This update was applied on 30/06/13 at 21:20.
DAMAGE ABSORB MECHANIC CHANGES
The Damage Absorb mechanics have been reworked to stop players going into negative absorb and taking huge amounts of damage and a cap of 90% has been placed on stacking absorb. This means players will always take at least 10% damage, even if they go above the 90%.
There are actually two types of Damage Absorb in NoScrub's Iris Online. The first is your Normal Damage Absorb that reduces damage taken from PvE (monsters) and PvP (players) and the other is PvP Damage Absorb that ONLY reduces damage taken from other players. The Normal Damage Absorb is what you get from tarot, potions, monster transformations and pre-3rd-job skills and the PvP Damage Absorb was only from new 3rd-job skills with one exception. The only pre-3rd-job skill in the game that gives the PvP Damage Absorb stat is the Priest's Earthen Blessing but you wouldn't have actually noticed this since the tooltips for Damage Absorb did not actually say PvP Damage Absorb.
All of the 3rd-job skills have now been changed to give Normal Damage Absorb instead of PvP Damage Absorb.
Also, the new skills that removed Damage Absorb from your target were actually reducing PvP Damage Absorb only, not Normal Damage Absorb, these have all been changed to remove Normal Damage Absorb. Before, if you used one of these skills, such as the Templar's Holy Word Smite or the Vanquisher's Relentless Assault they would remove a percentage of the target's PvP Damage Absorb, and since there were not that many ways to obtain PvP Damage Absorb, they were placing the target player into NEGATIVE Damage Absorb, causing it to take extra damage.
Even though I have fixed the negative absorb bug now, I still decided to convert everything using PvP Damage Absorb over to Normal Damage Absorb. At some point I might introduce the PvP Damage Absorb stat on new PvP items. Since skills that remove Damage Absorb have now been changed to remove Normal Damage Absorb, this would be a way to implement unremovable Damage Absorb.
So what does all this mean to you as a player?
1. Your Damage Absorb in PvE is going to be generally higher but you will not be able to obtain 100% absorb.
2. Skills that reduce Damage Absorb will be more effective since they now target Normal Damage Absorb of which there is plenty going around but the damage will not be out of proportion as it could be before under certain circumstances.
MAPS
Pandahama Island is now a PK map and has an entry restriction of level 80.
WORLD BOSSES
Nereus now has multiple spawn points in Pandahama Island (PvP) and also on one other map (PvE).
Sandstorm Alliance (Twin Bears Sakun and Tundro) now have multiple spawn points on PvP and PvE maps.
JOBS
ITD skills of most jobs have been reduced slightly. I'm not even sure if it's going to make that much difference to the high damage we are seeing these days but lets see how it goes. A few jobs did not get ITD reductions including the Myrmidon and Soul Blader and some of the mail jobs but I am still looking over those. I didn't want to hurt these jobs too much since their damage is already a lot lower than the rest. They ARE still being looked over though.
Knight
Back before the 3rd-job update, tank jobs needed a boost in PvP so were given a 15% bonus to PvP damage on one of their passive skills. This is no longer necessary and has been changed back to a more PvE focussed skill.
Shield Expert 2: Now grants 5/10/15% extra damage to bosses, instead of extra damage to players in PvP.
Templar
The Templar skills that grant shield layers were not overwriting each other as was originally intended. This allowed the Templar to stack these effects giving a lot of shield layers, making them very hard to kill. Their damage has been reduced slightly with changes to Armor Destruction 3 and their ITD skill Righteous Stike as well as -15% PvP damage due to the change of their Knight tree passive skill being changed.
Armor Destruction 3: Armor reduction decreased to -4000/-6000/-8000/-10000.
Righteous Strike: Ignore Defense reduced to 5/8/10%.
Aegis Strike: Self buff now overwrites Radiance self buff (Shield layers).
Brace: Self buff now overwrites Shield Bash self buff (Shield layers).
Protective Posture 3: Damage absorb mechanic fixes. Now grants All Damage Absorb, not PvP All Damage Absorb.
Repentance: Damage absorb mechanic fixes. Now reduces Physical Damage Absorb only, not All PvP Damage Absorb.
Holy Word Smite: Damage absorb mechanic fixes. Now reduces Magical Damage Absorb only, not All PvP Damage Absorb.
Guardian
Back before the 3rd-job update, tank jobs needed a boost in PvP so were given a 15% bonus to PvP damage on one of their passive skills. This is no longer necessary and has been changed back to a more PvE focussed skill.
Shield Expert 2: Now grants 5/10/15% extra damage to bosses, instead of extra damage to players in PvP.
Champion
Counter Sweep: Ignore Defense reduced to 5/8/10%.
Protective Posture 3: Damage absorb mechanic fixes. Now grants All Damage Absorb, not PvP All Damage Absorb.
Body Fortification: Now reduces Magical Damage Absorb, not PvP Magical Damage Absorb.
Mind Fortification: Now reduces Physical Damage Absorb, not PvP Physical Damage Absorb.
Crusader
Coup de Grace: Ignore Defense reduced to 10/15/20/25/30%.
Vanquisher
Relentless Assault: Ignore Defense reduced to 5/10/15/20/25%.
Impale: Ignore Defense reduced to 10/20/30%.
Overpower: Damage absorb mechanic fixes. Now reduces Physical Damage Absorb only, not All PvP Damage Absorb.
Relentless Assault: Damage absorb mechanic fixes. Now reduces Physical Damage Absorb only, not All PvP Damage Absorb.
Myrmidon
The Myrmidon is still undergoing tweaks and balances since it was a complete change from it's predecessor, the Barbarian. This update includes a lot of cooldown reductions including their stance switching, attack speed increases, a reduction to the physical attack penalty of one of their stances, an increase to the base magic attack and hit from their stance and general damage increases. They did not receive any reduction to their ITD skills since they are magic based and using fixed (to some extent) magic attack.
Tiger Stance: Cooldown reduced to 4/3/2/1s.
Tiger's Fury: Attack Speed increased to 6/10/15%.
Dragon Stance: Cooldown reduced to 4/3/2/1s and Physical Attack penalty reduced to -8/-10/-15/-20%.
Rising Steam Strike: Cooldown reduced to 10s.
Death's Grasp 2: Cooldown reduced to 11s.
Phoenix Stance: Cooldown reduced to 4/3/2/1s and Magic Attack increased to 3000/4000/5000/6000 and Magic Hit increased to 150/200/250/300.
Phoenix Strike: Bonus damage increased to 10/15/20/25/30%.
Blaze: Bonus damage increased to 30/40/50/60%.
Spirit Burn: Bonus damage increased to 40/55/70%.
Backdraft: Cooldown reduced to 12s and damage over time effect changed to a fixed amount of 1000/1500 every .5 second for 3s/4s.
Soul Blader
Mainly cooldown reductions to some of their skills and efficiency changes to make sure certain other skills don't get overwritten. The cooldown reductions should make quite a substantial increase to their damage rotations.
Devided Slash 3: Cooldown reduced to 6s.
Chilled Tempest Penetration 2: Cooldown reduced to 12s, efficiency raised to 7/8/9 and fixed the Physical Damage Absorb debuff.
Vampiric Bite Curse: Cooldown reduced to 16s.
Accelerated Chop 3 Cooldown reduced to 5s.
Annihilate 3: Cooldown reduced to 12s.
Aeolian Strike: Cooldown reduced to 20s and efficiency lowered to 5/6 so it doesn't overwrite the effects of Chilled Tempest Penetration 2.
Chilled Slash 2: Cooldown reduced to 7s.
Soul Blade: Flash: Cooldown reduced to 60s and duration decreased to 12s.
Soul Blade: Promise: Cooldown reduced to 60s and duration decreased to 12s.
Soul Blade: Execute: Cooldown reduced to 40/20s.
Wind Walker
Traps were changed slightly since they were broken before. At first they were not awarding killing blow status in the battlefields if an enemy player was killed by their damage and after my changes in the last update they stopped doing damage completely. To work around both problems I needed to set a timer on the damage.
Snap Trap: Duration reduced to 5s and now deals 2000/3000 damage per second. (Duration is reduced but damage overall is increased but the enemy now has a chance to get out of it). Note: You will not see any damage numbers over the enemy when they take damage from this, but rest assured they are taking the damage.
Snare Trap: Damage remains the same at 10000/12000 but delayed for 3s.
Ambush: Damage absorb mechanic fixes. Now reduces Physical Damage Absorb only, not All PvP Damage Absorb.
Exposed Armor 2: Now reduces Physical Damage Absorb, not PvP Physical Damage Absorb.
Assassin
Phase Collision: Ignore Defense reduced to 50/75% and fixed damage absorb mechanic. Now reduces Physical Damage Absorb only, not All PvP Damage Absorb.
Essence Shift: Now reduces Physical Damage Absorb, not PvP Physical Damage Absorb.
Shadow Walk: Now reduces Physical Damage Absorb, not PvP Physical Damage Absorb.
Sniper
Engage: Now reduces Physical Damage Absorb, not PvP All Damage Absorb.
Sharpshooter
Death from Above: Ignore Defense reduced to 10/20/30%.
Bomb Throw 2: Damage fixed.
Corrosive Charge: Fixed damage type and absorb mechanics. Now reduces Physical Damage Absorb only, not All PvP Damage Absorb.
Priest
Cognitive Shield: Now completely shields you from the next 2/4/6 attacks.
Magician
Ice Shield: Now completely shields you from the next 2/4/6 attacks.
Wizard
The Wizard should see a boost in survivability now with it's updated shield from the Magician tree and the duration increase to Ice Prison and cast direction change to Ice Wall which might actually make this skill more useful now.
Permeating Chill 3: Ignore Defense reduced to 5/8/10/15%.
Ice Age: Ignore Defense reduced to 20/25%.
Ice Prison: Duration increased to 5/8/10s.
Ice Wall: No longer cast in a frontal cone, it is now applied around the caster.
Thunder Sunder: Ignore Defense reduced to 20/25%.
Warlock
Explosive Blast 2: Ignore Defense reduced to 20/30/40%.
Sorcerer
Explosive Blast 3: Ignore Defense reduced to 40% on all ranks.
Eye of the Storm: Ignore Defense reduced to 10/20%.
Armageddon: Ignore Defense reduced to 15/30%.
Scorched Earth: Fixes to damage absorb mechanics. Now reduces Magic Damage Absorb only.
Priest
Earthen Blessing: Corrected tooltip to show it grants All PvP Damage Absorb, not normal Damage Absorb.
Saint
Earthen Blessing 2: Corrected tooltip to show it grants All PvP Damage Absorb, not normal Damage Absorb.
Infuse: Fixes to damage absorb mechanic. Now grants All Damage Absorb, not PvP All Damage Absorb.
Weakness Dispel no longer requires Weakened Dismissal 2.
Augment Dispel no longer requires Augment Dismissal 2.
Toxicant Dispel no longer requires Antidote.
QUESTS
The Combobulator: Fixed cloth jobs rewards.
[Battlefield] Battle for Atlantis 1: Changed to [Battlefield] Deathmatch Participation.
[Battlefield] Battle for Atlantis 2: Changed to [Battlefield] Deathmatch Wins.
[Battlefield] Battle for Atlantis 3: Changed to [Battlefield] Flagmatch Wins.
Note: New quests for Battle for Atlantis will come later when I figure something out.
RECIPES
Fixed recipe for Obsidian Ore.
Fixed recipe for Combobulated Zombie Brain.
POTIONS
Due to player request I have removed the lower (10%) potions from the droplists of bosses so they now drop the 20%/30% at a higher chance. I also reduced the cooldown of these potions to 15s.
HP 10% Recovery Potion removed from droplists.
MP 10% Recovery Potion removed from droplists.
HP 20% Recovery Potion cooldown reduced to 15s.
HP 30% Recovery Potion cooldown reduced to 15s.
MP 20% Recovery Potion cooldown reduced to 15s.
MP 30% Recovery Potion cooldown reduced to 15s.
Mega HP Regeneration Potion cooldown reduced to 15s.
Mega MP Regeneration Potion cooldown reduced to 15s.
Enriched Mega HP Regeneration Potion cooldown reduced to 15s.
Enriched Mega MP Regeneration Potion cooldown reduced to 15s.
Enriched Mega Vitality Potion cooldown reduced to 15s.
BATTLEFIELD ACCESSORIES
These had one of the stats around the wrong way. It should be Phys Protection 160 on the Physical Protection items and Magic Evasion 200 on the Magic items.
Darcel's Ring of Physical Protection: Physical Protection reduced to 160.
Darcel's Earring of Physical Protection: Physical Protection reduced to 160.
Darcel's Necklace of Physical Protection: Physical Protection reduced to 160.
Darcel's Bracelet of Physical Protection: Physical Protection reduced to 160.
Darcel's Medal of Physical Protection: Physical Protection reduced to 160.
Darcel's Ring of Magic Evasion: Magic Evasion increased to 200.
Darcel's Earring of Magic Evasion: Magic Evasion increased to 200.
Darcel's Necklace of Magic Evasion: Magic Evasion increased to 200.
Darcel's Bracelet of Magic Evasion: Magic Evasion increased to 200.
Darcel's Medal of Magic Evasion: Magic Evasion increased to 200.
ITEMS
Level 85 unique armor, accessories and weapons that drop from the high level maps are now completely tradable and unsealed.
TAROT
Donator's Exclusive Seat is now available to buy from Sedy.
Special Event Spread now drops from Payaso in Circus Insane.
USER INTERFACE
Fixed cardbook slots. They now show when empty so you know where to drag your cards and spreads again.