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Skill Changes

Posted: Sun Dec 15, 2019 8:20 am
by Alicia
Skill Changes
If you are interested in the design approach for our skill changes, click the spoiler below.
[+] Design Goals and Approach
The skill changes here were created considering two distinct goals:

Class Archetype & Quality-of-life changes
Where possible, we wanted to make the game a little less annoying to play while emphasizing the unique aspects of each class. A lot of this is just removing RNG elements from the game -- such as making debuffs have 100% activation chance. Some of the others (e.g. Mihile) are more extensive, intending to strongly underscore the utility that class can bring to a party. Others are just straight-up cooldown or duration mods intended to make life a little simpler. We wanted every class to become the best possible version of itself while still keeping the core of the class's style intact.

For the most part, these types of skill changes are not up for review. They're here to stay.

Damage changes
We also have an extensive set of damage tweaks. These are the ones that are up for some debate.

We created the initial round of damage changes by putting each class through a live fire exercise: 120 seconds of uninterrupted DPM using equalized gear against a stationary boss target. We ran a few trials with each class to get the best result, and then compared them to come up with the damage skill changes.

This means that the skill changes are currently oriented around single-target bossing DPM. This is intentional due to how important of a role bossing plays in progression. That's not to say that mobbing isn't useful (it's the main moneymaker in the game, after all), but the focus of the skill changes is solely on ideal bossing DPM.

So we used the bossing DPM numbers to come up with a rough number for each class to be equalized in bossing, and then adjusted it further based on the following considerations:
  • Is the class a good/great mobber? Extremely good farming classes lose a bit of bossing DPM to make up the difference.
  • Does the class provide utility and/or support functions to a party? Bishop, Beast Tamer, and Kanna are the biggest qualifiers for this, and suffer a significant basic DPM reduction to account for all the bonuses they can give to a party.
  • Does the class have a unique niche in a raid? Mihile and Paladin fall under this category due to being designated tanks in a raid. To a lesser extent, Shadower and DA do as well. Classes with unique roles in raids suffer a small DPM loss.
  • Is the class just straight-up bad? Hi, Jett. Classes that are stuck in a dubious pinch of royally sucking at mobbing, bossing, and support get a larger raw DPM boost. This also applies to classes that have unique disadvantages not found on other classes (such as Zero's propensity to move at inappropriate times in position-heavy boss fights like Damien).
--- General Changes ---
  • The damage cap is raised from 10b to 500b.
  • Link Skill levels have been adjusted to Level 120 for Tier 1, Level 160 for Tier 2, and Level 210 for Tier 3. Zero's Link skill has been adjusted to Levels 130/150/170/190/210.
  • Total Star Force amount is treated as +30 higher than the actual amount for the purposes of Star Force maps.
  • Skills that absorb damage dealt as HP add to Lifesteal Max instead, except for Demon Avenger.
  • Recovery Rate (%) affects lifesteal, but at greatly reduced rates. Recovery Rate debuffs, on the contrary, will have full effect on lifesteal.
  • Damage Over Time effects may visually combine together into one damage line and/or appear to damage cap, but will actually tick as separate lines and can overcap.
  • Character defense is halved, but each point of defense is 7 times more effective than in GMS
  • High level mobs deal dramatically higher damage
  • All Explorers gain the following custom Link Skill:
    • Level 1 (Level 120): +2% buff duration and -1% skill cooldown reduction
    • Level 2 (Level 160): +3% buff duration and -2% skill cooldown reduction
    • Effect stacks additively with all other Explorer 4th jobs on the account, to a maximum of 42% buff duration and -28% skill cooldown reduction for having all 14 Explorers at Level 160.
    • Cannoneer and Ayame do not gain this Link Skill (but Jett does; it replaces Core Aura).
    • This Link Skill is invisible; it won't show up in your Link Manager but its effect will be visible via the @stats command.
[+] Staff Comment
A couple things:
  • If you're reading the Skill Changes page, it means you actually care about some of the game's numbers. In which case, the @stats command in-game is likely going to be your friend for the foreseeable future; it will show you every statistic about your character that isn't visible in your stat window.
  • About Lifesteal Max: In Kastia, every class is able to gain life leech without needing to make an Aran for the Character Card. It's called the Vampirism Potion and you can pick it up from the General Merchant for a bit of meso. However, this (and all other) life leech effects are capped to your Lifesteal Max (expressed as a % of Max HP). You can check your Lifesteal Max via the @stats command, ingame.
  • All player damage and all mob HP is halved, a leftover relic from when Kastia was on a lower version of MapleStory and needed to work around the 2 billion damage cap. This isn't listed as a change because technically it doesn't change anything about the game, but just a heads-up.
  • Ayame doesn't gain the Explorer custom link skill because she has her own Link Skill: +2/3/4% Special Resistance. Special Resistance allows you to ignore statuses that ASR wouldn't normally allow you to otherwise.
--- Aggro System ---
All mobs and bosses use an aggro table system. It's pretty straightforward: Attacking a mob generates aggro. Not attacking it decreases it. Dying, leaving the map, or using the Elixir of Caution resets aggro. Monsters will always target the player with most aggro, when applicable.

Certain classes possess a higher innate aggro multiplier. At the time of writing, these are: Paladin, Mihile, Shadower, and Demon Avenger. These classes are intended to serve as the "tanks" for the game. You can turn off the higher aggro multiplier in the Game Options (via quickmove) in case you want to fill a normal DPS role. Toggling this option will also prevent your taunt skill(s) from functioning as such.
--- All Classes ---
  • All binds share a single 90 second cooldown, applied on the mob. No bind skill can bypass this cooldown.
  • All Decent V Skills - Cooldown removed.
  • All Damage Over Time effects will have their base damage multiplied by [Critical Rate * Avg Critical Dmg].
  • All booster skills bypass the attack speed soft cap.
  • Resurrection-type skills are unaffected by Cooldown Bypass inner ability.
  • Hyper Skills (but not V skills) can be affected by cooldown reduction, buff duration, and cooldown resets.
  • Cooldowns are clamped to 5 seconds, minimum. There is no limit to how much CDR you can have, but you can't reduce the total cooldown of a skill below 5 seconds by any means. There are a few exceptions to this (such as hypers that reduce -100% cdr, as well as pretty much everything about Zero).
[+] Staff Comment
Some classes gained way more benefit than others from the Hyper Skill change. We know -- we've accounted for it. If you're wondering why some of the damage changes for classes seem totally out of wack at first glance, this is likely one of the reasons why.
--- Hero ---
  • Booster - Weapon speed increased by 1 additional stage.
  • Puncture - Duration increased to 60 seconds.
  • Panic - Has 100% chance to activate.
  • Enrage - Number of mobs hit restriction removed.
  • Cry Valhalla - Cooldown removed, duration increased to 180 seconds, elemental and abnormal status bonus removed.
  • Rising Rage - Cooldown reduced to 5 seconds.
--- Paladin ---
  • Booster - Weapon speed increased by 1 additional stage.
  • Divine Shield - ATT moved to Parashock Guard
  • Elemental Charge - Can increase charge count without switching charge elements.
  • Threaten - Has 100% chance to activate.
  • Elemental Force - Gives 50% Final Damage.
  • Blast - Buff has unlimited duration.
  • Smite Shield - Cooldown decreased to 60 seconds, taunts all hit mobs
--- Dark Knight ---
  • Cross Surge - Always gives full effect regardless of HP
  • Sacrifice - Duration increased to 180 seconds, cooldown removed, does not consume Evil Eye
  • Dark Thirst - Duration increased to 180 seconds, cooldown removed, adds 10% Final Damage
--- Archmage (Fire/Poison) ---
  • Booster - Weapon speed increased by 1 additional stage, adds 25% Final Damage.
  • Burning Magic - Always applies its effect
  • Megiddo Flame - Duration of debuff increased to 60 seconds.
  • Arcane Aim - Gives all stacks at once.
  • Elemental / Fervent Drain - Gives all stacks at once.
  • Meteor Shower - Extra hit chance is always active, regardless of skill cooldown.
--- Archmage (Ice/Lightning) ---
  • Booster - Weapon speed increased by 1 additional stage.
  • Chain Lightning, Lightning Orb - Adds freeze stacks on attack.
  • Arcane Aim - Gives all stacks at once.
--- Bishop ---
  • Blessed Ensemble - Gives maximum effect regardless of number of party members. (This does not apply to the Bishop-specific EXP effect.)
  • Arcane Aim - Gives all stacks at once.
  • Genesis - Big Bang charge effect has unlimited duration.
--- Bowmaster ---
  • Booster - Weapon speed increased by 1 additional stage.
  • Arrow Platter - Duration increased to 60 seconds.
  • Armor Break - Skill removed.
  • Enchanted Quiver - Cooldown removed, duration increased to 180 seconds, all 3 arrow effects given, magic arrow procs at 100% rate, gives an additional 50% Ignore Defense and 70% Final Damage.
  • Concentration - Cooldown removed, duration increased to 180 seconds.
  • Gritty Gust - Cooldown decreased to 8 seconds.
  • Focused Fury - Inner cooldown of 10 seconds after blocking an effect.
[+] Staff Comment
Armor Break had to be removed because we use extremely high PDR/MDR values on lategame bosses (upwards of 1,000). Armor Break gives Final Damage % equal to the target's PDR value when attacking, so you can see the problem. A large chunk of Final Damage and Ignore Defense was added to Enchanted Quiver to compensate for the DPM loss.
--- Marksman ---
  • Booster - Weapon speed increased by 1 additional stage.
  • Soul Arrow - Gives 65% Final Damage, 30% Ignore Defense.
  • Arrow Illusion - Has 10x HP.
  • Vital Hunter - Skill removed.
[+] Staff Comment
Vital Hunter was removed for the same reasons as Bowmaster's Armor Break (see above). As with Armor Break, a big chunk of Final Damage and Ignore Defense was added to the class to make up for the lost DPM potential.
--- Night Lord ---
  • Shadow Stars - Does not consume throwing star to activate.
  • Assassin's Mark - Activation chance increased to 100%.
  • Frailty Curse - Duration increased to 60 seconds.
  • Sudden Raid - Cooldown reduced to 15 seconds.
  • Shadow Web - Cooldown reduced to 2 seconds.
  • Death Star - Cooldown decreased to 3 seconds.
  • Bleed Dart - Cooldown removed, duration set to 180 seconds.
--- Shadower ---
  • Mesoguard - Gives 40% Final Damage.
  • Flip of the Coin - Gives all 5 stacks at once, duration increased to 180 seconds.
  • Sudden Raid - Cooldown reduced to 15 seconds. This skill has 10x aggro generation.
  • Assassinate - No longer procs Pickpocket.
  • Meso Explosion - All skills except for Assassinate activate skill effect, only consumes meso dropped from Pickpocket.
[+] Staff Comment
What the Meso Explosion change means is that, when you attack, coins will automatically fly out from the attacked monster and attack it again in a form of pseudo-Final Attack.
--- Dual Blade ---
  • Sudden Raid - Cooldown reduced to 8 seconds.
  • Final Cut - Duration increased to 180 seconds, effect increased from 40% to 50% Final Damage (at max level).
  • Blade Clone - Cooldown removed, duration increased to 180 seconds.
--- Buccaneer ---
  • Booster - Weapon speed increased by 1 additional stage, adds 50% Final Damage.
  • Typhoon Crush - Skill disabled.
  • Stimulating Conversation - Cooldown removed, duration increased to 180 seconds.
  • Power Unity - Gives all stacks at once, duration increased to 180 seconds.
[+] Staff Comment
Typhoon Crush was removed because we use extremely high PDR/MDR values on lategame bosses (upwards of 1,000). There were scaling problems. We raised the Final Damage of the class a bit more to compensate.
--- Corsair ---
  • Gun Booster - Adds 140% Final Damage.
  • Infinity Blast - Does not consume bullets.
  • Quickdraw - Automatically activates quickdraw effect.
  • Ahoy Mateys - Always summons Critical Rate and Critical Damage summons.
  • Nautilus Strike - Cooldown reduced to 15 seconds.
  • Ugly Bomb - Cooldown reduced to 8 seconds.
[+] Staff Comment
Broadside currently does not work properly. When it does, we'll re-evaluate the class and probably reduce its Final Damage bonus.
--- Cannon Master ---
  • Booster - Weapon speed increased by 2 additional stages.
  • Monkey Fury - Duration increased to 60 seconds.
  • Rolling Rainbow - Duration increased to 30 seconds.
--- Jett ---
  • Slipstream Suit - Adds 200% Final Damage.
  • Turret Deployment - Summon duration increased to 60 seconds.
  • Planet Buster - Cooldown removed.
  • Starfall - Cooldown reduced to 15 seconds.
  • Gravity Crush - Added a 10 second bind effect.
[+] Staff Comment
Permanent +200% Final Damage (so 3x damage). Yeah, Jett was that bad.
--- Ayame ---
  • Ayame is a custom class. For information on all her skills, click here.
[+] Staff Comment
Kastia's Ayame has a very different design from other servers' implementation, and you should read her class thread or check her out in-game for more information.
--- Dawn Warrior ---
  • Soul Speed - Weapon speed increased by 1 additional stage, gives 50% Final Damage.
  • Falling Moon, Rising Sun - Buff effects stack.
  • True Sight - Effect increased to 20% defense / element reduction, on use gives buff that applies effect to all attacks.
  • Styx Crossing - Cooldown reduced to 15 seconds.
--- Blaze Wizard ---
  • Word of Fire - Gives 2 more attack speed and 70% Final Damage.
  • Flame Barrier - Reduced cooldown to 60 seconds and increased duration to 30 seconds.
  • Burning Conduit - Cooldown reduced to 30 seconds.
  • Cataclysm - Cooldown reduced to 45 seconds.
  • Phoenix Run - Has infinite duration.
--- Wind Archer ---
  • Sylvan Aid - Adds 15% Final Damage.
  • Emerald Flower - Has 10x HP.
  • Trifling Wind - Activation chance increased to 70%.
  • Storm Bringer - Activation chance increased to 50%.
[+] Staff Comment
pew pew
--- Night Walker ---
  • Shadow Bat - Only recovers HP on first hit instead of on every bounce
  • Dark Servant - Effect removed, replaced with buff that gives x2 attack count but 0.9x damage.
  • Dominion - Invincibility effect removed.
  • Dark Omen - Cooldown reduced to 5 seconds.
--- Thunder Breaker ---
  • Annihilate, Gale - Now activates lightning buff.
  • Ironclad - Gives an additional 100% stance.
  • Arc Charger - Cooldown removed, effect instead doubles the amount of lines and multiplies damage by 0.75x.
--- Aran ---
  • Snow Charge - Gives 30% Final Damage.
  • Swing Studies - Duration increased to 15 seconds.
--- Evan ---
  • Magic Booster - Weapon speed increased by 1 additional stage, gives +100% Final Damage.
  • Elemental Decrease - Also adds an effect that causes all attacks to inflict a DoT that deals 150% damage per second for 10 seconds.
  • Summon Onyx Dragon - Duration increased to 180 seconds.
[+] Staff Comment
Since Evan's set of Return skills are currently bugged, we moved their effects to existing skills to preserve some functionality. Evan is a solid mobber and its skills function well unmodified, it's just lacking in damage to be competitive with other classes so we gave it additional Final Damage to bring it more in line with other mages.
--- Mercedes ---
  • Booster - Weapon speed increased by 1 additional stage.
  • Unicorn Spike - Cooldown removed, status duration increased to 60 seconds.
  • Ignis Roar - Gives all stacks on cast, total Final Damage bonus increased by +130%.
  • Spikes Royale - Status duration increased to 60 seconds.
  • Wrath of Enlil - Cooldown reduced to 3 seconds, damage per line increased to 1000%, number of lines decreased to 5.
  • Elvish Blessing - Cooldown removed, duration increased to 180 seconds.
  • Elemental Knights - Cooldown removed.
  • Spirit Nimble Flight - Cooldown reduced to 3 seconds.
--- Phantom ---
  • Unstealable skills - Smokescreen, multipliers, all 4th job buff skills
  • Judgement Draw - Applies all card effects at once.
  • Carte Rose Finale - Cooldown reduced to 45 seconds.
  • Priere D'Aria - Gives 60% Final Damage.
  • Luck of the Draw - Always gives Crescent Moon card.
[+] Staff Comment
We made 4th job buffs unstealable so you could take an attack skill instead and make Phantom a not-terrible mobber. If you're looking for the damage bonus from Final Cut, it's been moved to Priere D'Aria.
--- Shade ---
  • Spirit Claw - Max enemies hit increased to 6.
  • Death Mark - Cooldown reduced to 10 seconds.
  • Spirit Bond Max - Cooldown removed, gives 1 additional weapon speed and 30% Final Damage, duration increased to 240 seconds.
  • Fire Fox Spirits - Activation chance increased to 80%.
--- Luminous ---
  • All skills move the gauge regardless of type.
  • Equalize - Is affected by buff duration
  • Dusk Guard - Is a party buff, DEF increased to 1000
  • Booster - Weapon speed increased by 1 additional stage.
  • Lunar Tide - Skill disabled, both effects given to Arcane Pitch
  • Ender - Cooldown removed.
  • Dark Crescendo - Gives all stacks at once.
  • Ray of Redemption - Also acts as party Dispel (though, it cannot be used while Sealed, Seduced etc. unlike the actual Dispel which can)
  • Photic Meditation - Also gives an equal amount of Weapon ATT
[+] Staff Comment
Note that Ender will still deal reduced damage outside of Equilbrium mode.
--- Demon Slayer ---
  • Dark Metamorphosis - Cooldown removed.
  • Boundless Rage - Cooldown reduced to 90 seconds.
  • Demon Lash: Reinforce - Buff duration increased to 15 seconds.
  • Blue Blood - Final Damage bonus increased from 90% to 160%.
--- Demon Avenger ---
  • Nether Slice - Debuff duration increased to 60 seconds.
  • Hyper Potion Mastery - Adds to Recovery Rate, reduced to +80% recovery.
  • Blood Prison - Taunts all hit mobs
--- Battle Mage ---
  • Booster - Weapon speed increased by 2 additional stages.
  • All Aura Skills - On use, applies all aura effects at once.
  • Battle Rage - Number of mobs hit restriction removed, Damage% changed to Final Damage%, Final Damage% increased by 35.
  • Dark Genesis - Lightning effect is always active regardless of cooldown. Lightning effect does not affect Grim Contract stacks.
  • Condemnation - Cooldown removed, every attack on boss monsters increases counter by 1
  • Battle Master - Cooldown removed, duration increased to 200 seconds.
  • Sweeping Staff - Cooldown reduced to 8 seconds.
--- Wild Hunter ---
  • This class is temporarily unavailable.
--- Mechanic ---
  • Homing Beacon: Automatically activates when attacking.
  • Mechanic Rage: Gives 25% Final Damage.
  • Robo Launcher RM7 - Duration increased to 180 seconds.
  • Rock 'n Shock - Duration increased to 180 seconds.
  • Bots 'n Tots - Duration increased to 180 seconds.
  • Distortion Bomb - Duration increased to 8 seconds.
  • Full Spread - Cooldown reduced to 60 seconds.
--- Xenon ---
  • Circuit Surge, Hybrid Defenses, OOPArts Code - Does not consume Supply.
  • Circuit Surge - Gives 70% Final Damage.
  • Aegis System: Automatically procs at a 40% rate off all skills except Beam Dance, which procs at a 10% rate.
  • OOPArts Code: Duration increased to 180 seconds.
  • Orbital Cataclysm: Cooldown decreased to 60 seconds.
--- Blaster ---
  • Arm Cannon Booster - Adds 110% Final Damage.
[+] Staff Comment
None of the staff or alpha testers were Blaster mains in GMS, so we've had trouble with this one. If you're a Blaster main and have a good idea for a skill change, please open a suggestion on the forum and tell us.
--- Hayato ---
  • Summer Rain, Hitokiri Hundred Strike - Buff duration increased to 180 seconds.
  • Shimada Heart - Skill removed, 49% Final Damage bonus given to Military Might.
  • Willow Dodge - Gives all stacks at once, duration increased to 60 seconds.
  • Jinsoku - Duration increased to 15 seconds.
  • Sudden Strike - Debuff duration increased to 30 seconds.
  • God of Blades - Cooldown removed, duration increased to 180 seconds, ASR / Element Resist removed, gives 75% Final Damage.
[+] Staff Comment
Shimada Heart had to be removed because of a funny Nexon bug where, after they raised the DEF cap from 9,999 to 99,999, they forgot to update Shimada Heart to take into account the new cap. So a max DEF Hayato would gain +495% Final Damage. They didn't fix this for over a year (it was finally fixed in the Override patch).
--- Kanna ---
  • Fans are equipped in the Secondary slot instead of the Haku fan slot and all stats and potentials apply.
  • Has a Teleport skill in beginner tab that functions as a normal teleport with extra range.
  • Radiant Peacock - Weapon speed increased by 1 additional stage, gives 100% Final Damage.
  • Shikigami Charm, Blossom Barrier, Bellflower Barrier, Demon's Fury - Cooldown removed.
  • Falling Sakura - Cooldown removed, MP cost reduced to 15, Party Heal removed.
  • Kishin - Mob spawn rate increased removed. Now gives +1 attack speed and 30% damage when standing near the summon to yourself and party members.
  • Haku Perfected/Haku's Blessing - Party flat MATT buff replaced with 10% ATT and 10% MATT.
  • Yuki-musume Shoukan - Cooldown removed, duration increased to 180 seconds.
[+] Staff Comment
Kanna really suffered from the lack of a secondary weapon gimping her stats, so we gave her one. Since it replaces the Haku fan slot, you'll still only need to scroll up two fans, not three. The custom teleport skill is to give Kanna a little more mobility, and because Kanna's default teleport makes us die inside.
--- Mihile ---
  • Royal Guard - Duration of ATT buff increased to 30 seconds, gives 60 ATT at max stacks instead of 35.
  • Booster, Enduring Spirit, Rally - Duration increased to 300 seconds.
  • Self Recovery - Adds HP Regeneration stat equal to 4% of Max HP (MP recovery remains the same)
  • Soul Link - HP regeneration effect for party members increased to 5% HP every 4 seconds.
  • Four Point Assault - Status chance increased to 100%.
  • Radiant Cross - Status chance increased to 100%.
  • Sacred Cube - Cooldown removed, duration increased to 300 seconds.
  • Roiling Soul - Number of mobs hit restriction removed, Final Damage bonus increased from 30% to 75% (at max level).
  • Charging Light - Cooldown reduced to 15 seconds. This skill has 10x aggro generation.
  • Gain a nameless skill at level 200. On use, casts Dispel on all nearby party members and summons a barrier around them that absorbs up to (1.0 * your max HP) damage, including damage from fixed HP attacks. Lasts 20 seconds or until broken. Cooldown of 120 seconds.
[+] Staff Comment
The Mihile changes are almost completely related to giving it more party utility, but we took the opportunity to make Royal Guard stacking better as well. You're welcome.
--- Kaiser ---
  • Cursebite - Gives additional 40% critical, 100% stance.
  • Inferno Breath - Cooldown reduced to 10 seconds.
  • Final Form - Critical rate moved to Cursebite.
  • Ancestral Prominence - Cooldown reduced to 30 seconds.
  • Kaiser's Majesty - Ignore Damage Reflect function removed.
[+] Staff Comment
The Ignore Reflect function on Kaiser's Majesty had to be removed because with the high buff duration and cooldown reduction you could get from Explorer link skill stacking it was possible to have nearly 100% uptime on the buff.
--- Angelic Buster ---
  • All skills that can Recharge have their Recharge Chance set to 100%.
  • Melody Cross - Gives 1 extra attack speed.
  • Power Transfer, Iron Blossom - Always gives max effect.
--- Zero ---
  • Rhinne's Protection - Gives 190% Final Damage (only for self, not applied to party members).
  • Divine Force/Divine Speed - Both auras can be activated simultaneously, gives 2 extra weapon speed.
  • Immune Barrier - Barrier chance increased to 50% and barrier affects fixed HP attacks. Barrier can also be triggered on Alpha, not just Beta.
  • Shadow Rain - Cooldown decreased to 90 seconds.
  • Critical Bind - Bind effect removed.
[+] Staff Comment
Critical Bind's effect was removed because of the global bind cooldown change. When you only get one bind every 90 seconds regardless of source, Zero's 4 second uncontrollable bind really sucked. We tweaked up its damage a little more to compensate, but the main reason Zero has such a high Final Damage bonus is because it's really hard to effectively boss with. Being forced to fly around the map to deal effective DPS is painful in, for example, Damien (or Lucid, god forbid).
--- Beast Tamer ---
  • Gains extra Skill Points every level.
  • Has an additional skill in its Beginner tab that gives 100% Final Damage on activation, as well as activating the buffs for Bear Assault, Hawk Flock, Raptor Talon, Bird's Eye View, Razor Beak, and Meow Gold Card. Final Damage bonus and Bear Assault applies only to yourself, but all other effects apply to your whole party.
  • Fishy Slap, Three-Point Pounce, Thunder Dash - Cooldown removed.
  • Bear Assault - Mob hit restriction removed, cooldown removed, 180 second duration, effects do not expire when switching animal forms.
  • Bro Attack, Li'l Fort - Effects do not expire when switching animal forms.
  • Fly - Cooldown reduction to 40 seconds.
  • Hawk Flock, Raptor Talons, Bird's Eye View, Razor Beak - Duration increased to 180 seconds, buff does not expire when switching animal forms.
  • Meow Card - Cooldown removed, duration increased to 180 seconds.
  • Meow Gold Card - Effect has a 100% chance to activate.
  • Cat Mode Passives - All buffs apply on all forms.
[+] Staff Comment
There's a lot to unpack here, but the gist of it is that you don't have to stay in Cat or Hawk Mode forever anymore just to get the buffs and can do better things with your life.
--- Kinesis ---
  • ESP Booster - Adds 130% Final Damage.
  • Kinetic Combo - Activation chance increased to 100%.
  • Ultimate - Trainwreck - PP cost decreased from 25 to 10 (Still requires 25 to activate).
  • Psychic Drain - Duration increased to 30 seconds.
  • Mind Quake - Duration increased to 40 seconds.
  • Psychic Assault, Psychic Blast - Duration increased to 40 seconds.