December 22, 2009

CAbal Reloaded Re-Explained

ESTsoft have decided to focus more on fixing and updating some of the oldest parts of the game rather than introducing masses of new content, so the name Cabal Online: Reloaded is particularly fitting. A big part of the update is also focused on improving the game for the new players, or for players making new characters, while at the same time setting it up for more challenging high-level content in the future.

The Raise Spirit buff, or SP-buff, from our beloved Wizard class. You will not be able to receive SP continuously any longer, regardless of the number of Wizards in the party. Every player will have an individual cooldown counter for the SP-buff, and that timer will stay - dying, relogging, or even restarting the game will not have an impact on it. If your sp has not cooled down yet, you will not be able to receive it again; which also means that there is no point in killing a single Wizard in a dungeon to have their buff reset for example. No more BM/aura/sp spam combination in dungeons, which also means that the party-balance will shift now that only one Wizard is needed per party.


New SP Cooldown Counter


Characters will receive quite a significant damage increase with the ability to equip 4 rings now, for example a FB can now quite easily equip 3x Critical Rings +2 at level 170, for 45% more critical damage. That's a major boost, any way that you look at it. If we look at the increased speed for the FS BM2 - especially with retargeting - it seems that they are balancing the loss of sp at least a little bit. The game won't be as easy as it was up to now, that is certain, but at the same time it might be for the good in the long run. Of course, not that that is going to stop anyone from complaining like hell in the short term

The second rather major change, or at least immediately noticeable one, is that the alz drop amount has decreased. A rough count in Pontus Ferrum shows it to be about 4x less - with no alz drop increase an average of 400 alz or so per drop, instead of the 1600 we have right now. To balance that is the fact that nearly every mob now drops alz, and in Pontus Ferrum at that where the drop rate is rather low.

The current DT dungeons are being phased out. This means the entries will no longer drop, and they will be removed from the cash shop. You might still be able to buy entries for a little while, but their time is limited. The DT dungeons are not completely removed from the game and you will be able to enter them if you have entries left, but they are assuredly not free to enter as many times as you want to. So if you are a farmer I would suggest stocking up on entries before the update.

The dungeons that are replacing the current DT ones, the Weakened versions of the Lake in Dusk, Ruina Station and the Tower of the Dead b1f are loads of fun. Your mileage may vary, of course, but it is fun. Skill-exp is doubled in the Weakened dungeons, and since Blessing Beads are a common drop in there you'll get an even greater boost. The beads dropping in these dungeons are 3-minute duration ones, 40% experience or 40% skill experience, which makes using them on the spot even more tempting. There is also a wide range of epic equipment that can be found, always character bound, and always time-limited. Here's one example:



I have run each of the Weakened dungeons several times already, and these maxcrafted epic drops are common. They serve as good motivation, and at the same they are bound and limited so it's a temporary increase in power only. And before the inevitable question gets asked: No, they will not become permanent if you are lucky enough to make them +7. They drop as duration and they stay duration. If you feel like trying to make one +7, and you succeed: congratulations, you now have a very decent low-level item for the next 10 days

I am also curious to see if ESTsoft would implement something similar on the higher level dungeons at any point in the future, or if this is something that will always stay only on the lowest levels. The fact that these are character bound also leads me to the next subject for today: the new looting rules. From the Developers' Notes we have these two images:





The binding part is the interesting section. If the drop will be character bound, and you are in a party when you find it one of two windows pops up the moment someone attempts to loot the drop (drops also stay on the ground for a very long time now, I have not timed them exactly yet but it's more than a minute). The moment someone picks up whatever dropped it is moved to a temporary inventory until it has been settled who should receive it. The first way is if your party leader has set the party to 'Roll a Dice'; you will get this window:



This will give you a limited time to click on the 'Roll a Dice' option, once clicked it is the same as if you used lot. The person with the highest lot receives the drop, as simple as that. If you cannot use the item simply use the 'Give Up' option, and you will not be able to lot for the drop. Letting the timer expire will also mean you forfeit your chance to gain whatever dropped, and it is the same as selecting 'Give Up'. If all the members of the party selects 'Give Up' the drop authority becomes free-for-all, but the equipment will still be character bound to whoever picks it up.


Your second option is this one:



or



However, the timer only starts once someone attempts to pick up the drop, so I guess it works out in the end. You also do not have the choice to opt out of this system, if the dropped item is going to be bound you will settle who gets it using one of these two methods.

I also promised to post some BM2 stats, so even though you will be able to easily test this for yourself once the update goes I'll post them in the meantime. These are the amp / crit damage / crit rate for the normal attacks and special attacks in BM2.


Force Archer

Fatal Shot: 10% Magic Amp and 100% Critical Damage increase

BM2 normal attack: no Amp bonus


Wizard

Elemental Festival: 10% Magic Amp


Force Blader

Prismatic Blade Cannon: 10% Sword Amp

BM2 normal attack:
1st : 20% Sword Amp
2nd : 30% Sword Amp
3rd : 40% Sword Amp


Force Shielder

Shield Storm: 10% Sword Amp and 120% Critical Damage increase

BM2 normal attack
1st : 40% Sword Amp
2nd : 50% Sword Amp
3rd : 60% Sword Amp


Warrior

Lance Drive: 10% Sword Amp
1st : 30% Sword Amp
2nd : 40% Sword Amp
3rd : 60% Sword Amp


Blader

Crushing Blow: 10% Sword Amp, 30% Critical Rate increase, 500% Critical Damage increase

BM2 normal attack: no Amp bonus.


BM2 skills also take Amp from the gear you are wearing, as I was able to see a noticeable damage increase as I increased the amp on my test characters. There was a question about the Magic/sword Amp for Force Shielder and Force Blader, as I understood it the special BM2 skills for those two classes used to have 10% Magic Skill Amp, but as of this update they will be Sword Amp based. But as I said: you will be able to test this ingame soon enough The last little rumour that I want to end is the one about the Rings of Luck being limited to two only. I am not sure where this originated, but that is false information. You can wear as many Rings of Luck as you want, but your maximum rate is capped at 30% from Rings. So you can wear two RoL+1, and 2 RoL+0 if you really wanted to.

Credits: Cabal EU

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