Class Rebalance
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Several skills have been rebalanced and now behave differently on Payon Stories than their official server counterparts.
Swordsman
Skill | Original Value | Changed Value | Comment |
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This is in line with the overall increased HP/SP regen already implemented in Payon Stories. |
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Reduced the SP equations to give the Swordsman more control over the skill. |
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Decreased the SP Cost from 30 SP to 18 SP. Also increased range of skill by double. It should see greater use now and is easier to use. |
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Reduced job level requirement as this skill provides a small passive boost when leveling and should be given early on as with other passive skill changes. |
Knight
Skill | Original Value | Changed Value | Comment |
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In the vanilla game, 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, changes to both survival and DPS were implemented through this skill change. |
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Gutter lines are something that were never really addressed by the creators of the game and as a band-aid, 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. |
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This skill was improved to help round out the Spear builds that Knights may opt to take.
As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment. |
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The second hit was born as a bug, but after consideration, it was decided to keep it since this balances this skills to be (somewhat) comparable with Bowling Bash. |
Crusader
Skill | Original Value | Changed Value | Comment |
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Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line. |
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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. |
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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. |
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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 | Original Value | Changed Value | Comment |
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Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations. SP cost also increased to compensate the longer duration. |
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Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations. SP cost also increased to compensate the longer duration. |
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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. |
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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 | Original Value | Changed Value | Comment |
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Inline with the doubled HP/SP recovery already present on Payon Stories.
Note: On Payon Stories this skill's timer does not reset with movement. |
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This skill is only really used by melee priests.
So a large value bonus was provided to it. This skill now impacts all weapon damage and increases attack speed of priests substantially. |
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Increased damage by 2.5x to keep the skill more beneficial than Holy Light given the changes to that skill. |
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Doubled the duration of Gloria. |
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REMOVED | This skill has been removed and replaced with Renew. | |
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NEW SKILL |
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NEW Platinum Skill |
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Monk
Skill | Original Value | Changed Value | Comment |
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For a skill that takes up to 10 skill points, the reward should be useful. |
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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. |
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As with many other mastery type skills, Iron Fists needed a boost to create some even ground between mace builds and fist builds. |
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This small bonus was added for some flavor to the Monk combo build. |
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This small bonus also 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. |
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This balancing change was meant to provide a little balance for PVP and WoE.
Being able to just snap right out of an ankle snare trap and then continually doing this to wipe out all ankle snares is not balanced in our opinion. |
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This skill may be adjusted if considered too powerful in the current landscape. |
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Inline with the doubled HP/SP recovery already present on Payon Stories. |
Archer
Skill | Original Value | Changed Value | Comment |
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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. |
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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. |
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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. Arrow Crafting Quest |
Hunter
Skill | Original Value | Changed Value | Comment |
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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. |
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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. |
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Same comments as Blast Mine to justify the changes. |
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Same comments as Blast Mine to justify the changes. |
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Same comments as Blast Mine to justify the changes. |
Bard/Dancer
Skill | Original Value | Changed Value | Comment |
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The increase in damage will make non-bow weapons a little more desirable. |
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The increase in damage will make non-bow weapons a little more desirable. |
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Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. |
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Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. |
Magician
Skill | Original Value | Changed Value | Comment |
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Inline with the doubled HP/SP recovery already present on Payon Stories.
Note: On Payon Stories this skill's timer does not reset with movement. |
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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 | Original Value | Changed Value | Comment |
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This skill was absolutely useless. Added some reason to get it. |
Sage
Skill | Original Value | Changed Value | Comment |
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This skill was absolutely useless. Added some reason to get it. |
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Up to 10% MATK and 2% ASPD buff should make books almost on par with rods. |
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In the future this skill will be useful in PVM situations. The change makes it more accessible in more builds. |
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There is a huge difference between soul linked skills and regular ones.
The cast chance was increased, but the skill improvement comes from higher levels of skill being casted, as well as the addition of earth spike, an element previously ignored. |
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Reworking of Hocus Pocus skills will happen in the near future, and should make this skill see usage other than purely an MVP generator |
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A small boost when the sage kills a dragon |
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NEW Platinum Skill | A new platinum skill that will give sages a small chance to drop gemstones and elemental stones when killing enemies.
This skill was proposed as a way for sages to get materials for their spells. To obtain this skill, Sages must complete Gemstone Extraction Quest. |
Thief
Skill | Original Value | Changed Value | Comment |
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Increases damage through higher double attack chance, making the thief class a little more competitive with classes such as archers when fighting.
Note: Sidewinder Card also benefits from this change. It now adds 7% Double Attack to the weapon that is compounded in. If the user already knows Double Attack it will use that skill level chance. |
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This is coupled with the change of poison versus monsters and makes the skill useful at lower levels. |
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Gives versatility to the skill and provides an extra way to confront an ailment that doesn't has many ways to deal against. |
Assassin
Skill | Original Value | Changed Value | Comment |
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Dagger sins are incredibly weak (one of if not the weakest melee builds). In addition to the higher double attack chance, improvements to enchant poison, the increase to attack power when double wielding should greatly improve viability of this build. |
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Same as above. |
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Increased the chance slightly to provide a little more viability with keeping a weapon enchanted.
Increased the duration greatly to bring this more in-line with an endow-type skill. |
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Minor boost to attack and crit as Katars have historically been better than dagger assassins, but still fall short of many other DPS builds. |
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This allows it to be more consistent with other "finisher" skills. |
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A cheaper catalyst will allow this skill to see more use. |
Rogue
Skill | Original Value | Changed Value | Comment |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
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Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability. |
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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. |
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NEW SKILL |
Note: It is part of the rogue's skill tree as such you will be required to invest one point of your skill points in it if you are planning to take it. |
Merchant
Skill | Original Value | Changed Value | Comment |
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Using one skill to buff another (and one skill that is almost always taken by merchants) will help merchants improve the gameplay experience. | |
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The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed.
Therefore, the requirement of weight has been removed. |
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This skill is grossly overprice for its effect and intended job level (15) at which it can be learned, therefore the cost was reduced. |
Blacksmith
Skill | Original Value | Changed Value | Comment |
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Constantly buffing skills that provide constant passive buffs is not reasonable skill design. |
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Constantly buffing skills that provide constant passive buffs is not reasonable skill design. |
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Brings buff duration in line with Weapon Perfection.
Penalizing a skill does not make sense. |
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Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element. |
Alchemist
Skill | Original Value | Changed Value | Comment | |
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A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs. | |
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Plant Bottles are now a usable item that can only be used by Alchemists and will spawn a Geographer that is separate from the Summon Flora skill. These bottles have a 60 second cooldown for the user. |
Less deployment time will give alchemist more activity in battle.
This skill is rarely used due to the requirement of a plant bottle. Instead the plant bottles can be created to effectively have an extra geographer or a single one if the bottles are bought from another alchemist and you do not have the skill. More info at Alchemist Plants Guide. | |
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A quest is added that costs 50 Marine Sphere Bottles that gives you a Mobile Detonator Item that will allow you to activate the detonation on all of your summoned Marine Spheres, causing them to begin their detonation sequence. The Mobile Detonator is not consumed at use. |
This skill can provide an alchemist more AoE viability and especially with the remote detonation item.
Also gives alchemists more versatility in PVP/WoE settings. This is still a pretty powerful skill and without needing reagents, demands a cooldown or will become spammable and imbalanced. | |
File:Resource Roundup.png Resource Roundup | NEW Platinum Skill | 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. | ||
File:Resource Roundup.png Herbicide | NEW Platinum Skill | 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. | ||
File:Resource Roundup.png Remote Detonator | NEW Platinum Skill | Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. |
Super Novice
Skill | Original Value | Changed Value | Comment |
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HP Changes |
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SP Changes |
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Classes of Payon Stories | |
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Novice • Super Novice | |
Acolyte • Archer • Magician • Merchant • Swordman • Thief | |
Priest • Monk • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Knight • Crusader • Assassin • Rogue |