimum cast 10% with 150 DEX).
- Some effects (Bragi, Memorize, Haste, etc... in a cumulative way).
- Bonus of some items affecting a specific skill (in a cumulative way if the same skill).
- Some global bonus items (in a cumulative way, maximum reduction is 70%).
- Example :
- A skill has a casting time of 2 seconds.
- The character has enough DEX to reduce casting time by 50% (2s => 1s)
- The character is under Bragi's effect (1s => 0.5s)
- The character is under Suffragium's effect (0.5s => 0.25s)
- The character has a 50% cast time reduction for this specific skill thanks to a bonus (0.25s => 0.125s)
- The character has a 50% global cast time reduction from item bonuses (0.125s => 0.0625s)
After Skill Delay calculation
Your After Skill Delay can be reduced by:
- AGI
- Reduction from effects (Bragi, Haste, Sagittarius, etc... in a cumulative way).
- Reduction from bonus items affecting a specific skill (in an cumulative way for a same skill).
- Reduction from global bonus items (in an cumulative way, maximum reduction is 70%).
- Example :
- A skill has an After Skill Delay of 2 seconds.
- The character has enough AGI to reduce After Skill Delay by 10% (2s => 1.8s)
- The character is under Bragi's effect (1.8s => 0.9s, if bragi's reduction is 50%)
- The character is under Haste's effect (0.9s => 0.54s, if haste's reduction is 40%, the default value)
- The character has a reduction of 33% for this specific skill (0.54s => 0.36s)
- The character has a global After Skill Delay reduction of 50% from item bonuses (0.36s => 0.18s)
ASPD calculation
Your ASPD is based on:
- Base attack speed comes from the Weapon Type.
- Reduction from AGI and DEX (in a cumulative way from both attributes but acting as % of the weapon delay)
- Reduction from bonus items (in a cumulative way)
- Reduction from effects (Bragi, Haste, Sagittarius, etc... in a cumulative way)
- Note:
- Cumulated bonus from items and effects can't go higher than 70% without Frenzy.
- Example:
- A character uses a weapon with an attack speed of 550 (Swordman with 1H Sword, which is 145 ASPD)
- The character has 100 AGI and 100 DEX which reduces attack delay by 50% (0.4xAGI + 0.1xDEX) (550 => 275, which is 172.5 ASPD)
- The character has some item bonuses (10+10) for a total of 20% (275 => 221, which is 177.9 ASPD)
- The character is under Quicken (30), Berserker potion (20) for a total of 50% (221 => 110, which is 189.0 ASPD)
- Notes:
- In order to calculate the ASPD value (numbers displayed in status frame) you need to substract your actual delay from 2000 and divide by 10.
- Status frame displays a rounded ASPD value, but there is a difference between an ASPD of 170.4 and 170.8, even if it's not shown.
- A Swordman using a sword without frenzy can't go higher than 183 without any points in AGI/DEx (see math above).
- In this example, the minimum to get 190 is to have 11% of ASPD reduction from attributes, which can be achieved with 30 AGI for example (but with the maximum ASPD reduction from items and effects).
Monsters modifications
- Some monsters have been modified to ensure greater challenge and increased play strategies :
- Reputation is awarded upon killing monsters.
- Some Skills, exclusive to monsters or not, have been improved in order to guarantee more fightning possibilities.
Aggro system
This system is a work in progress and should be refined through feedbacks
- How it works ?
- Aggro: total amount of damage inflicted on a monster by a player.
- Aggro affects all monsters, elite versions included.
- A monster attacks the player with the highest aggro.
- A monster without aggro acts according to the classic aggro system.
- A monster that attacks a target continues to increase its aggro against it.
- All types of targets can raise aggro: Players, summons, monsters...
- The Provoke skill bypasses this system and forces aggro onto the player who cast it.
- More details
- The amount of aggro generated depends on the Flee: the more Flee you have, the less aggro you generate.
- The first attack that hits a monster generates 2x more aggro.
- The first player attack on a monster generates 25% more aggro.
- While being attacked, a target's aggro is increased by 5% of their HP for each hit received.
- Skills effects on aggro
- The Provoke skill generates 50% of the user's current HP as aggro (whether the skill "works" or not).
- The Bash & Charge Attack skills generate 10x more aggro than a basic attack.
- The Pierce & Brandish & Holy cross skills generate 3x more aggro than a basic attack.
- The Bowling Bash & Grand Cross skills generate 2x more aggro than a basic attack.
- The Spear and Shield Boomrang skills generate 2x more aggro than a basic attack.
- The Spear and Shield Boomrang skills (also) generate 5x more aggro when used on a target against which the has no aggro yet.
- The Charge arrow skill reduces the total aggro generated by the user by 10%
- The Shield charge and Spear Stab skills increase the total aggro generated by user by 10%
- The Shield Chain skill generates 3x more aggro than a basic attack.
- The Holy light, Soul Strike and Envenom skills reduce aggro instead of increasing it.
- The Energy Coat reduces aggro generated by an attacker by 25%
- Attacking or being attacked while in the Safety Wall skill reduces the aggro generated by the attack (received or inflicted) by half.
- Attacking at long range while being in the Pneuma skill reduces the aggro generated by the attack by a 25%
- Being attacked at long range in the Pneuma skill reduces the aggro generated by the attack by half.
- Attacking or being attacked while under the Endure, Steel body or Autoguarding skill increases aggro (HP/10 per hit).
- Being attacked while under the Reject Sword skill increases aggro (HP/10 per hit).
- How to play in order to KEEP aggro
- Hit the enemy first (preferably with aggro generating skill)
- Avoid Flee bonus (to maximize aggro generated)
- If you have difficulty to keep aggro when an ally does alot of damage, raise your maximum HP (to maximize aggro generated when attacked)
- Use skills which grant active aggro bonus (Bash, Brandish, etc)
- Use skills which grant passive aggro bonus (Endure, Steel body, etc)
- How to play in order to AVOID aggro
- Let your most tanky ally hit the target first.
- Raise your Flee (to reduce aggro generated)
- If you have difficulty losing aggro, avoid maximum HP bonus (to maximize aggro generated when attacked)
- Use skills which grant active aggro malus (Charge arrow, Holy light, Soul Strike, etc)
- Use skills which grant passive aggro malus (Safety wall, Pneuma, etc)
Armor Classification
Some Kugans and custom Gears have mention of specific "Defenses" such as this Armor for example.
- Those gears are classified depending of their type and DEF, according to the table below.
Armor Classification | ||||
---|---|---|---|---|
Classification | Armor | Shield | Shoes | Garment |
Light | DEF <= 3 | DEF == 1 | DEF == 1 | DEF == 1 |
Medium | DEF <= 5 | DEF == 2 | DEF == 2 | DEF == 2 |
Neutral | DEF <= 7 | DEF == 3 | DEF == 3 | DEF == 3 |
Heavy | DEF <=9 | DEF <=5 | DEF <=5 | DEF <=5 |
Very Heavy | DEF > 9 | DEF > 5 | DEF > 5 | DEF > 5 |
Gear Improvements
- Three systems can particularily help you to improve the value of your equipement:
- The Quality System
- The Gemstone System
- The Enchant System
- The Quality System doesn't work on all pieces of gear but can add a significant buff, however, it will costs you Moonstones & zenys.
- The Gemstone System allows you to engrave equipement with Gemstones obtained in Gem Boxes. These boxes are obtained by doing mercenary quests, nightmare dungeons or via Benedictions.
- The Enchant System is perhaps the hardest one. It can break your item upon failure, so please be careful. This system is used to add attribute buffs on Armor.
Reworked Cards
- A lot of cards have been reworked in order to improve the possibilities of builds and open new doors to the players.
- You can check all changes made by clicking here.
- Please note that some of the careds are placed in other slots than usual.
- A lot of cards have been reworked in order to improve the possibilities of builds and open new doors to the players.
Special Headgears System
- On DaRO, you can craft and dismantle headgears in order to make your character stronger!
Items modifications
All the item modifications below are worth mentioning here. If you think an item should be added, please contact our Staff!
- General feature: A lot of items locked to "Rebirth Class only" have been unlocked for advanced and non-Rebirth Classes.
- If you see an item that is still locked for Rebirth or otherwise, and you think it shouldn't be the case, please contact us!
- General feature: A lot of items locked to "Rebirth Class only" have been unlocked for advanced and non-Rebirth Classes.
Added Items | ||
---|---|---|
ID | Name | Obtainable |
2553 | Dragon Manteau [1] | Draco & Hydrolancer |
2399 | Dragon Vest [1] | Draco, Gold Acidus & Hydrolancer |
2202 | Sunglasses [1] | Bronze Coin Shop |
Modified Items | ||
---|---|---|
ID | Name | Modifications |
13414 | Elemental Sword [3] | If equipped in the left hand, autocast chances are doubled, however, burst caused with all bolts isn't activate anymore. |
Modified Quest Location | |||
---|---|---|---|
ID | Name | New location | |
2296 | Binoculars | Morroc Town Center Place - 169 / 168 |