New trait:
Magic Penetration
RDM 50,70,90,99
Enfeeblings spells have a chance of partially ignoring all magic evasion and immunities. (Potency might still be affected.)
Changes to existing spells and abilities:
Saboteur
* Enfeebling spells affected by Saboteur have 100% Magic Penetration. (Ignores magic evasion and immunity)
* Enfeebling spells affected by Saboteur ignore stacking rules. (Casting Paralyze II on an existing Paralyze II will overwrite the existing Paralyze II, rather then give No Effect on the Saboteur'd Paralyze II.)
Gravity
* Gravity consists of two enfeebling effects: Movement Speed Reduction and Evasion Down. If the target is immune to Movement Speed changes, treat the spell as Evasion Down instead.
Dia series
* Change it so that the Dia series of spells uses Enfeebling Magic Skill to determine the slip damage effect and Divine Magic Skill to determine the initial damage. Both skills can receive skillups.
Bio series
* Change it so that the Bio series of spells uses Enfeebling Magic Skill to determine the slip damage effect and Dark Magic Skill to determine the initial damage. Both skills can receive skillups.
Phalanx II
* Add a small Slip Damage Reduction to the spell. Each tier lowers slip damage by 1, but never to 0. Effect is applied to each seperate slip damage effect.
Merit group 2
It's currently not realistically possible to get all merit spells unlocked. Dia III, Bio III, Phalanx II all require 5 tiers to be more effective then their lower tier version, and with 6 spells to unlock, you'd need 18 upgrades total to get minimal improvements where only 10 are allowed. Please change the ranks so that each merit spell is slightly better at rank 1 then their lower tier version, and allow players to choose where to put the remaining 4 upgrades. This is the scenario for all the other jobs, only RDM seems to be different.

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