Now each class of techniques (LT/MT/HT/AoE) can be created as any one of five technique types
This type of technique purely and immediately deals damage and does not have any other special traits. The following are the base amounts of damage Flat techniques deal.
UT - 5 damage
. (UTs can only be of the Flat-damage dealing type.)
LT - 10 damage
MT - 20 damage
HT - 50 damage
AoE - 50 damage to multiple targets
.DoT (Damage over Time):
This type of technique deals damage over the course of a certain period of time. Such techniques will deal the following amounts of base
damage each turn for 5 turns
LT - 3 damage
MT - 6 damage
HT - 15 damage
AoE - 15 damage to multiple targets
DoTs have the same cooldowns as pure-damage dealing techniques. DoTs can be ICly represented however you choose (i.e. burning, poisoning, freezing, etc.).Stat Morph:
This type of technique does not deal any damage, but instead inflicts or provides a stat buff/debuff. The following percentages of total buffs/debuffs can be applied with by stat morphs***
LT - 25%
(Max Duration: 2 turns)
MT - 50%
(Max Duration: 3 turns)
HT - 75%
(Max Duration: 4 turns)
AoE - 75% to multiple targets
(Max Duration: 4 turns)
The above percentage can be split into buffs or debuffs and can be spread between stats as you see fit.Flat/DoT Hybrid:
This type of technique is a combination of a Stat Morph and one of the two damage-dealing techniques (Flat or DoT). It deals damage one class lower
than its actual class, and it provides buffs/debuffs significantly lower than Stat Morphs. The following percentages of total buffs/debuffs:
LT - 10% (Deals UT Damage - DoTs: 1 base damage per turn)
MT - 20% (Deals LT Damage)
HT - 30% (Deals MT Damage)
AoE - 30% (Deals MT Damage) to multiple targets
Hybrid techniques must be defined as “flat” damage dealing techniques or DoTs. Flat damage dealing hybrids will immediately deal their designated damage, while DoTs will deal their damage over the course of 5 turns. The max duration of the stat buffs/debuffs for hybrids is the same as the non-damage dealing stat morphs.Heal: (Increased cooldown by 2 posts for each technique class)
This type of technique is used to recover from damage in combat. Heals are special in that they are guaranteed to “hit”
. However, heals still require a dice roll. Heals will heal flat values of HP based on the following formula:[(Heal factor) * (d20 roll value * 10% of your reflex)]
The following are the heal factor values for healing techniques:
LT - 0.10
MT - 0.20
HT - 0.30
AoE - 0.3 to multiple targets
Therefore, if you have 100 reflex and you use an LT heal with a dice roll of 15, you will heal (0.1) * (15 * 10) = +15 HP.
Additionally, heals can remove DoTs inflicted on a user from techniques up to one class above their own (e.g. An MT healing technique can cure a DoT dealt by an HT). However, if a heal is removing a DoT, you must reduce the heal factor by 0.15 for each DoT that is removed (heal factor cannot go below 0).
HT heals may remove up to two DoTs, while AoEs can remove up to two DoTs per target.
Heals do not need to be specially designed to remove DoTs, they can be used one way or the other depending on the situation.***
: Note that stat morphs are applied to the current
stat value of a character, [not
their original stat value. Meaning that if a character with 400 Reflex (RX) is afflicted with a 75% RX debuff, their RX would be reduced to 100. If they are hit with a 25% RX debuff while in this state, they will not
be reduced to 0 RX. Instead, their RX will be reduced to 75. Please use stat morphs and hybrids with this in mind.
More Total Techniques
You will now have a more vast repertoire of techniques based on the new technique unlock distribution as follows:
Here are the levels at which you gain techniques:Level 1:
1 AoE, 1 HT, 1 MT, 3 LTsLevel 5:
1 HT, 1 MT, 1 LT Level 10:
1 AoE, 1 HTLevel 20:
1 AoE, 2 MTs, 2 LTsLevel 40:
1 HT, 1 MT, 1 LTLevel 60:
1 MT, 3 LTsLevel 80:
1 AoE, 1 HTLevel 100:
1 AoE, 1 HT, 1 MT, 2 LTs
Lower Technique Cooldowns
To increase the pace of combat, the cooldowns for techniques were lowered down to the following values:
Each technique has a set amount of cooldown. This cooldown represents the number of times your
character must post before you may use that technique again.CooldownsLT:
Quest Boss Techniques
To slightly balance the greater freedom to team up against bosses and the additional versatility of techniques, the challenge of quest bosses has been bumped up slightly. The Quest Bosses can now use techniques in combat as follows:Tier 1 Quest Bosses
(Level 1-19) must use 2 LTs per post.
Every third round of posts, the quest boss must use 1 MT + 2 LTs instead.
Every fifth round of posts, the quest boss must use 1 HT + 1 LT instead.Tier 2 and above Quest Bosses
must use 1 MT + 2 LTs per post.
Every third round of posts, the quest boss must use 1 HT + 1 LT instead.
And every fifth round of posts, the quest boss must use 1 AoE instead.
Additionally, every quest boss must also use 1 UT against each opponent they are facing.
Toggles and Passives
Toggled and Passive Abilities have some new limitations. Please see the following description:
You may not have more than 2 stat-altering toggled abilities.
The toggled abilities may give you a maximum of 20% total stat buffs, but must be counteracted by 20% total stat debuffs.