:::info This is a work in progress. Your can give feedback in this [Reddit post](https://www.reddit.com/r/RagnarokOnline/comments/1q9md9t/feedback_on_the_redux_initiative/). ::: # Redux Redux is an ongoing initiative that aims to rework renewal into something more akin to the initial spirit of the game but, at the same time, adapted to modern audiences, especially adults with jobs. These are the three main points of such an endeavor: - Changing Renewal mechanics to mimic Pre-re, but avoiding its shortcomings: formulas and substats that don't scale well when stats go beyond 130, 140, 150 etc. Immunities that are eventually reached, etc. - Changing RO's exponential growth model - more investment equals even bigger returns - to exponential decay: initial investments matter more than subsequent ones. - Breaking the meta: In my opinion, one of the points of "rebalancing" skills should be making all classes have a place in almost every environment (pvp, pve, woe, mvp) instead of perpetuating the same meta. Basically, the game should be fun and not feel like a job. ## Table of contents - [Planned changes](#Planned-changes) - [Base mechanics](#Base-mechanics) - [Base attack (pending)](#Base-attack) - [Casting time](#Casting-time) - [Defense (pending)](#Defense) - [Refinement](#Refinement) - [Status ailment](#Status-ailment) - [Skill delays](#Skill-delays) - [War of Emperium](#War-of-Emperium) - [PvE Changes](#PvE-changes) - [Critical attacks](#Critical-attacks) - [Vit SP regeneration](#Vit-SP-regeneration) - [Low level drop bonus](#Low-level-drop-bonus) - [Class changes](#Class-changes18) - [Archer](#Archer) - [Mage](#Mage) - [Swordsman](#Swordsman) - [Thief](#Thief) - [Acolyte](#Acolyte) - [Merchant](#Merchant) - [Controversial mechanics](#Controversial-mechanics) - [If I ever make a server](#If-I-ever-make-a-server) - [Rates](#Rates) - [NPCs](#NPCs) - [Final note](#Final-note) ## Planned changes :::info Mechanics not listed here are based on pre-re by default. ::: All these changes are as minimalist as possible, it should feel "vanilla" enough, but effectively fix shortcomings in the base mechanics, skills or builds. Some drastic changes have been made to break the meta or ease the grind. ### Base mechanics #### Base attack Pending #### Casting time Each point invested in dex reduces the remaining cast time by aprox 1%. `time * 0.989^dex` Comparison table of total casting time reduction with pre-re: ``` [1 dex] Prere: 99% Redux: 99% [25 dex] Prere: 83% Redux: 76% [50 dex] Prere: 67% Redux: 58% [75 dex] Prere: 50% Redux: 44% [100 dex] Prere: 33% Redux: 33% [125 dex] Prere: 17% Redux: 25% [150 dex] Prere: 0% Redux: 19% [175 dex] Prere: 0% Redux: 14% [200 dex] Prere: 0% Redux: 11% [225 dex] Prere: 0% Redux: 8% [250 dex] Prere: 0% Redux: 6% [275 dex] Prere: 0% Redux: 5% [300 dex] Prere: 0% Redux: 4% ``` As a side note, it makes you hate the initial stages of your character less. Look at that rapid progression! #### Defense Pending #### Refinement With a max refinement level of +20, the total refinement level of all the equipment of a character follows an exponential decay formula. This formula allows significant defense at lower refinement levels, while hardcore players can still push for that little extra. `(60 * totalRefine) / (totalRefine + 60)` Comparison table of damage reduction of 5 pieces of equipment with pre-re: ``` [5 pieces at +4] Prere: 13% Redux: 15% [5 pieces at +7] Prere: 23% Redux: 22% [5 pieces at +10] Prere: 33% Redux: 27% [5 pieces at +15] Prere: - Redux: 33% [5 pieces at +20] Prere: - Redux: 38% ``` Note: Statistically, refining equipment in Redux would be easier than in Pre-re, roughly speaking reaching +15 in Redux should have the same chance as reaching +10 in Pre-re. #### Status ailment Status ailments will work the same as in prere, with the exception that the base level of the attacker reduces the resistance against the status ailment. For example, the rough chance for getting stunned, based on vit, would be: ``` finalChance = baseChance * (1 - (targetVit / min(100, sourceBaseLevel))) ``` As an example, for someone with 150 vit, an attacker of level 180 using a skill with 50% chance to stun the enemy: ``` finalChance = 50 * (1 - 150 / 180) = 8.3% ``` In practice, it means you don't get inmunity at 100 vit for every enemy. You'll have to keep up the required stat if you want inmunity. #### Skill delays Skills cooldown or *global delay* will apply only 1/2 of the cooldown to other skills, increasing the versatility and performance of the character while enouraging skill tree focused builds instead of one skill builds. #### War of Emperium ##### Single target skills damage cap Single target skills damage cap is increased from 60% to 70% depending on distance. This is done to break the meta and encourage the usage of single target skills, specially melee classes like Assassin or Blacksmith in pre-trans and trans WoE. ##### Traps Traps can be pushed in GvG maps, but not stacked. ### PvE Changes #### Critical attacks Damage bonus of 35%. No longer pierces def. #### Vit SP regeneration Vit partially increases SP regeneration by 1 more SP point every 12 vit points. #### Low level drop bonus Drop chance scales inversely with the character's base level, encouraging passive farming at early stages. ### Class changes These class changes are not strictly related to Redux as a way of re-implementing Renewal, but a general rebalance for pre-re. The aim is to make 2-1 and 2-2 skills more similar in terms of power output to their transcended counterparts and viceversa, in preparation for highly customized third job skills. This list is highly biased on what I think some classes require to be more fun to use. While people with more in-depth knowledge of the class may have better suggestions, please refrain from thinking that a class should do what they're best at right now - the plan is to make them good at everything they can do with the tools at their disposal. #### Archer ++Blitz Beat++ Increase damage by 50%, keeping the dex/int formula. Auto blitz beat minimum damage is 1/3 of the total. ++Land mine++ Change formula to: `Skill level * (dex + 75) * (100+int) / 65` ++Blast mine++ Change formula to. `Skill level * (dex/2 + 50) * (100 + int) / 65` Damage doesn't split ++Claymore trap++ Change formula to: `Skill level * (dex/2+75) * (100 + int) / 65` ++Melody Strike/Slinging Arrow++ Increase damage from 350%. If playing/dancing, further increase damage to 650%. ++Dazzler, Frost joke [nerf]++ Chance of inflicting stun/freeze is reduced by distance. Full chance if target is within 9x9 area, loses effectiveness quickly after that. ++Magic Strings/A poem of Bragi++ Reduced cast and delay reduction to `5 * skillLevel` #### Mage ++Meteor Storm++ Removed stun chance. ++Advanced Book++ Incrases aspd, +1% per skill level. ++Dragonology, replaced by Magic Research++ Requisite changed to Advanced Book lv 2. SkillLevel / 2 + 1 bonus to int. 2 + SkillLevel % bonus to Matk. ++Endow [element]++ Add 25% magic damage to Sage's bolts of the same element. ++Autocast++ Change autocasted skill levels from 1,2,3 to max lv/2 (level 5 for bolts) and sp constumption from 2/3 to 1/2 ++Dispel++ Increased cooldown to 5 seconds OR after dispeling a target, it cannot be dispeled again in a short time (10 sec?) ++Magic Rod/Spellbreak++ TBD buff to compensate for Dispel. ++Weapon: Books++ Add 30/50 base matk, depending on the book level, as a better alternative to Staves. #### Swordsman ++Magnum Break++ Reduce delay to 1.5s and SP cost to 25. ++Spear Boomerang++ Reduced delay to 0.8s ++Holy Cross++ Additional damage if user is welding a two handed spear, up to 650%. ++Grand Cross++ Monsters hit reduction is halved. Land protector only blocks first hit. ++Reflect shield++ Boost magnum break's damage by 5% per level when active. ++Shield Boomerang++ Increase damage from 250% to 350%. Delay reduced to 0.5s. Elemental advantages counted in, but forced neutral (like Cart Revolution). Influenced by Autoberserk. Reduced SP consumption to 8sp. +20 hit bonus. [Note: Crusader link to be reworked] ++Smite++ Increase damage from 200% to 300%.++ #### Thief ++Envenom++ Damage increased to `100 + 15 * skillLv %` plus def-piercing `15 * skillLv` net damage. ++Sonic Blow++ Damage increased to `480 + 80 * skillLv %`. SP cost reduced to 21. ++Grimtooth++ Damage increase to `120 + 30 * skillLv %`. SP cost increased to 5. [Note: Enchant deadly poison to be reworked] ##### Venom tree reworked ++Poison react++ Counters basic attacks at 25% chance. ++Venom Dust++ No longer requires a red gemstone. ++Venom Splaher++ 3/4 HP requirement removed. Reduced delay time to `1.5 + 0.5 skillLv` seconds. No longer causes poisoned status. Inflicts 50% more damage to poisoned enemies. Casting this skill will incur in a series of detonations, starting from the target and "infecting" another target with a reduced version of the original skill every 2 seconds to a maximum of 4 iterations. ++Backstab++ Doesn't turn around the enemy. ++Preserve++ Available since Rogue. ++Raid++ AoE increase to 5x5. ##### Divest skills Reduced SP cost to 10. Increased chance against non-boss monsters to base 60%. ++Divest armor++ Reduces monsters flee by 30%. ++Divest shield++ Reduces monsters hard defense by 30%. ++Divest weapon++ Reduces monsters attack by 30%. ++Divest helmet++ Reduces monster Hit by 30%. #### Acolyte ++Heal++ SP consumption reduced to `4 * level` ++Magnus Exorcismus (rename to Magnus Obliteratio?)++ Damages all monsters while retaining the holy property. Cast time and delay reduced to level accordingly, now level selectable. ++Asura Strike++ 90 seconds cooldown. Removed SP regeneration block. ++Call Spirits++ SP consumption reduced to 5sp. Reduced cast time to 0.75 seconds. ++Absorb Spirits++ Increased chance up to 40% depending on remaining SP (less remaining SP = higher chance) ##### Reworked combo tree Combos are free to use. SP consumption reduced to 7 + skillLevel. ++Chain Combo++ Damage: `150 + 50 * skillLevel`, if performed after Triple attack, damage + `30% * skillLevel` ++Combo Finish++ Damage: `200 + 60 * skillLevel`, if performed after Chain Combo, damage + `30% * skillLevel`. If performed after Triple Attack + Chain Combo, damage `60% * skillLevel`. ++Throw Spirit Sphere++ Changed formula to `250 + 300 * skillLevel` and uses only one sphere. SP cost increased to `5 + 5 * skill_lv`. ++New Monk quest skill: Ki Focus++ Produces a pushback effect when using TSS or OI #### Merchant ++Discount, Overcharge++ Removed. Applied globally. ++Axe Mastery++ Added to merchant skilltree. ++Mammonite++ Reduced zeny cost per level: 10, 20, 30, 50, 100, 200, 400, 600, 800, 1000 ++Weaponry Research++ Increase attack bonus to `4 * skillLevel` ++Weapon Repair++ Decreased cast time to 2 seconds. ++Adrenaline Rush++ Applies to all weapons (except ranged) like Advanced Adrenaline Rush. ++Maximize++ Reduces SP regeneration instead of shutting it down. ++Overthrust++ Instead of base damage, increases the total damage of skills by `2 * skillLv` % ++Forged weapons++ All forged weapons have a built-in attack bonus of +10. Ranked weapons' bonus is, in turn, +20. Star Crumbs add +10, +20 and +40 attack respectively. ++Pharmacy++ Acid bottle, fire bottle and plant bottle no longer depends on chance. Unranked brewed potions heal +25%. Ranked potions remain at +50%. ++Acid Terror++ Damage increased to `100 + 380 * skillLv`. Damage halved is used on other players. ++Acid Demonstration++ Damage increased to `100 + 40 * skillLv`, reduced attack interval to 500ms and duration to 1/2 of original. ++Chemical protection++ Halves chance and duration of `Divest` instead of completely blocking it. ### Controversial mechanics #### Boss and mini-boss cards with expiration dates In exchange of higher chance of obtaining boss or miniboss cards, the items holding these cards will eventually break and dissapear from one's inventory (12 months?). This guarantees a higher balance between different groups of players and prevents reaching a point in which there are just too many OP cards. This mechanic could be optional, so that both users for and against it can coexist, ensuring, of course, that perishable items/cards are clearly marked. Users opting for this mechanic would have the advantage of greater chance at boss cards, while users opting out would have a harder time at those, but with the benefit of higher value, non perishable cards. ## If I ever make a server These are the settings I have considered while writing and programming (check out the demos in reddit) these modifications. ### Rates 5x experience, 7x drops, 10x cards. Because equipping your character should be an enjoyable short-time grinding that helps you get stronger for leveling up and not the other way around. ### NPCs Custom NPCs should be set to a minimum and serve a clear purpose. ++Kafra teleport++ Standarized prices for all Rune Midgard, unless you want to have one really big city with all the NPCs. ++Inn++ This is a game and should feel like that. Every city should have an Inn NPC, no need for NPCs with the name "Healer". ++Jobchanger++ Again, it's a game and should feel like a game, so I'm 100% against a jobchanger. That said, job change guilds have a weak spot, and may let you pass the test instantly if you offer them some kind of zeny donation. [Note: Maybe after completing the normal test once with another character?] ++Single client++ Single client is a must in this game. Managing several clients is a hassle, it's tedious - if you don't do it, you are at a disadvantage. And where's the social aspect of the game if you party with yourself? I even wrote a [vending plugin](https://github.com/csnv/hercules-plugins/tree/main/parallel_autotrade) just so servers start offering @autotrade and keep playing in the same account. But banning multiple accounts/client instances is not the only thing that should be done: mechanics should change in order for multiple clients not to be necessary. Sages and Shield Boomerang crusaders are useless without link - make them useful, make the link buff weaker, etc. ## Final note Sincerely, I just want to play this game comfortably and not feel like I'm wasting my time. I feel like these kinds of modifications allow casual players like me to enjoy every aspect of the game without being at a big disadvantage against more hardcore players. And I want to see an Assa doing Sonic Blow in pretrans woe. And I want parties enjoying the fight instead of doing their best to level up in the most fast paced way. And I want to rediscover the game, checking how to build my character with all these new and optimized tools. ![have-fun](https://hackmd.io/_uploads/Syb3duxH-g.png)