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Sedy Admin Sedy
posted on Friday, February 22 2019, 05:12 PM in Updates
The following updates will be applied tonight at server restart (Midnight). The server will be down for approximately 1 hour.

8TH ANNIVERSARY
It's our 8th birthday, can you believe it? We kick off the events starting at 01:00 on Saturday morning.

/images/iris/8thanniversary/8thanniversary_events.jpg

Be sure to enter the Facebook event for a chance of a free Moolah Mantle and Schematic. The Facebook post is here.


ITEMS
3 brand new Mantle Schematics have been added to the Shopping Mall.

Reverent Mantle Schematic
/images/iris/8thanniversary/mantle_reverent.jpg

Time Mantle Schematic
/images/iris/8thanniversary/mantle_time.jpg

Golden Weapons Schematic
/images/iris/8thanniversary/mantle_goldenweapons.jpg


Added new cloaks to the battlefield vendor.
Warmongerer's Cloak
10% Movement Speed, -11% Casting Time, 5% All Stats, 20% PvP Damage.

Warlord's Cloak
10% Movement Speed, 10% All Protection, 10% All Evasion, 20% Max HP.



REBALANCING
Mantles
Symbol of the Fiery Defiler -5% PvP Damage

Symbol of the Colosseum Aggressor -5% PvP Damage, +5% All Protection
Symbol of the Colosseum Competitor +5% All Protection

Symbol of the Contender +5% Magic Evasion, +20% Magic Protection.
Symbol of the Adversary +5% Physical Evasion, +20% Physical Protection.
Symbol of the Challenger +10% All Protection.
Symbol of the Assailant +15% Max HP, +10% All Protection.
Symbol of the Antagonist +10% All Protection.

Battlefield Cloaks
The existing Battlefield Cloak needed a nerf due to the high stat value of PvP Damage, since they have 20% of it. Rather than nerf what is probably the main reason to buy these over the SST/Moolah cloaks, the Casting Time stat has been removed and alternative versions introduced (see above in the ITEMS section). This has the least affect on those that already purchased this item since only casters need that stat anyway.

Warmaster's Cloak removed -10% Casting Time.

Any CASTER class that has the original Warmaster's Cloak and wants it changed to the new Warmongerer's Cloak can send me a private message on the website or on Discord. You will basically be swapping 10% Attack Speed for -11% Casting Time.


Accessories
A few more changes to Accessory stats that I missed or miscalculated in the previous update:

Benefactor's Red Ring +1% Max HP
Benefactor's Blue Ring +1% Max HP
Benefactor's Green Ring +1% Max HP
Benefactor's Orange Ring +1% Max HP

Infinitas (on attack) +5% All Attack
Infinitas (on heal) +5% Healing
Infinitas (on damage) +10% Aggro
Infinitas (on attack) -230 All Evasion, -10% All Defense, +15% All Attack, +16% All Evasion, +5% All Protection

Black Heart Amulet (on heal) +10 Range

Rhinestone's Charm +1% HP Drain
Rhinestone's Gem +1% HP Drain
Rhinestone's Jewel +1% HP Drain
Rhinestone's Trinket +10 All Eva, -1800 Max HP


Costume Sets
Additional changes to the 5-part Moolah costumes as they were actually scoring slightly lower than a 2-part Moolah costume after the set bonuses were included.

Magus
Arabian
White Rose
Hermes
Fighter Pilot
Tech Tribal
Siberian Tiger
Queen's Guard Feather
Azure Lord
Aqua Protector
Spider's Kiss
Jade Emporer
All hats received +3% All Defense, +3% Movement Speed.
All 5 part bonuses 5% All Protection increased to 10% All Protection.

Fighter Pilot Boots
Tech Tribal Boots
Siberian Tiger Boots
Queen's Guard Boots 5% Magic Evasion changed to +5% All Evasion.

Azure Lord's Boots
Aqua Protector Boots
Spider's Kiss Boots
Jade Emporer's Boots 10% Magic Evasion changed to +5% All Evasion and +5% Movement Speed.


Armor Set Bonuses
Circus Hard (all classes)
2: +26 Stamina, +1% Beast Bonus Damage
3: +50 Attack, various
4: +2% Humanoid Bonus Damage, +100 Max HP
Chance effects corrected, they were incorrectly using weapon chance effects instead of armor.

Sakun
Heartless Scout
Heartless Hunter
Heartless Warrior
Heartless Fighter
Heartless Knight
3: +80 Physical Attack.

Heartless Wizard
3: +80 Magic Attack.

Heartless Healer
3: +68 Healing.

Battlefield level 100
Battlemaster's Silk
5: 20% Healing increased to 35% Healing.


Pet Armor
Headgear/Armor/Gloves/Boots/Talisman/Collar
All received buffs to +Hit, +Crit, +Protection, +Evasion of around +20 to +30 per piece, and in some cases, Max HP and Healing.


CONSUMABLES
Foods
Corrected Gourmet Scorpid Surprise ranged attack from 5% to 10%.

Rainbow Sherbet up from 50 to 120 Physical Protection.
Violet Sweet up from 50 to 120 Magic Protection.

Hawk Eye Delight now also grants 5% Magic Evasion.
Gourmet Hawk Eye Delight now also grants 10% Magic Evasion.


Potions
Potion of Defense II now also grants +30 All Protection.
Potion of Defense III now also grants +60 All Protection.
Potion of Defense IV now also grants +80 All Protection.
Potion of Defense V now also grants +120 All Protection.

Potion of Speed II now also grants +30 All Evasion.
Potion of Speed III now also grants +60 All Evasion.
Potion of Speed IV now also grants +80 All Evasion.
Potion of Speed V now also grants +120 All Evasion.


Tarot Spreads
Guard Spread
Lonely Winter +330 All Defense changed to +22 Agility.

Fierce Fight Spread
Camp Fire +18 All Attack changed to +22 Wisdom.

Combine Spread
Lonely Winter +330 All Defense changed to +22 Agility.
Camp Fire +18 All Attack changed to +22 Wisdom.

Faded Guard Spread
Weak Lonely Winter +150 All Defense changed to +10 Agility.

Faded Fierce Fight Spread
Weak Camp Fire changed from +8 All Attack to +8 Wisdom.

Faded Combine Spread
Lonely Winter +150 All Defense changed to +10 Agility.
Camp Fire +8 All Attack changed to +22 Wisdom.

Silver Guard Spread
Lonely Winter +540 All Defense changed to +36 Agility.

Silver Fierce Fight Spread
Camp Fire +29 All Attack changed to +36 Wisdom.

Silver Combine Spread
Lonely Winter +540 All Defense changed to +36 Agility.
Camp Fire +29 All Attack changed to +22 Wisdom.

Gold Guard Spread
Lonely Winter +810 All Defense changed to +54 Agility.

Gold Fierce Fight Spread
Camp Fire +44 All Attack changed to +54 Wisdom.

Gold Combine Spread
Lonely Winter +810 All Defense changed to +54 Agility.
Camp Fire +44 All Attack changed to +54 Wisdom.

Event Spread
Event: Growth +1118 Max HP changed to Event: Protection +650 Max HP, +130 All Protection.

Donator's Exclusive Seat
Donator's Growth 20% Max HP changed to Donator's Protection +200 All Protection.

Special Event Spread
Special Event: Physical Mastery 3% Physical Crit changed to Special Event: Agile +3% Agility.


CLASS SKILLS
The Vanquisher class needed toning down due to the massive damage arising from skills with high bonus damage with no built in ignore defense when combined with Destruction or Raging Sweep to ignore 70% defense, and PvP Bonus Damage. Vanquisher (and Crusader) skills that include bonus damage but do not have their own Ignore Defense amount will no longer exceed 40% which resulted in two Vanquisher skills having their bonus damage reduced by 5-10% as well as some reductions to the Destruction/Raging Sweep skills.

The Soul Blader also has a similar ignore defense mechanic with their Mercenary skill Chilled Tempest Penetration but it's activated on a chance effect, not usable every 60s as with the Berzerker's Destruction, and then every 30s with Raging Sweep, and then both again with Preparation resetting cooldowns, so it's no surprise. It might need looking at in the future but absolutely nobody has complained about Soul Blader damage, the love(sic) is all on Vanquishers right now.

Even after these changes, Vanquishers will still have the highest potential physical PvP damage numbers with Soul Bladers probably having the highest "chance" spike damage. The absolute best way of avoiding this huge ITD damage is with Physical Protection and Absorb/Reflect. Hits of 40k can be reduced to 26k by avoiding a crit, even more if the attacker has additional Crit Damage and PvP Bonus Damage. It has always been quite difficult to get enough Protection without making sacrifices to other stats, and it will remain that way for obvious reasons, but it will become slightly easier to obtain more of it in this update, and future updates.

Gladiator/Berzerker
Destruction
This skill has been reverted
Rank 1: Ignore Defense down from 60 to 50%, no longer increases Physical Attack by 10%.
Rank 2: Ignore Defense down from 70 to 60%, no longer increases Physical Attack by 20%.

Vanquisher
Raging Sweep renamed Destruction 2
No longer overwrites, or shares cooldown with Decisive Strike.
Now shares cooldown with Destruction 1 (from Berzerker skill tree).
Now requires Destruction 1 as a pre-requisite.
Buff type changed from Physical to Magic, to match Destruction 1.
No longer triggers the Global Cooldown.
Rank 1: Cooldown up from 35s to 50s. Ignore Defense down from 60 to 50%. Removed the -50% Physical Hit penalty. Still increases AoE target count by 2.
Rank 2: Cooldown up from 30s to 40s. Ignore Defense down from 70 to 60%. Removed the -30% Physical Hit penalty. Now increases AoE target count by 3.

Decisive Strike
No longer overwrites, or shares cooldown with Destruction 2 (was Raging Sweep).

Hurricane 2
Bonus damage reduced from 15/20/25/30/35/40/45% to 10/15/20/25/30/35/40%.

Forceful Throw
Bonus damage reduced from 30/40/50% to 20/30/40%.

Celestial Slaughter
The built in Magic Hit chance of this skill has been reduced.

NOTE: It's not my intention to hurt the class and I believe I have been quite conservative with the changes here, but if it proves to be too much, or too little, further changes can be made.

Rogue/Hunter/Sharp Shooter
Penetrating Shot 1/2/3
Now causes damage to the target and those around it instead of those in front of you so the skill will now utilise the character's additional Range.

Crusader
Blood Congeal no longer triggers the Global Cooldown.
Vampiric Curse no longer triggers the Global Cooldown.


STATS
Bonus Damage
Corrected an error with the formula used to calculate bonus damage from PvP Bonus Damage, Boss Bonus Damage, Elite Bonus Damage etc. when the skill has it's own percentage based damage bonus (like many 3rd job skills). Previously the bonus damage was being added to the final damage calculation which meant the damage was getting multiplied by any built in skill percentage bonus damage and then again by the bonus damage.

Previously:
If you had 20,000 attack power, and a skill had 50% damage bonus and you had 90% PvP Damage
( 20000 * 50% ) * 90% = 57,000

Now:
If you have 20,000 attack power, and a skill has 50% damage bonus and you have 90% PvP Damage
20000 * ( 50% + 90% ) = 48,000

*This is an oversimplified example that does not take defense, ignore defense, and level difference into account - just to get the idea across.


Wisdom
Wisdom now grants 0.1 Magic Hit per point, down from 0.2, matching Intelligence. The amount of Magic Hit obtained from Intelligence/Wisdom now matches Physical Hit obtained from Strength/Agility.

This will affect heavy All Stat/Dragon Card using casters the most and level 100 casters with the best gear and cards might lose up to 50% Magic Hit (that is 50% less Magic Hit % in the Hero window, not 50%, ie half, of your total hit!). High evasion monsters have been adjusted to take this into account, so you shouldn't see any difference in PvE encounters for the most part. In fact, you can probably swap out some hit items or consumables for something else - you won't need as much.

This will of course negatively affect healers as they do not generally have Magic Hit+ on their items, which is probably why it was set this way in the first place, to give them a boost to Hit, but with so much All Stats available these days it massively and unfairly benefits casters also. To make up for the loss of Magic Hit from Wisdom, healer damage skills now have a built in modifier to increase their hit chance.

Mage/Shaman
Not needed

Priest & Sage
Devine Arrow 2 +15%
Flash 2 +15%
Destructive Incantation 2 +15%
Judgement Arrow +15%

Saint
Devine Arrow 3 +30%
Flash 3 +30%
Chastise +30%
Smite +30%
Mana Void +30%

Prophet
Nature's Wrath +30%
Destructive Incantation 3 +30%
Judgement Arrow 2 +30%
Life Tap +30%


MONSTERS
Okeanos and related monsters evasion reduced from 500% to 425%
Excavater evasion reduced from 400% to 380%.
Monoxia evasion reduced from 400% to 380%.

Hell Mode monster and boss evasion reduced by ~75%.

Training Dummy
I have modified some of the Training Dummy in Terminus. The level 85 boss dummy had it's stats changed to more closely reflect a level 85 world boss like Namazu and the level 87 dummy is now level 100 and has similar stats to The Excavator.

Added 2 new dummies to the Fort Entrance area of Terminus that are level 100 Player type dummies so you can test out your PvP Damage gear. One has 6k Physical Defense and 4k Magic Defense, and the other has 6K Magic Defense and 4k Physical Defense.


HERO RATING
The Hero Rating system now reflects your strength from items much more accurately. Instead of giving a simple score to each of your equipped items and their equip cards based on their level and quality (Epic, Unique etc.) it is now using the new item scoring system that was used to rebalance all items recently.

Your final score (that you see in the Hero window) is based on the following:
1. Item score (based on stats of the item) of equipped armor, weapon, accessories, mantle, wearing cards, cloak etc.
2. Item set bonuses (based on the stats the set bonus provides).
3. Item enhancements. Special armor/weapon enhancements are considered higher value and give more points. The score also depends on the value of the item that is enhanced.
4. Item score of the Equip Cards in your items.
5. Item score of the title you have activated (based on the stats it provides).
5. Your character level.
6. Skill points used.
7. Passive skills that provide stats to your character.
8. Guild skills that provide stats to your character.

As before, your top score is saved by the server and used to try and balance the teams when you join a battlefield. It does not change if you swap out some items before joining.

The Hero Rating ranking will update gradually as players log in and the server calculates their new scores.
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