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Sword Training
Increases ATK and HIT when using Dagger or Sword weapon.
ATK Bonus: + (10 * Skill Level)
HIT Bonus: + (3 * Skill Level)
Cart Remodeling
Cart Skill HIT bonus: + (4 * Skill Level)
Cart Weight bonus: + (500 * Skill Level)
Cart Tornado
Skill re-use Delay: (- 0.5 + 0.5 * Skill Level) seconds
Global Skill Delay: 0.5 second
AoE: 5x5
ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster’s Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
Cart Cannon
Variable Cast Time: (0.5 + 0.5 * Skill Level)
Global Skill Delay: 0.5 second
AoE: Level 1 ~ 2: 3x3 around target
Level 3 ~ 4: 5x5 around target
Level 5: 7x7 around target
ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
Cart Boost
Variable Cast Time: 1.5 seconds
Global Skill Delay: 0.5 second
Movement speed bonus: Level 1 ~ 2: 50%
Level 3 ~ 4: 75%
Level 5: 100%
ATK bonus: 10 * Skill Level
Duration: 90 seconds
Thorn Trap
Variable Cast Time: 1.5 seconds
Global Skill Delay: 0.5 second
AoE: 3x3
Damage: (100 + 200 * Skill Level + Caster’s INT) per second
Duration: (8 + 2 * Skill Level) seconds
*** Thorn Trap cannot be created near another trap.
*** Thorn Trap cannot be created under a target.
*** Maximum of 3 Thorn Trap can be active.
Blood Sucker
Variable Cast Time: 1.5 seconds
Global Skill Delay: 0.5 second
Damage: (200 + 100 * Skill Level + Caster’s INT) per second
HP Leech: (5 + 5 * Skill Level) %
Duration: (18 + 2 * Skill Level) seconds
Spore Explosion
Variable Cast time: 1.5 seconds
Skill re-use Delay: 5 seconds
Global Skill Delay: 0.5 second
Delay before explosion: Level 1 ~ 2: 2 seconds
Level 3 ~ 4: 3 seconds
Level 5: 4 seconds
AoE: Level 1: 3x3
Level 2: 5x5
Level 3: 7x7
Level 4: 9x9
Level 5: 11x11
ATK [{( Skill Level x 100 ) + ( 200 + Caster’s INT ) x Caster’s Base Level / 100 }] %
Thorn Wall
Variable Cast Time: 1.5 seconds
Skill re-use Delay: 5 seconds
Global Skill Delay: 0.5 second
Damage: Caster’s ATK [ 100 + (Skill Level x 10)] %
Thorn Wall HP: (2000 + 2000 * Skill Level)
Duration: (9 + 1 * Skill Level)
AoE: 5x5
Thorn wall can be destroyed by attacking it.
Fire Element damage will convert Thorn Wall into Fire Wall immediately.
(Level 5 Thorn wall turns into Level 5 Fire wall)
Crazy Weed
Variable Cast Time: (2.5 + 0.5 * Skill Level) seconds
Skill re-use Delay: 5 seconds
Global Skill Delay: 0.5 second
AoE: 9x9 (deals damage in 5x5 area)
Damage: ATK (500 + 100 * Skill Level) %
Demonic Fire
Variable Cast Time: (2.5 + 0.5 * Skill Level) seconds
Skill re-use Delay: 5 seconds
Global Skill Delay: 0.5 second
AoE: 5x5
Damage: MATK (110 + 20 * Skill Level) %
Duration: (8 + 2 * Skill Level) seconds
Burning Chance: (4 + 4 * Skill Level) %
Burning duration: (8 * Skill Level) seconds
Hell Plant
Variable Cast Time: (2.5 + 0.5 * Skill Level) seconds
Global Skill Delay: 0.5 second
AoE: 3x3
Maximum number of hell plants: (1 + 1 * Skill Level)
Duration: ([Hell Plant Skill Level + 1] x 7 seconds)
Bleeding chance: (5 + 5 * Skill Level) %
Stun chance: (20 + 10 * Skill Level) %
Bleeding and Stun duration is 20 seconds, reduced by target’s STAT.
[{( Hell Plant Skill Level x Caster’s Base Level ) x 10 } + {( Caster’s INT x 7 ) / 2 } x { 18 + ( Caster’s Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
Fire Expansion
Variable Cast Time: 2 seconds
Global Skill Delay: 0.5 second
Level 1
Demonic Fire damage is increased by + MATK (Caster’s INT + Job Level) %.
Demonic Fire duration increases by 10 seconds.
Level 2
- Deals Demonic Fire damage + MATK (Caster’s INT x 10)% damage.
- Demonic Fire duration ends immediately. 
Level 3
Demonic Fire no longer deals damage.
Demonic Fire skill animation changes. (Red flame to Purple gas)
Targets in Demonic Fire will have 50% resistance against ranged attacks.
(Reduces ranged damage taken by 50%)
Targets in Demonic Fire will have 15% resistance against melee attacks.
(Reduces ranged damage taken by 15%)
Targets in Demonic Fire will have their FLEE increased by 20%.
Effects last {( Demonic Fire Skill Level + 1 ) x 4 } seconds.
Level 4
Demonic Fire no longer deals damage.
Demonic Fire skill animation changes. (Red flame effect to Grey Smoke)
Targets in Demonic Fire will be forced to use /cry emote once every 3 seconds.
Targets in Demonic Fire will lose 5% HP every 2 seconds.
Targets FLEE and HIT will decrease by 50%.
Effects last {( Demonic Fire Skill Level + 1 ) x 5 } seconds.
Level 5
Targets in Demonic Fire will take the same amount of damage as Acid Bomb.
If the Caster has not learned Acid Bomb, this skill will deal Acid Bomb level 5 damage.
If the Caster has learned Acid Bomb, highest learned level will be activated.
Demonic Fire immediately ends.
Howling of Mandragora
Variable Cast Time: 1 second
Skill re-use Delay: 15 seconds
Global Skill Delay: 0.5 second
AoE: Level 1: 11x11
Level 2 ~ 3: 13x13
Level 4 ~ 5: 15x15
INT reduction: - 4 * Skill Level
SP drain: (25 + 5 * Skill Level) %
Success chance: ( Howling of Mandragora Base Success chance ) - {( Target’s VIT + LUK ) / 5 }
Base success chance: (25 + 10 * Skill Level) %
Minimum of 10% success Chance.
Fixed Cast Time increase: (Howling of Mandragora Skill Level / 2) seconds
Duration: (Howling of Mandragora Skill Level + 1) * 5 seconds.
Sling Item
Skill re-use Delay: 1 second
Mixed Cooking
Success formula compares the value of A to B.
A = (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3)
B = Random number between (30 ~ 150) + Difficulty rate
Success = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is greater than B value, (Random number between 30 ~ 150) + Difficulty rate
Failure = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is less than B value, (Random number between 30 ~ 150) + Difficulty rate
1. If A value is 30+ greater than B value, creates 10 ~ 12 Foods.
2. If A value is 10+ greater than B value, creates 10 Foods.
3. If A value is exactly 10 less than B value, creates 8 Foods.
4. If A value is 30+ less than B value, creates 5 Foods.
5. If A value is 50+ less than B value, Food creation fails.
Item difficulty omitted.
Bomb Creation
Success formula compares the value of A to B.
A = (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3)
B = Random number between (30 ~ 150) + Difficulty rate
 
Success = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is greater than B value, (Random number between 30 ~ 150) + Difficulty rate
 
Failure = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is less than B value, (Random number between 30 ~ 150) + Difficulty rate
1. If A value is 30+ greater than B value, creates 10 ~ 12 Bombs.
2. If A value is 10+ greater than B value, creates 10 Bombs.
3. If A value is exactly 10 less than B value, creates 8 Bombs.
4. If A value is 30+ less than B value, creates 5 Bombs.
5. If A value is 50+ less than B value, bomb creation fails.
Item difficulty omitted
Special Pharmacy
Success formula: compares value of A (Caster’s Stat) to B (Skill Level specific B value)
A = (Caster’s INT) + (Caster’s DEX / 2) + (Caster’s LUK) + (Caster’s Job Level) + Random number between (30 ~ 150) + (Caster’s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
B = Special Pharmacy level specific value + Difficulty.
Special Pharmacy level specific value: (620 - 20 * Skill Level)
If the value of A is 400+ higher than B, Maximum number of potions will be created.
If the value of A is 300+ higher than B, [Maximum number of potions creatable - 3] will be created.
If the value of A is 100+ higher than B, [Maximum number of potions creatable - 4] will be created.
If the value of A is 1+ higher than B, [Maximum number of potions creatable - 5] will be created.
If the value of A is lower than B, [Maximum number of potions creatable - 6] will be created.
Item difficulty omitted.
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