MaeloRO Forum

Sith Class Improvement & Bug Report Proposal

By Unholygiggle Started 23 days ago 3 replies 99 views
U
Member
#1
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MAELRO CUSTOM CLASS PROPOSAL: SITH REWORK, BUGS & SERVER QOL SUGGESTIONS
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1. CORE BALANCE PHILOSOPHY & PROGRESSION MODEL
To make the Sith class viable on high-rate custom content without breaking Star Wars lore:
* Lore-Accurate Combat: Focus core gameplay on 195 ASPD lightsaber combat (Auto-Attacks/Crits) supported by Abyss Chaser-style Auto-Spells and low-delay active utility skills.
* SP Cost Standardization & Active Sustain: Replace percentage-based SP drains (~25% Max SP) with flat base costs (35 - 50 SP) and provide reliable SP conversion mechanics. Since the class uses the Taekwon base job, introduce a passive skill scaling flat/percentage Max SP to sustain high-tier skill spam.
* After-Cast Delay (ACD) & Motion Fixes: Remove long cast motions and fixed cooldowns; standardize ACD/cooldowns to 0.15s - 0.5s so active skills can be woven smoothly into physical combos or auto-attacks.
* 4-Tier Job Structure Realignment: Break down and re-tier the Sith skill tree into a traditional Renewal 4-tier job progression (Novice -> Padawan [1st] -> Sith [2nd] -> Sith Inquisitor / Marauder [3rd] -> Sith Master / Darth [4th]) to resolve high-level scaling plateaus and align stat/skill multipliers with 4th Job standards.

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2. NEW PASSIVE MECHANICS & STANCES

* Jar'Kai Dual-Wield Mastery (3rd Job Milestone)
- Mechanic: Unlocks dual-wielding / off-hand weapon capability (similar to Assassin Cross / Kagerou).
- Effects:
* Removes left-hand ATK penalties.
* Grants +15% ASPD and +20% Critical Damage multiplier when wielding two lightsabers.
* Adds a 20% chance on normal physical attack to trigger a double-hit strike.

* Dark Force Infusion (Auto-Spell Stance)
- Mechanic: Active self-buff (300s duration). Normal physical hits gain a 15% chance to automatically cast Magic spells at 0 SP cost without interrupting attack animations.
- Skill Scaling:
* Level 1–3: Force Shock (Single-target instant MATK damage + 5% Stun chance).
* Level 4–7: Force Burst (3x3 AoE, 400% MATK).
* Level 8–10: Force Lightning (5x5 AoE, 650% MATK x 2 hits).

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3. ACTIVE SKILL REWORK & ARCHETYPE BLUEPRINTS

* Physical Path: Inquisitor-Style Combo Sequence & Cooldown Reduction
- Issue: Physical skills such as Fury Strike, Savage Combo, Dark Saber Slash, and Execution currently have ~2.0s cooldowns. These long cooldowns stop fluid physical gameplay, making high-ASPD weaving impossible.
- Proposal: Reduce skill cooldowns to 0.3s - 0.5s and restructure the physical skill tree into a fluid, prerequisite Monk / Inquisitor combo chain sequence:
* Step 1 (Opener / Starter): Fury Strike -> Applies a brief "Combo Stance" buff window (1.5s duration).
* Step 2 (Linker): Savage Combo or Dark Saber Slash -> Executable only during "Combo Stance"; deals elevated damage and opens "Finisher Stance".
* Step 3 (Finisher / Third Flame Style): Execution -> Consumes stance for massive physical damage/Crit splash, resetting the combo loop.
- Benefit: Gives physical Sith a dedicated high-APM skill-rotation playstyle while keeping cooldowns fast and reactive (0.5s max).

* Pure Auto-Attack & Self-Buff Cooldown Alignment
- Issue: Buff durations and cooldowns across auto-attack skills are inconsistent, causing awkward downtime gaps.
- Proposal: Align durations and cooldowns into clean, matching operational windows:
* Sith Rage: Standardize to 90s duration / 90s CD (+50% ATK, +20% ASPD).
* Dark Empowerment: Standardize to 60s duration / 60s CD (+20% ATK/MATK, +10% ASPD, +15 Crit).
* Force Speed: Standardize to 45s duration / 45s CD (+5% ASPD).
* Focused Rage: Align CD directly with its 30s duration (+30% ATK, +15% ASPD, +25 Crit).
- Alternative: Remove active cooldowns entirely (leaving standard after-cast delay) to allow seamless re-buffing during combat.

* Dark Recovery (Auto-Attack Life Drain) Tuning
- Issue: Dark Recovery's 10% proc chance for 3% Max HP recovery is too low to sustain auto-attack Sith against high-damage endgame mobs.
- Proposal: Increase the proc rate (15% - 20%) or adjust per-hit HP scaling to keep auto-attack sustain competitive with 4th Job content.

* Neutral Elemental Conversion for Magic Spells (Endgame Content Fix)
- Context: In high-level endgame content (e.g., Tomb of Remorse, Niflheim Dungeon Lv 1 & 2, Cor Citadel, Geffen Night Arena, and Illusion Dungeons), a vast majority of mobs and bosses are inherent Shadow / Dark / Undead elemental property. Locked-in Shadow elemental magic forces Sith players exclusively into physical builds.
- Proposal: Change the elemental property of Dark Force, Force Lightning, and associated magic spells to Neutral element damage while preserving their iconic Star Wars dark/lightning visual animations.

* Life Drain vs. Force Drain Differentiation
- Context: The skill tree features both Life Drain and Force Drain, but tooltips are ambiguous regarding resource restoration types (HP vs. SP) and exact formulas.
- Proposal: Clearly differentiate tooltips and mechanics:
* Life Drain ([HP Drain / Physical or Hybrid]): Deals physical/hybrid damage and converts 10% - 20% of damage dealt directly into HP recovery.
* Force Drain ([SP Drain / Active Conversion or Magic]): Currently removed by developers. Once re-implemented, set it as a dedicated caster recovery tool:
- Option A (Passive): Restores 3% - 5% Max SP upon killing an enemy with magic/hybrid skills.
- Option B (Active): Drains 10% current HP to convert into flat SP (15% - 25% Max SP recovery) with zero cast delay.

* Force Lightning (Active / Hybrid Path)
- Old State: Slow ground-target spell with low damage and massive (~25%) Max SP drain.
- New State: Target-centered 5x5 instant splash hit scaling off both physical ATK and MATK (Neutral Property).
- Properties: Instant cast | 0.15s ACD | 0s Cooldown | Cost: 35 SP + 1.5% Max SP.
- Formula: [(ATK * 350%) + (MATK * 450%)] * [1 + (Base Level - 100)/100] (3 sequential hits)

* Saber Throw / Force Grip (Linear Physical AoE)
- Old State: Zero physical AoE options in the skill tree.
- New State: 7x3 linear boomerang attack that pulls hit enemies closer while dealing high physical damage.
- Properties: Instant cast | 0.3s ACD | 1.0s Cooldown | Cost: 45 SP.
- Formula: (ATK * 850%) + (STR * 5) + (CRI * 3) (Guaranteed Crit based on 50% Crit Rate)

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4. EQUIPMENT, VENDORS & CUSTOM CLASS SUPPORT

* Universal Equipment Shop (Noblesse, Imperial & Grace Sets)
- Issue: The standard Noblesse Trader NPC automatically filters options based on player job. Because custom classes (Padawan / Sith / Jedi) are not registered, the NPC yields fallback dialogue guiding the player to class-matched exchanges, locking custom classes out of buying even non-class-locked items (armor, boots, accessories).
- Proposal: Add a Universal Set Vendor in main town (@go 0) or remove the job-checking script requirement on the Noblesse Trader NPC so all players can freely exchange tokens for any set item regardless of class.

* Noblesse, Imperial, and Grace Set Bonuses for Sith
- Proposal: Implement custom set bonuses for Noblesse (Lv 100), Imperial (Lv 125), and Grace (Lv 150) gear:
* Melee / Auto-Attack Set: +10% - 15% Crit Damage, +10% ASPD, and boosted physical skill multipliers.
* Magic / Auto-Spell Set: +10% - 15% Neutral/Magic Damage, MATK +100, and boosted Dark Force / Force Lightning proc damage.

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5. SERVER-WIDE QOL & PROGRESSION SUGGESTIONS

* Quest EXP Overflow Leveling Cap Fix
- Issue: Quest EXP rewards currently truncate at 100% of the player's current level bar, wasting excess experience (e.g., a 17.7M EXP reward at Level 137 yields only 1 level instead of ~5.8 levels due to max_exp_gain_rate capping).
- Proposal: Adjust server configuration (max_exp_gain_rate) to allow quest EXP to spill over across multiple level-ups seamlessly.

* Dedicated Healer NPC in Damage Test Room
- Issue: Currently, testing self-harm/drain mechanics or sustained damage output in the Damage Test Room requires players to leave or relog when low on HP/SP.
- Proposal: Place a standard Full Healer / Buff NPC inside the Damage Test Room map so players can rapidly restore HP/SP and refresh testing buffs without disrupting target dummy testing.

* Account-Bound Quest Tokens (Honor Tokens, Secret Cores, etc.)
- Issue: Progression tokens (e.g., Honor Tokens from Episode 16+, Cor Cores, Variegated Seeds) are character-bound/non-tradable. Forcing every alt character to re-run long Episode quest chains creates massive progression friction.
- Proposal: Convert all Episode quest tokens and exchange materials to Account-Bound (Kafra / Storage Transferable) so players can farm dailies on main characters to gear alts.

* Activity Coin Quest & Instance Unlock Option
- Proposal: Implement a Town NPC (@go 0) allowing players to spend Activity Coins (earned via playtime/events) to skip prerequisite quest flags and directly unlock key instances (e.g., Old Glastheim, Faceworm, Cor Citadel, Illusion Dungeons).

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6. SKILL DESCRIPTION & UI QUALITY-OF-LIFE REQUESTS

* Clear Damage & Scaling Classification
- Status Update: Acknowledged recent developer updates that standardized skill tooltips to show total damage percentages per skill level, visible cooldowns, and initial [Physical] / [Magic] tags.
- Clarified 1st/2nd Job Skills:
* Force Push: Weapon physical damage (ATK * Skill %).
* Force Shock: Ranged weapon physical damage.
* Dark Force: Ranged weapon physical damage.
- Remaining Requests:
* Clarify whether Force Eruption ("Dark damage") and Wrath of the Sith ("Dark devastation") scale off physical ATK, MATK, or hybrid damage formulas.
* Explicitly label resource recovery types in tooltips (Restores HP vs. Restores SP).

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7. SCRIPT BUG REPORTS

* [CRITICAL] Skill Tree ID Collision & Mapping Overwrite
- Bug: Resetting skills or stats at a reset NPC causes Force Push and Force Blast to be dynamically replaced on the client UI with Novice skills Play Dead and First Aid.
- Workaround: Manually putting points into higher skills (Force Wave / Force Pull) and hitting "Apply" forces a packet re-sync that temporarily restores the Sith skills until the next reset.
- Fix: Re-index Force Push and Force Blast to non-conflicting custom Skill IDs (> 10000) in db/re/skill_db.yml and update client GRF mapping scripts.

* [CRITICAL] Force Drain Inversion Bug (Status: Skill Temporarily Removed)
- Bug: Force Drain transferred SP to the targeted monster instead of draining SP from the monster and restoring it to the player.
- Status: Devs have temporarily removed the skill while addressing the script issue.

* [CRITICAL] Dark Force Skill Disconnects & AoE Failure
- Bug 1 (Client Disconnect / Crash): Casting Dark Force triggers a client crash/disconnection (~2 out of ~50 casts).
- Bug 2 (AoE Detection Failure): Despite the tooltip indicating 5x5 AoE, Dark Force currently functions as a single-target skill.

* Eden Group Quest Script & Equip Compatibility
- Observed Issue: Instructor Boya and Instructor Ur do not recognize Padawan / Sith / Jedi Job IDs, rejecting the custom class.
- Proposed Fix: Update npc/custom/eden_quests.txt class arrays to include custom Star Wars Job IDs.

* Starter Gear Accessibility
- Proposed Fix: Add a dedicated NPC Vendor / Crafting NPC in main town (@go 0) selling starter Lightsabers and basic class gear using standard Zeny or common ETC items.
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Please let me know if anyone has anymore suggestions.
U
Member
#2
Adding onto the Noblesse Gear (assuming for Imperial Set Gears). Noblesse Operator/Trader does not offer gear sets when I'm on my Champion either and have completed prereq quest.

Edit: I tested and confirmed it myself today after changing to Sura. Context, something didn't seem right with me as at 99/70, we'd usually change to third job by then (as some may have experienced before) and have those respective sets by the respective required levels; but job master is telling me I have to be LV70. So I did the job change quest to sura, and it worked. So basically, imo those NPCs are working as intended.
Edited 21 days ago by Unholygiggle
DGSDenegame Admin
#3
Thanks for the detailed feedback! I’ve made some changes to the skills. Please check them again and give them a try. Let me know how they feel now and if you’re still running into any issues.
U
Member
#4
DGSDenegame wrote:Thanks for the detailed feedback! I’ve made some changes to the skills. Please check them again and give them a try. Let me know how they feel now and if you’re still running into any issues.


Will do, thank you!
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