Server BalancingCORE BALANCING CHANGES
The team at Oath recognizes that this game is nearly twenty years old. In the last two decades, MMORPGs have evolved to include new quality of life changes, improvements to technology, and varying progression systems to reward players. The game has combatted this by adding new episodic content and reworking the entire game through renewal.
At Oath, we believe that Pre-Renewal gameplay is truest to the original game, but we also understand that the gameplay is somewhat dated. Grinding mobs for hour and hours in the same location is tedious and not entirely rewarding. Therefore, Oath has completely redesigned the experience and player progression systems of the game to provide players with more immersive, diverse content.
There have been some important changes to classes that will make more builds viable. Our position is that playing what you want to play should be fun. There will always be builds that will yield the highest damage output, optimal WoE performance, best MVPer, etc. However, if someone wants to build a Battle Priest, that player should have at least as much fun as anyone else. The skill changes were discussed by the community and tested thoroughly before being implemented.
Swordsman Skill Changes
- Bash: SP cost has been reduced to a rate of 3 SP + 1 SP per skill level. Commens: The change in the skill's SP provides the player with more versatility in the level of the skill selected. Previously, the skill only had two SP costs, one for levels 1-5 and another through levels 6-10. Since power scales linearly with this skill, SP should scale similarly.
- Magnum Break: Range has been increased to 4 cells, its SP cost has been reduced from 30 SP to 18 SP per cast. Commens: With this skill change, Swordsmen will be able to more effectively mob at low levels. Compared to 2nd class skills, this skill still is weaker in most instances. However, a lower SP cost and higher range should make the skill both easier and more fun to use.
- Moving HP Recovery: Can now be learned at Job Level 15. The quest now requires 50 empty bottles instead of 200. Commens: As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
Knight Skill Changes
- Two-Hand Quicken: Now also increases FLEE by 1 per skill level and CRIT by 0.8% per skill level. Commens: Auto-attack builds are relatively weaker. While the usage of skills should in general provide higher returns given the SP cost, agility builds for Knights are well behind other Knight builds. Therefore, both a survivability and DPS change was implemented.
- Bowling Bash: Damage is set at 400% at the maximum level and the skill hits twice, allowing damage up to 800% per instance of Bowling Bash. The gutter line bug has been completely removed. Commens: Gutter lines are something that were never really addressed by the creators of the game and as a bandaid, their original fix was to just increase Bowling Bash damage. We do not think that lazy method is appropriate, so we have set Bowling Bash to do a little less damage (still very powerful and able to one-shot enemies when an endowed or elemental weapon is equipped) but with the added utility of not having to edit your GRF files or memorize gutter line placement.
Crusader Skill Changes
- Holy Cross: Damage increased from 100% + 35% per skill level to 300% + 25% per skill level. Skill also has an accuracy bonus of +2% per skill level and has a range of 3 cells. New SP formula is 6 SP + 1 SP per skill level (16 SP when used at Level 10). Commens: Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line.
- Shield Charge: Increased from 100% + 20% per skill level to 200% + 20% per skill level. Commens: This skill is incredibly underwhelming and while the Stun provides some utility along with its huge knockback, the skill was given a little damage boost to compensate for its purely defensive behavior.
- Spear Quicken: Now reduces weapon delay by 20% + 1.5% per skill level for 2H spears and 7.5% + 0.5% per skill level for 1H spears. Commens: Spear builds were something that required a little bit of a boost. They pale in comparison to GC builds in term of PVE DPS, but the entertainment value out of these builds was stressed by the community and not only were 2H spear speeds increased via this skill, but also the introduction of a small bonus to 1H spears gives the skill even more versatility, especially considering the huge investment of skill points.
- Spear Mastery: Now does +5 ATK per skill level while not mounted and +7 ATK per skill level when riding a Peco. Commens: This skill was also improved to help round out the Spear builds that Crusaders may opt to take. As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment.
Acolyte Skill Changes
- Blessing: Duration of buff was increased by 1 minute at all ranks, it's SP cost was increased from 24 SP + 4 SP per skill level to 24 SP + 5 SP per skill level. Commens: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Increase AGI: Duration of buff was increased by 1 minute at all ranks, it's SP cost was increased from 15 SP + 3 SP per skill level to 15 SP + 4 SP per skill level. Commens: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Demon Bane: Now increases ATK against undead and demons by +5 per skill level plus half your Base Level + 1. The skill also increases ATK against all other races by +4 per skill level (no base level bonus). Developer Notes: This skill was reworked to improve certain builds, specifically Combo Monks and Battle Priests. The higher damage potential of auto-attacks was a means to expand the viability of some lesser used builds in the Acolyte tree.
- Holy Light: Can now be learned at Job Level 15. Now takes 1.5 sec to cast, down from 2.0 sec. The skill costs 12 SP instead of 15 SP. The damage is now equal to 100% MATK + (1 + 1% Per Base Level), up from a flat 125% MATK. Developer Notes: The increase to this spell's damage, which scales with level, provides more viability as a spell that can be weaved into an Acolyte's rotation while supporting others. The lower cast time also provides greater versatility. This allows skillful players to contribute to DPS during downtime more effectively.
Priest Skill Changes
- Mace Mastery: Mace Mastery is now called Battle Mastery and does +4 ATK per skill level for books and maces (up from +3 ATK for only maces). At level 10 this skill also provides a 12% increase to mace attack speed. Commens: This skill is rarely taken by anyone but Battle Priests. While this skill's changes do not make Battle Priests competitive with other melee classes, it does provide some niche situations where Priests can do a respectable amount of melee damage, especially against Undead. Thus, the adjustments add an additional layer of entertainment to this unique build.
- Turn Undead: If Turn Undead fails to land, it now does [Base Level + INT + Skill Level*10] * 3 damage. Commens: Turn Undead does a pitiful amount of damage upon failure. Increasing this failure damage gives Priests more forgiveness while ramping up to a high level of stats required for an efficient Turn Undead build.
- Gloria: Buff length is now set to 10 Seconds + 10 Seconds Per rank. Therefore, at max rank, the buff persists for a whole minute. Commens: The increase of the buff duration was done mostly to allow greater utilization of this skill in both solo combat as a Battle Priest and in group play.
- NEW SKILL - Renew: This skill retains all the functionality of Slow Poison (stopping the reduction of health while poisoned without curing the status). Additionally, each rank of Renew heals the target for (25 + 1.5% of Target's Maximum HP) per skill level every 3 seconds. The maximum skill level is 4. The skill cannot be used on monsters and therefore cannot be used offensively against undead. The skill is instant cast, but has a high SP cost of 40 + (15 * Skill Level). The effect lasts for 30 seconds.
Monk Skill Changes
- Dodge: Now increases FLEE by 2 per level, up from 1.5 FLEE per level. Commens: The high investment of skill points was a bit underwhelming with 10 skill points required to get a net increase of 15 FLEE. The incremental boost provides a slightly more reasonable return that is in line with other passive bonus adjustments.
- Mental Strength: Now doubles your DEF and gives you 4x MDEF up to a maximum of 90 of each DEF and MDEF based on these new calculations instead of setting you at a flat 90 DEF and MDEF. Commens: This skill used to require nearly no gear to effectively become an unstoppable tank. With these changes, gear will now be required to reach the same pinnacle tanking ability as before. The justification is that an ungeared Monk should not be more effective at tanking than a fully geared Knight.
- Absorb Spirit Sphere: Now increases SP per spirit sphere absorbed by 10 SP, up from 7 SP. Commens: Increased to provide a small increase in the utility of the skill that now provides a net positive return to more easily maintain combo builds.
- Iron Fists: Now provides +5 ATK per skill level and reduces the weapon speed delay of fist weapons and bare hands by 1% per level. Commens: As with many other mastery type skills, Iron Fists needed a boost to create some even ground between mace builds and fist builds.
- Raging Thrust: Now provides a 15% increased attack buff to the Monk for 8 seconds after using this skill. Commens: This small bonus was added for some flavor to the Monk combo build. The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. A moderate attack increase for a short period is reasonable. This does also chain further into Asura Strike, which may give a Combo Monk more incentive for using that skill in combination.
- Snap: Cannot be used to snap out of ankle snare traps if snagged. Commens: This balancing change was meant to provide a little balance for PVP and WoE. Being able to just jump in a castle or PVP room fully ready to Asura and just snap to a target and run out is not interesting gameplay. Furthermore, this skill pigeonholes guild leaders to generally prefer a Monk as guild leader so that they can quickly move to an area to use Emergency Recall. Again, this was done for balancing.
- Throw Spirit Sphere: Retains its original values for damage of 100% + 50% per skill level for each sphere. This skill may be adjusted if considered too powerful in the current landscape. Commens: The community noted that these were the original values and they were indeed verified. Though, the power is fairly high and may need to be adjusted in the future.
Magician Skill Changes
- Increase SP Recovery: SP recovery now ticks every 5 seconds, down from 10 seconds. Commens: This is a global server change to increase HP and SP recovery rates to reduce player downtime.
- Energy Coat: Job level requirement was reduced from 35 to 15. The quest now requires 1 Glass Bead instead of 3. Commens: As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
Wizard Skill Changes
- Sense: This skill provides a passive 2% reduction in physical attacks of the fire, water, wind, and earth properties. Commens: This skill is made redundant by in-game databases and general knowledge databases found online. Therefore, we have added an additional feature to give this skill some minor combat viability.
Sage Skill Changes
- Sense: This skill provides a passive 2% reduction in physical attacks of the fire, water, wind, and earth properties. Commens: This skill is made redundant by in-game databases and general knowledge databases found online. Therefore, we have added an additional feature to give this skill some minor combat viability.
- Advanced Book: Each level of this skill provides +3 ATK, +1% MATK, and +0.7% ASPD per level when a book weapon is equipped. Commens: Books are notably weaker and have fewer options than rods and other weapons. Therefore, a boost to book-based weapon builds for Sages was implemented.
- Dispel: Now only requires Level 1 Spell Breaker as a prerequesite instead of Level 3 Spell Breaker. Commens: The spell breaker prerequesite helps to balance the skill choice options of a Sage.
- Auto Spell: Skills available to be cast with this skill have been reworked to provide additional strength in the auto casting builds. The skills available are as follows:
- Level 1: Up to Level 5 Napalm Beat, 11% Overall Autospell Chance
- Level 2: Up to Level 3 Elemental Bolt, 13% Overall Autospell Chance
- Level 3: Up to Level 4 Elemental Bolt, 15% Overall Autospell Chance
- Level 4: Up to Level 5 Elemental Bolt, 17% Overall Autospell Chance
- Level 5: Up to Level 3 Soul Strike, 19% Overall Autospell Chance
- Level 6: Up to Level 4 Soul Strike, 21% Overall Autospell Chance
- Level 7: Up to Level 5 Soul Strike, 23% Overall Autospell Chance
- Level 8: Up to Level 5 Fire Ball, 25% Overall Autospell Chance
- Level 9: Up to Level 5 Earth Spike, 27% Overall Autospell Chance
- Level 10: Up to Level 5 Frost Diver, 30% Overall Autospell Chance
- Abracadabra: Condensed to 5 skill levels instead of 10 skill levels. Commens: This skill is generally used as a quasi-MVP generator, but is otherwise useless. Additional skills will be added over time to give this skill viability while maintaining its randomness.
- Dragonology: Increases experience gained against dragons by +2% per level. Commens: This skill was slightly underwhelming, but gives more flavor against a specific race of monsters that will have a larger presence in the future.
- NEW SKILL - Gemstone Extraction: This new skill gives sages a small chance to receive a gemstone or elemental stone when killing enemies. This skill was implemented to provide a minor inflow of reagents to support the Sage skill tree. A platinum skill quest must be completed to learn this skill.
Archer Skill Changes
- Attention Concentrate: Skill now costs 20 SP + 6 SP per skill level, up from 20 SP + 5 SP per skill level. However, the duration of the skill has increased by 1 minute at all ranks. Skill now has the ability to remove the Confusion status (upside-down screen). Commens: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Arrow Shower: Skill is now targetable on mobs and will push them back 1 cell instead of 2 cells. However, the pushback will always be away from the caster, not the area of impact. The skill can no longer move or break traps. Developer Notes: Players have requested that this skill be improved for precision by making it both targetable and making the pushback more consistent. That said, to balance the skill, we have decided to no longer allow the ability to move traps. Furthermore, the knockback has been reduced by half.
- Arrow Crafting: Can now be learned at Job Level 15. The quest now only requires 5 Trunks, down from 13. Commens: As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
Hunter Skill Changes
- Blitz Beat: Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets). The formula for damage is: ([LUK] + [INT/2] + 6 * Steel Crow Lvl + 20) * 2). Proc chance has remained unchanged. Commens: Falconer builds have seen less play given how strong Double Strafe builds are. However, many players have requested improvements to Blitz Beat. In developing the skill changes, an emphasis on LUK was made as LUK not only increases proc chance, but under this new formula will also provide investment towards damage. This skill is now improved to a level that is competitive in play.
- Ankle Snare: A maximum of 16 Ankle Snares can be placed at any given time. This amount will generally be equal to the WoE roster size for each WoE season.
- Blast Mine: Does small splash damage to targets. The damage formula is now: [(70+DEX)*(70+INT)/65*Skill Level. Commens: Trapper builds have also been outshined by Double Strafe builds. By increasing the trap damage rate, players may be more incentivized to prioritize stats towards a trapper build, allowing a third core build to be competitive as a Hunter.
- Landmine: Does no splash damage but has high damage output with modified formula of: [(70+DEX)*(100+INT)/70*Skill Level. Commens: Same comments as Blast Mine to justify the changes.
- Freezing Trap: Flat damage was increased by 650. There are no additional formula changes. Commens: Same comments as Blast Mine to justify the changes.
- Claymore Mine: This trap has a medium splash damage range. Now has a damage output of [(30+DEX)*(100+INT)/100*Skill Level. Commens: Same comments as Blast Mine to justify the changes.
Bard Skill Changes
- Musical Lesson: Increases the attack of instruments by +5 per skil level and reduces weapon delay of instruments by 1% per skill level. Commens: The increase in damage for using instruments provides some decrease in the gap between instrument weapons and bows for Bards.
- Musical Strike: Does 175% + 25% Per Skill Level attack with a musical weapon instead of 125% + 25% Per Skill Level. Commens: Provides higher incentive for Bards to interweave this skill with performance skills.
Dancer Skill Changes
- Musical Lesson: Increases the attack of whips by +5 per skil level and increases critical rate of whips by 1% per skill level. Commens: The increase in damage for using whips provides some decrease in the gap between instrument weapons and bows for Dancers.
- Throw Arrow: Does 175% + 25% Per Skill Level attack with a whip weapon instead of 125% + 25% Per Skill Level. Commens: Provides higher incentive for Dancers to interweave this skill with performance skills.
Merchant Skill Changes
- Discount: Skill now reduces the zeny cost of Mammonite by 5% per level of Discount learned. Commens: Mammonite usage is relatively low given its high cost. Giving an opportunity to greatly lower its cost will increase its usage. However, by making it more useful per hit, we expect it to remain a reliable zeny sink. This will also greatly assist Merchants with leveling.
- Cart Revolution: Can now be learned at Job Level 15 and now does 250% ATK damage regardless of cart weight. The skill's quest requirement is now 15 Iron Ores instead of a random amount of Iron. Developer Notes: While the flavor of increasing damage based on cart weight in theory sounds reasonable, in practice, this often requires Merchants to fill their carts with useless items to optimize performance of this skill. Given this is the only AoE skill available to Merchants and Merchants are challenged by leveling, an improvement to this skill was warranted.
- Crazy Uproar: Now only costs 1 Pearl to learn, down from 7 Pearls. Commens: As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
Blacksmith Skill Changes
- Adrenaline Rush: Now has a buff length of 5 minutes at maximum rank. SP has been increased marginally for the skill to compensate for the longer time. Commens: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Weapon Perfection: Now has a buff length of 5 minutes at maximum rank. SP has been increased marginally for the skill to compensate for the longer time. Commens: Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
- Overthrust: Now has a buff length of 5 minutes at maximum rank. SP has been increased marginally for the skill to compensate for the longer time. Overthrust will no longer break your weapon when used. Commens: Again, buff lengths were a core request made by the community. Additionally, given this skill's weapon breaking penalty, it was not utilized as much. This penalty has been removed.
- Skin Tempering: Skin Tempering now provides +4% Resistance to Neutral element and +6% Resistance to Fire element per skill level. Commens: While Blacksmiths cannot tank as well as Crusaders or Knights, their higher neutral and fire property resistance will give them some additional survivability, especially when soloing content.
Alchemist Skill Changes
- Axe Mastery: Adds +5 ATK per skill level instead of +3 ATK per skill level. Also now reduces attack delay by 8% if the Alchemist has learned level 10 Axe Mastery. Commens: Alchemist melee damage is underwhelming and while they have a lot of utility now, they still lack raw combat damage. These changes make them more well rounded for any build they choose.
- Summon Flora: Cast time reduced to 1 Second, down from 2 Seconds. This skill no longer consumes Plant Bottles. Plant Bottles are now usable items that can be used by the Alchemist class to summon a Geographer plant at will (even if Summon Flora is not learned). Other classes cannot use this consumable item. The bottles can also be used as a reagent to cast one extra plant if the alchemist has the item in their inventory when casting any rank of Summon Flora. If used directly from the caster's inventory, the bottle cannot be used from the inventory for 60 seconds (cooldown).Additionally, plants now summoned by Summon Flora have stats that scale with the Alchemist. Strength increases the plant's attack power, AGI increases the attack speed of the plant, VIT increases the HP and DEF of the plant, INT increases the MDEF of the plant and the power of the Geographer's heal ability.Commens: Flexibility in plant usage was sorely needed for Alchemists to improve the utility of the skill. Scaling for the plants was also added to help make them more powerful as the Alchemist levels up.
- Summon Sphere Mine: The skill no longer requires Marine Sphere Bottles to cast. Instead these items are used in a prerequesite quest to get the new Remote Detonator skill. An alchemist can place up to three Marine Spheres at a time, with an after-cast cooldown of 10 seconds. Each VIT of the Alchemist increases the HP of the Marine Sphere by 5, thereby making its self destruct skill more powerful. Commens: A rework of Marine Spheres was also required to provide more utility in this skill that was previously missing.
- NEW SKILL - Herbicide: Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode. To obtain this skill, Alchemists must complete the Herbicide Platinum Skill Quest.Commens: With the changes to Summon Flora, this skill was necessary to provide more control over plant placement for the Alchemist.
- NEW SKILL - Remote Detonator: Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. To obtain this skill, Alchemists must complete the Remote Detonator Platinum Skill Quest. Commens: With the changes to Summon Sphere Mine, this skill was seen as a necessity to provide the Alchemist with control over their mines. This skill also acts as a primary WoE offensive skill for an Alchemist.
- NEW SKILL - Resource Roundup: Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist. This is a platinum skill that any Alchemist can learn via quest. Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. To obtain this skill, Alchemists must complete the Resource Roundup Quest. Commens: With the changes to Summon Sphere Mine, this skill was seen as a necessity to provide the Alchemist with control over their mines. This skill also acts as a primary WoE offensive skill for an Alchemist.
Thief Skill Changes
- Double Attack: Chance to activate increased from 5% per skill level to 7% chance per skill level. Commens: Thiefs are a little slower than some other classes in terms of leveling. The higher output of Double Attack not only helps with Thief leveling but also carries forward into Assassin and Rogue to provide some boosts to specific builds that were needed.
- Envenom: Now costs 8 SP to cast. Instead of adding attack, the skill now does 100% + 15% Per Skill Level ATK against an enemy, providing much better scaling with gear. Developer Notes: Envenom, when used with the new poison status changes, is fairly valuable as a Theif skill. However, the SP cost was too large of a barrier to use the skill often enough to see good results. Therefore, the SP cost was reduced marginally and damage was made to scale better with gear.
Assassin Skill Changes
- Right / Left Hand Mastery: Right Hand Mastery and Left Hand Mastery ATK damage is now increased by 20% for all ranks. Commens: Auto-attacks were not keeping up in DPS with other skill-centric builds. Therefore, adjustments to auto-attacks were necessary to keep parity between some builds.
- Venom Dust: Requires 2 Venom Canines instead of 1 Red Gemstone.
- Venom Splasher: Detonation time reduced (Level 10 detonation time is 6 seconds now). Also removed the 75% HP requirement of the skill and Red Gemstone requirement. Commens: Poison is a key component of an Assassin's utility. However, it was rarely used due to poison not really being too detrimental. Therefore, poison has been modified to be more dangerous and the removal of a reagent for Venom Splasher gives viability to Assassin pure poison builds. The HP requirement removal and lower detonation time puts this skill more on par with other classes' "Finisher Skills".
- Enchant Poison: Duration increased to 5 minutes at maximum rank. Also, proc chance for poisoning the target increased to 10% at maximum level. Commens: Again, poison is a central part of the Assassin class and this skill further helps provide support around poison builds.
- Katar Mastery: Now grants +4 ATK and 5% CRIT if fully mastered to Rank 10 (Katar's double CRIT rate and this is effectively a 10% CRIT increase at rank 10). Commens: While poison is now viable through other changes, additional support for CRIT-based Assassins was needed as well. The improvements made to this mastery skill help level the CRIT Assassin with other builds.
Rogue Skill Changes
- Strip Weapon: When successfully used on monsters, reduces their attack by 40%, up from 25%. Commens: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Strip Shield: When successfully used on monsters, reduces their hard defense by 30%, up from 15%. Commens: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Strip Armor: When successfully used on monsters, reduces their VIT (soft defense) by 70%, up from 40%. Commens: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Strip Helm: When successfully used on monsters, reduces their INT by 30% and MDEF by 20%. The old skill reduced INT by 40% (this change has a much more detrimental effect on high MDEF monsters). Commens: Strip skills have very limited use out of PVP/GVG situations. These changes along with plans to add additional content to the server will greatly improve utility of the skill in PVE settings.
- Sword Mastery: Each level of Sword Mastery grants the Rogue double attack with swords equal to a 7% chance per skill level of Sword Mastery, assuming the Rogue has the equivalent level of Double Attack learned. Commens: Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability.
- Back Stab: Allows the player to cast this skill from 3 cells away and close the gap between an enemy and the Rogue by causing the Rogue to "jump" behind the enemy and doing the Back Stab attack. The cast delay is now 3.4 Sec - 0.1 Sec Per skill level. Commens: Redesigned to be an easier to use gap closing skill. Future development may add a toggle to revert back to the original function of this skill at the user's choice.
- Preserve: Notably, this skill is a Transcendent Class skill that has been provided to Rogues early. This is to assist with Plagiarism builds to make them more enjoyable and streamlined without heavy constant reliance on other players to supply the skills needed to maintain the skill. Requires Level 10 Plagiarism and 1 free skill point to learn.
Super Novice Changes
- HP Changes: Super Novices will now receive bonus HP at every 10 level increments starting at level 40. They are additive as follows:
- Level 40: +100 HP
- Level 50: +150 HP
- Level 60: +200 HP
- Level 70: +250 HP
- Level 80: +300 HP
- Level 90: +400 HP
- Level 99: +1,000 HP
- SP Changes: Super Novices will now receive an additional +10 SP at every 10 base levels starting at level 20 and will get a special +30 SP bonus at Level 99.
- Poison Status: Poison status now reduces VIT Defense by 50%, up from 25%. It deals ticking damage equal to 2% per second, up from 1% per second. Commens: Poison as a status was not very detrimental and was easily countered in PVP due to Green Potions and Herbs. While the curing methods are unchanged, the detrimental effects of poison will make it a higher priority to counter in PVP/GVG settings. More importantly, the PVE setting is improved by giving those who inflict poison the ability to dispatch mobs faster.
A New Experience System
One generally consistent factor among private servers is the experience system. Specifically, pre-renewal servers fall into the trap of using the base database rates for experience and modifying those rates by applying multipliers. However, changing the multipliers to effect experience rates is not truly a means of balancing or improving gameplay. At Oath, we have parsed the experience tables of each monster and regressed them against HP values, skills, and other factors to give each monster an indexed score that explains its risk/reward ratio. Thereafter, we went through each monster and rebalanced the stats, HP, and experience granted by those monsters to provide a more linear, consistent progression that players will be able to use to vary their playstyle and try new zones for leveling.
While this may sound similar to the Renewal system, we are keeping the old experience requirements for level ups and leveling will take roughly the same amount of time you would expect on other low-rate servers. That said, old grinding spots such as killing “Wolves” in the 30-40 level range or Toy Factory mobs in the 40-60 level range will no longer be your only efficient options. With the rebalancing, there will be multiple options that provide similar rewards and difficulty for varying level ranges.
We acknowledge that this system may not be perfect out the gate, but we are committed to making adjustments to improve the player experience. Coupled with the questing systems we will later introduce; we envision a well-rounded game that will more closely match the improvements made in the last 20 years to the MMORPG genre as a whole.
In combination with a new experience system, we also wanted to introduce some linearity in monster spawn locations. While some maps may remain relatively untouched, other maps do not cater well to our goal to provide more options for players.
For example, have you ever been on a map with good, but challenging experience rewards only to be met with a hunter fly that completely disrupts your leveling? We assume that these mobs were added as a lazy way for the official game to passively combat botting. However, many security improvements such as Gepard Shield have eradicated the ability to bot on servers like Oath, leaving behind mobs that are no more than a nuisance. We want all players to have fun and level where they want. Therefore, mobs seen merely as annoyances will be move to locations more suitable and mobs with high levels of variance in difficulty will be moved to provide maps that are more balanced. As with the experience rates, we will be monitoring the monster locations to provide better progressive balance for our players and cohesion with new quests.
HP and SP Regeneration
Downtime has been reduced by increasing the speed at which HP and SP regenerates. When considering things that make this game less enjoyable than other MMORPGs, we considered the downtime caused by slow resource generation to be one of the biggest factors. The ability to use skills provides players with a way to dynamically change the way they play, but if this is stifled by abysmally low regeneration rates, then play is often interrupted. Alternatively, players may forego using some skills entirely due to their SP cost. Therefore, we have decided to make the following changes:
- HP Regeneration Rate: Increased the rate at which HP regenerates from 6 seconds to 4 seconds while standing. While sitting, the HP regeneration rate is now 2 seconds per tick. Cards and skills can also affect HP Regeneration as usual.
- SP Regeneration Rate: Increased the rate at which SP regenerates from 8 seconds to 6 seconds while standing. While sitting, the SP regeneration rate is now 3 seconds per tick. Cards and skills can also affect SP Regeneration as usual, this includes Maginificat.
- HP/SP Recovery Skills: HP and SP Recovery skills that are learned by certain classes also now provide regeneration rates at twice the speed. Previously, these skill regenerated HP or SP at 10 seconds per tick. Now, these skills will provide recovery every 5 seconds.
Relatively minor, though important for fun gameplay, we have decided to increase the maximum weight limit before HP/SP regeneration penalties are imposed to 70%. We feel that 50% is too punishing for all classes and especially those that do not put stats into strength. We think each player should build a character however they wish and prefer weight limits to have less of an impact on builds so players can create characters that are fun to play and not disadvantaged by a largely outdated, unnecessary system.