Difference between revisions of "Everything you need to know"

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Revision as of 02:21, 9 October 2021

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
  • 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.
  • 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

  • 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


  • Reflect System : No restrictions except for MvPs. In that case, the amount of damage reflected is based on the BaseLvl of the user. The formula is : (BaseLvl x BaseLvl x 2)%.
    • If you are BaseLvl 20, with 50% Reflect you will deal up to 400 damage.
    • If you are BaseLvl 50, with 50% Reflect you will deal up to 2 500 damage.
    • If you are BaseLvl 100, with 50% Reflect you will deal up to 10 000 damage.
      • The more reflect percentage you get, the higher the damage are.


  • 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.


Soft Cap & Hard Cap System

This system has been introduced to avoid anyone from being overprotected regarding an element or a statistic.

  The Soft Cap is fixed from 41% to 60% while the Hard Cap is fixed 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


Soft Cap Hard Cap
41% ~ 60% 61% ~ 80%
2 times the amount of the bonus required 3 times the amount of the bonus required
Examples
If you equip a Marse Card while you already reached the Soft Cap, it will only give you 15% instead of 30% Water resistance. If you equip a Marse Card while you already reached the Hard Cap, it will only give you 10% instead of 30% Water resistance.

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 of your favorite dungeons required quests to access to them before right ? Such as Kiel Dungeon, Moscovia and Geffenia some others.

You will be able to access to them thanks to the Quick Access System on DaRO !

  For example, check this one :
Moscovia Quick Access.png


  • 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.


There 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

Direct Warper Access

This feature allows you to choose a destination and to be teleported to it if you already did the related entrance quest.

What is it ? It 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, the same that you can see on the screenshot below.


Entrance Quest Moscovia.png
  If you complete the quest and report back to the NPC, you will be allowed to use the Warper to teleport directly to Moscovia Dungeon !

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. Thus, the game allows new ways of playing without sacrificing the original part of the gameplay.


Bash.gif List of Skills modifications


Critical Skills and effects

All Skills now can be critical! The critical rate and critical damage are based on the critical value which takes account of every piece of gear, equipped cards and Kugan. Thus, effects that increase critical ouput also affect critical skills, depending on the type of Skill used.

File:Critical skill.png
Example of a critical Skill
  • Critical physical attacks inflict 33% more damage, have twice the success to hit your target and ignore a third of the target's defense (DEF). They still can miss their targets.
  • Critical magical attacks inflict a 33% more damage and ignore a third of the target's magical defense (MDEF).
  • Critical misc Skills increase the damage input by 66% depending on the skills (such as Falcon Assault, Soul Destroyer, Acid Demonstration, Self Destruction).
  • Critical healing Skills increase the Healing value by 33%.


As opposed to the Skills' critical rate, the critical resistance reduces the probability to be targeted by those attacks. For example, the Perfect Flee reduces critical skills rate by a ratio (just like normal critical attacks).


Status Effects

  Poison / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.


  • Take 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 to inflict the status effect to a target by 0.2% per point of LUK.
    • Target's LUK will increase the chance to resist to the status effect by 0.2% per point of LUK.


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. Each 100 current HP of the target increase damage by 0.1%. Up to 200% damage bonus if the target has at least 200 000 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 ignoring all race resistances.


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.

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

  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.

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..


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.

Special Items

  All the items below are worth enough to mention their new drop locations or modifications here.
  If you think an item shall be added here, contact our Staff !


ID Name Obtainable
2553 Dragon Manteau [1] Draco & Hydrolancer
2399 Dragon Vest [1] Draco, Gold Acidus & Hydrolancer
2202 Sunglasses [1] Bronze Coin Shop


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.