Post by Ryukengan on Nov 9, 2017 12:11:18 GMT
Greetings everyone,
if you follow the official Iruna JP twitter you may already know about this but huge upcoming changes have been announced!
You can read the full version here:
irunablog.iruna.jp/?p=44121#iruna_balance_20171109_n05
Here is a rough summary of the contents:
Firstly, when you choose between "durability" or "offensive capability" you will require different mastery skills, so that you cannot possess both mastery skills at the same time. (I think they mean a passive skill like throwing mastery for example)
When you choose "durability", in order to obtain high durability, the damage and the ability to apply status ailments gets lowered.
When you choose "offensive capability", in order to obtain high damage, the durability and the ability to withstand status ailments gets lowered.
By separating the roles through mastery skills, Asobimo defines special characteristics for the ninja class, while leaving the all-rounder state of it.
Minstrel:
While lowering the support capability of the class, as the support effects of the songs are too powerful at the moment, the problem of poor solo combat and poor offensive will be tackled through skill changes and buffs.
Alchemist:
Because Asobimo has raised the damage of the status ailments too much (I told you guys), while lowering the damage of the status ailments, the damage of the other offensive skills will get raised.
Adjustments will be made to other jobs, but overall some skills that are too strong will be subject to specification changes or nerfs.
Asobimo also plans to adjust the overall class balance by including specification changes or buffs for hard-to-use skills/classes.
More than anything, Asobimo wants to clarify the role, strengths and weaknesses of all classes, even for classes that fill in the same role, so that any class can enjoy fighting in parties.
TL;DR:
New Formula:
DI = 50 + Critical damage from equipment % + Critical modifiers % + (Equipment CRT + Status CRT (only when not paralyzed) / 2
Critical Damage = Damage + (Damage * DI / 100)
Critical Damage is at least 1
NOT PART OF THE BLOG - Example calculation with following stats while not paralyzed:
Equipment critical damage = 50%
Critical modifiers = 0%
Equipment CRT = 0
Status CRT = 436
White Damage = 10000
Old Formula Damage = 55200
Old Damage Multiplier = 5.52
New Formula Damage = 41800
New Damage Multiplier = 4.18
Magic Damage = Magic Damage * Elemental Magic %
Magic Damage = Magic Damage * Weakness Bonus + 30%
Magic Damage is at least 1
New Formula:
Magic Damage = Magic Damage * (Elemental Magic % + Weakness Bonus + 30%)
Magic Damage is at least 1
NOT PART OF THE BLOG - The magic damage formulas don't make sense, they are written wrong, it' supposed to be Magic Damage + Magic Damage * Elemental Magic % etc.. - Example calculation with following stats of a bishop:
Light Magic Power = 50%
"Normal" Nemesis Damage = 10000
Fighting against a dark element monster
Old Formula Damage = 22500
Old Damage Multiplier = 2.25
New Formula Damage = 20000
New Damage Multiplier = 2.0
Monk:
Servant:
Alchemist:
Paladin:
if you follow the official Iruna JP twitter you may already know about this but huge upcoming changes have been announced!
You can read the full version here:
irunablog.iruna.jp/?p=44121#iruna_balance_20171109_n05
Here is a rough summary of the contents:
Policy of Balance Adjustment
In the future both the fundamental system of the game and almost all classes will be subject to balancing updates.
After evaluating the opinion of all players through a survey and the differences between solo and party play both buffs (classes getting stronger) and nerfs (classes getting weaker) will be made with the aim of eliminating class inequality.
After evaluating the opinion of all players through a survey and the differences between solo and party play both buffs (classes getting stronger) and nerfs (classes getting weaker) will be made with the aim of eliminating class inequality.
Fundamental System Changes
Generally speaking the fundamental system changes will be more of a nerf (you will be weaker), however since class changes will be made at the same time Asobimo will try to ensure a better sense of game balance overall.
Firstly there are 2 big changes:
The damage of elemental magic advantage and the damage of physical critical attacks will be lowered.
The aim is to adjust the formulas to prevent damage inflation.
Details will be announced in the future but the overall damage will be reduced (RIP Blood Ruler 2s abusers)
Additionally instant-death attacks will be tweaked, Asobimo is mainly targeting the instant-death caused by receiving critical damage while being frozen.
Class Changes
Firstly there are 2 big changes:
The damage of elemental magic advantage and the damage of physical critical attacks will be lowered.
The aim is to adjust the formulas to prevent damage inflation.
Details will be announced in the future but the overall damage will be reduced (RIP Blood Ruler 2s abusers)
Additionally instant-death attacks will be tweaked, Asobimo is mainly targeting the instant-death caused by receiving critical damage while being frozen.
Class Changes
Currently there are 40 classes in Iruna Online but Asobimo will start with the classes that are causing major imbalances.
Asobimo fears that disclosing details about these changes may cause confusion so details will be disclosed after the balancing is specified.
The adjustments will hopefully make adventures and battles for every class enjoyable. The combat styles of classes may change greatly due to these adjustments.
About the release method of the adjustments
There will be a test environment for the balancing changes and the the adjustments will get further tweaked through the opinions of the players of the test environment.
The adjustments will only be implemented on the live servers when all the balance has been finalised.
Asobimo fears that disclosing details about these changes may cause confusion so details will be disclosed after the balancing is specified.
The adjustments will hopefully make adventures and battles for every class enjoyable. The combat styles of classes may change greatly due to these adjustments.
About the release method of the adjustments
The adjustments will only be implemented on the live servers when all the balance has been finalised.
Results of the Survey conducted on October 2017
How satisfied are you with the overall game balance of Iruna Online?
Android:
iOS:
Are you in favor of downgrading the skills of some classes?
Android:
iOS:
Are you in favor of upgrading the skills of some classes?
Android:
iOS:
Which class do you mainly use? (filling these out later)
Android:
iOS:
How satisfied are you with the overall game balance of Iruna Online?
Android:
- Very satisfied: 7.3%
- Satisfied: 18.3%
- Somewhat satisfied: 33.5%
- Not very satisfied: 22.7%
- Not satisfied: 8.2%
- Completely unsatisfied: 10.0%
iOS:
- Very satisfied: 7.4%
- Satisfied: 17.7%
- Somewhat satisfied: 34.7%
- Not very satisfied: 23.2%
- Not satisfied: 7.9%
- Completely unsatisfied: 9.1%
Are you in favor of downgrading the skills of some classes?
Android:
- Yes: 25.0%
- No: 36.4%
- I cannot decide: 38.5%
iOS:
- Yes: 22.4%
- No: 41.4%
- I cannot decide: 36.3%
Are you in favor of upgrading the skills of some classes?
Android:
- Yes: 66.4%%
- No: 4.1%
- I cannot decide: 29.5%
iOS:
- Yes: 68.8%
- No: 5.7%
- I cannot decide: 25.5%
Which class do you mainly use? (filling these out later)
Android:
- Alchemist: 1.6%
- Necromancer: 1.2%
- Summoner: 1.4%
- Servant: 0.9%
- Beast Knight: 2.3%
- Minstrel: 2.1%
- Ninja: 13.1%
- Samurai: 4.3%
- Monk: 6.5%
- Bishop: 16.7%
- Assassin: 6.3%
- Sniper: 4.8%
- Enchanter: 5.4%
- High Wizard: 16.5%
- Gladiator: 6.2%
- Paladin: 6.0%
- Apprentice Necromancer: 0%
- Apprentice Summoner: 0.1%
- Apprentice Servant: 0%
- Apprentice Beast Knight: 0%
- Apprentice Monk: 0.1%
- Apprentice Bishop: 0%
- Apprentice Assassin: 0.1%
- Apprentice Sniper: 0.1%
- Apprentice Enchanter: 0%
- Apprentice High Wizard: 0%
- Apprentice Gladiator: 0.1%
- Apprentice Paladin: 0.1%
- Cleric: 0.1%
- Hunter: 0.3%
- Wizard: 0.2%
- Knight: 0.2%
- Apprentice Cleric: 0.1%
- Apprentice Hunter: 0.1%
- Apprentice Wizard: 0.2%
- Apprentice Knight: 0.2%
- Mage: 0.2%
- Warrior: 0.2%
- Apprentice Mage: 0.1%
- Apprentice Warrior: 0%
Adventurer: 2.4%
iOS:
- Alchemist: 1.2%
- Necromancer: 1.5%
- Summoner: 0.9%
- Servant: 1.2%
- Beast Knight: 1.4%
- Minstrel: 3.1%
- Ninja: 15.8%
- Samurai: 5.0%
- Monk: 7.3%
- Bishop: 14.8%
- Assassin: 7.3%
- Sniper: 5.0%
- Enchanter: 4.7%
- High Wizard: 16.6%
- Gladiator: 5.5%
- Paladin: 5.3%
- Apprentice Necromancer: 0%
- Apprentice Summoner: 0.1%
- Apprentice Servant: 0%
- Apprentice Beast Knight: 0%
- Apprentice Monk: 0%
- Apprentice Bishop: 0.1%
- Apprentice Assassin: 0%
- Apprentice Sniper: 0%
- Apprentice Enchanter: 0%
- Apprentice High Wizard: 0%
- Apprentice Gladiator: 0%
- Apprentice Paladin: 0%
- Cleric: 0.3%
- Hunter: 0.1%
- Wizard: 0.4%
- Knight: 0.1%
- Apprentice Cleric: 0.1%
- Apprentice Hunter: 0.1%
- Apprentice Wizard: 0.2%
- Apprentice Knight: 0.1%
- Mage: 0.2%
- Warrior: 0.1%
- Apprentice Mage: 0.3%
- Apprentice Warrior: 0.1%
Adventurer: 1.1%
2nd Class Balance Post
Purpose of balance changes
The goal of the balance changes are to balance the classes of Iruna Online. As a result of this, Asobimo is planning to make changes to almost all classes, not only specific classes.
In the following there are some example changes, however these are only drafts and not final decisions, so the final results may change.
In the following there are some example changes, however these are only drafts and not final decisions, so the final results may change.
Examples of class adjustments
Sniper:
Compared to other classes the sniper's abilities and features do not mesh with the current environment (they mean the meta of the the game) and it is difficult to get a spot in a party.
Therefore, while strengthening the offensive capabilities, to be able to have the opportunity to participate in a party, the specifications of some skills will be changed and some skills will be buffed.
Ninja:
Ninja is a very versatile class that does not require the help of other classes, boasting high durability, offensive capabilities and the ability to withstand and apply many status ailments.
In order to maintain a balance with other classes, the Ninja's power has to be divided into what he can and can not do.
Compared to other classes the sniper's abilities and features do not mesh with the current environment (they mean the meta of the the game) and it is difficult to get a spot in a party.
Therefore, while strengthening the offensive capabilities, to be able to have the opportunity to participate in a party, the specifications of some skills will be changed and some skills will be buffed.
Ninja:
Ninja is a very versatile class that does not require the help of other classes, boasting high durability, offensive capabilities and the ability to withstand and apply many status ailments.
In order to maintain a balance with other classes, the Ninja's power has to be divided into what he can and can not do.
Firstly, when you choose between "durability" or "offensive capability" you will require different mastery skills, so that you cannot possess both mastery skills at the same time. (I think they mean a passive skill like throwing mastery for example)
When you choose "durability", in order to obtain high durability, the damage and the ability to apply status ailments gets lowered.
When you choose "offensive capability", in order to obtain high damage, the durability and the ability to withstand status ailments gets lowered.
By separating the roles through mastery skills, Asobimo defines special characteristics for the ninja class, while leaving the all-rounder state of it.
Minstrel:
While lowering the support capability of the class, as the support effects of the songs are too powerful at the moment, the problem of poor solo combat and poor offensive will be tackled through skill changes and buffs.
Alchemist:
Because Asobimo has raised the damage of the status ailments too much (I told you guys), while lowering the damage of the status ailments, the damage of the other offensive skills will get raised.
Adjustments will be made to other jobs, but overall some skills that are too strong will be subject to specification changes or nerfs.
Asobimo also plans to adjust the overall class balance by including specification changes or buffs for hard-to-use skills/classes.
More than anything, Asobimo wants to clarify the role, strengths and weaknesses of all classes, even for classes that fill in the same role, so that any class can enjoy fighting in parties.
TL;DR:
- Sniper will get buffed as a whole
- Ninja will get nerfed: the offensive and defensive capabilities will be split into mastery skills.
- Minstrel's support skills will get nerfed but the solo and offensive capabilities will get buffed.
- Alchemist's ailment damage will get nerfed but the other damage skills will get buffed.
3rd Class Balance Post
irunablog.iruna.jp/?p=45286
Adjustment of the critical damage formula
irunablog.iruna.jp/?p=45286
Adjustment of the critical damage formula
Old Formula (simplified because it actually uses truncation; this goes for all formulas):
Damage Increase (DI for the rest of the formula) A = Critical damage from equipment % + Critical modifiers such as Ambush (sniper skill) %
Critical Damage = Damage + (Damage * DI A / 100)
DI B = Equipment CRT + Status CRT (only when not paralyzed)
Final Critical Damage = Critical Damage + (Critical Damage * (50 + (DI B / 2))) / 100
Final Critical Damage is at least 1
Damage Increase (DI for the rest of the formula) A = Critical damage from equipment % + Critical modifiers such as Ambush (sniper skill) %
Critical Damage = Damage + (Damage * DI A / 100)
DI B = Equipment CRT + Status CRT (only when not paralyzed)
Final Critical Damage = Critical Damage + (Critical Damage * (50 + (DI B / 2))) / 100
Final Critical Damage is at least 1
New Formula:
DI = 50 + Critical damage from equipment % + Critical modifiers % + (Equipment CRT + Status CRT (only when not paralyzed) / 2
Critical Damage = Damage + (Damage * DI / 100)
Critical Damage is at least 1
NOT PART OF THE BLOG - Example calculation with following stats while not paralyzed:
Equipment critical damage = 50%
Critical modifiers = 0%
Equipment CRT = 0
Status CRT = 436
White Damage = 10000
Old Formula Damage = 55200
Old Damage Multiplier = 5.52
New Formula Damage = 41800
New Damage Multiplier = 4.18
Adjustment of the elemental advantage formula of magic skills
Old Formula:
Magic Damage = Magic Damage * Elemental Magic %
Magic Damage = Magic Damage * Weakness Bonus + 30%
Magic Damage is at least 1
New Formula:
Magic Damage = Magic Damage * (Elemental Magic % + Weakness Bonus + 30%)
Magic Damage is at least 1
NOT PART OF THE BLOG - The magic damage formulas don't make sense, they are written wrong, it' supposed to be Magic Damage + Magic Damage * Elemental Magic % etc.. - Example calculation with following stats of a bishop:
Light Magic Power = 50%
"Normal" Nemesis Damage = 10000
Fighting against a dark element monster
Old Formula Damage = 22500
Old Damage Multiplier = 2.25
New Formula Damage = 20000
New Damage Multiplier = 2.0
Hate Adjustment
Adjustment of Hate Values:
When fighting with auto attacks, auto skills and additional attacks the hate value rises quickly, therefore they will be lowered.
Skills such as "Provoke" currently don't increase enough hate, therefore the hate generation will be increased.
When fighting with auto attacks, auto skills and additional attacks the hate value rises quickly, therefore they will be lowered.
Skills such as "Provoke" currently don't increase enough hate, therefore the hate generation will be increased.
Ninja Adjustment
Adjustment contents:
※ because the contents of the Ninja adjustment are under development, the current iteration may vary from the final result.
- In the last blog it was mentioned that the Ninja will switch between styles through the use of mastery skills, you will be able to change the effect of active skills and styles real-time by changing the new "buffs" (I am guessing they refer to the mastery skills)
- Changes the specification of "Bunshin no Jutsu" from "Nullify damage taken a few times" to "Nullify damage taken a few times by chance"
- Changes to the damage calculation formula for the skill "Silent Killing" will be made
- Changes the effect of the skill "Desperate Move"
- Changes to specifications of the different arts and crafts (Katon no Jutsu for example) will be made with the new buffs.
※ because the contents of the Ninja adjustment are under development, the current iteration may vary from the final result.
4th Class Balance Post
irunablog.iruna.jp/?p=45525
About balance adjustments of game functions
irunablog.iruna.jp/?p=45525
About balance adjustments of game functions
This is a short report on the current progress of the functional aspects of the game balance adjustments.
For game balance adjustments we will open up test worlds where we (I'm assuming they meant you, as in the players) can try out the jobs and skills, and we planning to provide an environment that allows everyone to experience the balancing adjustments. (Like I said previously, there will be a test server but it is not implemented yet)
These adjustments will include nerfs for the purpose of regaining overall game balance. We appreciate that you are understanding.
The following contents are to be implemented in the world where you can try out the jobs and skills, so you can reflect taking the normal world into perspective, so that we can readjust the planned balance changes based on player data, opinion, etc..
For game balance adjustments we will open up test worlds where we (I'm assuming they meant you, as in the players) can try out the jobs and skills, and we planning to provide an environment that allows everyone to experience the balancing adjustments. (Like I said previously, there will be a test server but it is not implemented yet)
These adjustments will include nerfs for the purpose of regaining overall game balance. We appreciate that you are understanding.
The following contents are to be implemented in the world where you can try out the jobs and skills, so you can reflect taking the normal world into perspective, so that we can readjust the planned balance changes based on player data, opinion, etc..
Adjustments of of the critical damage formula and the elemental advantage formula of magic skills
Already covered in the previous post! - No changes so from the previous post!
Already covered in the previous post! - No changes so from the previous post!
Changes to the specification of the player's abnormal status "frozen"
Because the effect of the HP becoming 0 when hit with by a critical attack, while the player is under the abnormal status "frozen", is too strong it will be changed to "reduce movement speed by 30%" (might be set movement speed to -30% I'm not sure on this translation)
Hate Adjustment
Adjustment of Hate Values: (Already covered in last post)
Hate Adjustment on provocative skills - New Info:
The hate rise of the provocative skills was low, especially at the low level stage of the game it was very prominent.
We will revise the calculation formula of the hate rise amount of the skill / auto skill with a hate rise effect, and will increase the amount of hate rise.
Skills to get an increased hate rise:
Hate Adjustment on provocative skills - New Info:
The hate rise of the provocative skills was low, especially at the low level stage of the game it was very prominent.
We will revise the calculation formula of the hate rise amount of the skill / auto skill with a hate rise effect, and will increase the amount of hate rise.
Skills to get an increased hate rise:
- Provoke
- Guardian
- Finishing Stroke
- Grand Majesty
- Supernatural
- Fear Howl
- Enrage
- Soothe (decreases more hate)
- Crossfang
- Bone Knight's Rage Smash
5th Class Balance Post
irunablog.iruna.jp/?p=45907 (skipping first part of post because it's the same as the last)
Balance Adjustment of the tertiary job "Sniper"
irunablog.iruna.jp/?p=45907 (skipping first part of post because it's the same as the last)
Balance Adjustment of the tertiary job "Sniper"
Because Sniper currently has lower offensive capabilities against single targets than other offensive jobs, we will buff its offensive capabilities against a single target. Skills that are hard to use due to restrictions such as item consumption and range limitations will get their restrictions removed.
In order to maintain the overall game balance we intend to adjust the complete tolerance against abnormal statuses to partial resistance against abnormal statuses, which is a strong support effect not found in other offensive jobs (Assassin, Summoner?..), by changing it to negating the abnormal status a number of times during the effective time of the skill.
About skill adjustments:
In order to maintain the overall game balance we intend to adjust the complete tolerance against abnormal statuses to partial resistance against abnormal statuses, which is a strong support effect not found in other offensive jobs (Assassin, Summoner?..), by changing it to negating the abnormal status a number of times during the effective time of the skill.
About skill adjustments:
Skill Name | type | Effect contents |
Area Rain | Active skill | -Upward adjustment of damage calculation formula |
Freeze Arrow | Active skill | -Upward adjustment of damage calculation formula |
Blind Arrow | Active skill | -Upward adjustment of damage calculation formula |
Sniping | Active skill | -Upward adjustment of damage calculation formula -Remove item consumption effect -Eliminate the effect of higher damage at the time of item consumption and change the calculation formula to the same one as item consumption -Remove range restriction |
Cut Arrow | Active skill | -Upward adjustment of damage calculation formula -Remove item consumption effect -Change effect from "put the target into non-combat state for a moment" to "reduce enemy's hate towards yourself" (or remove the player as a hate subject, not sure) -Remove range restriction |
Decoy | Active skill | -Extended duration -Adjusted to "Increase HP of the summoned scarecrow by VIT of the character" -Changed so that the skill can be used even at a party of 4 people -Extended knock back distance when using the skill |
Fairy Wind | Active skill | -The effect is changed from "the auto skill of the user does not activate during Fairy Wind" to "the own auto skill probability decreases during Fairy Wind" |
Hidden Arrow | Active skill | -Upward adjustment of damage calculation formula |
Serum | Active skill | -Change the abnormal status "poison" to invalid during the effect time -Negate the abnormal status "poison" for the same number of times as the skill level during the effect time and terminate the continuous effect when the skill level is reached -The number effect does not include the abnormal status negated at the time of use. |
Impetus | Active skill | -Change the abnormal status "paralysis" to invalid during the effect time -Negate the abnormal status "paralysis" for the same number of times as the skill level during the effect time and terminate the continuous effect when the skill level is reached -The number effect does not include the abnormal status negated at the time of use. |
Night Eye | Active skill | -Change the abnormal status "blind" to invalid during the effect time -Negate the abnormal status "blind" for the same number of times as the skill level during the effect time and terminate the continuous effect when the skill level is reached -The number effect does not include the abnormal status negated at the time of use. |
Amnesis | Active skill | -Change the abnormal status "freeze" to invalid during the effect time -Negate the abnormal status "freeze" for the same number of times as the skill level during the effect time and terminate the continuous effect when the skill level is reached -The number effect does not include the abnormal status negated at the time of use. |
Yoareg | Active skill | -Change the abnormal status "burn" to invalid during the effect time -Negate the abnormal status "burn" for the same number of times as the skill level during the effect time and terminate the continuous effect when the skill level is reached -The number effect does not include the abnormal status negated at the time of use. |
Anti-Virus | Active skill | -Because of the effect changes to "Impetus, "Night Eye" and "Serum" that you are acquiring, you will receive the same effect of the adjustment. |
Cure Disease | Active skill | -Because of the effect changes to "Yoareg and "Amnesis" that you are acquiring, you will receive the same effect of the adjustment. |
6th Class Balance Post
irunablog.iruna.jp/?p=45935 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Minstrel"
irunablog.iruna.jp/?p=45935 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Minstrel"
Currently, minstrel is a job that has very strong supportive effects when you are in a party.
The range of the song was long, so it could be given from outside of the hate range of the monster, it hardly received any damage in party play, it did not receive any hate, so it was a job concept that was difficult to be affected by equipment.
However, the solo capabilities are in a relatively low spot compared to other jobs, and leveling and progressing through missions is also difficult during solo play.
Withe these adjustments we will remove the effect of "Increase all stats by 25% of own Lv" out of the effects included in the song skills. To compensate we will adjust all song skills to deal damage and apply various additional effects.
We anticipate that the solo capabilities will rise due to these adjustments.
Moreover, in order to regain the overall game balance, we will shorten the range of the attack song skills and change the specification to the skills so that the usage is restricted outside the range where the attack reaches the target enemy.
About skill adjustments:
irunablog.iruna.jp/?p=46075 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Alchemist"
8th Class Balance Post
irunablog.iruna.jp/?p=46127
Balance adjustment of Minstrel (readjustment in February 2018)
The range of the song was long, so it could be given from outside of the hate range of the monster, it hardly received any damage in party play, it did not receive any hate, so it was a job concept that was difficult to be affected by equipment.
However, the solo capabilities are in a relatively low spot compared to other jobs, and leveling and progressing through missions is also difficult during solo play.
Withe these adjustments we will remove the effect of "Increase all stats by 25% of own Lv" out of the effects included in the song skills. To compensate we will adjust all song skills to deal damage and apply various additional effects.
We anticipate that the solo capabilities will rise due to these adjustments.
Moreover, in order to regain the overall game balance, we will shorten the range of the attack song skills and change the specification to the skills so that the usage is restricted outside the range where the attack reaches the target enemy.
About skill adjustments:
Skill name | type | Effect contents |
Ad lib | Active skill | -Adjusted to allow resurrection during recovery |
Life Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect of "restore the HP of the user when using" -Removed the effect of "Increase all stats by 25% of own Lv" |
Passionate Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect of "Halved attack interval" for the user to the effects of Passionate Song -Removed the effect of "Increase all stats by 25% of own Lv" |
Wisdom Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added effect of generating a damage bonus to the damage of the next song skill that is being used except "Wisdom Song" -Removed the effect of "Increase all stats by 25% of own Lv" |
Dream Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added effect to increase the duration of the next song skill that is being used by 1.5 times + 1 second of the original duration. -Removed the effect of "Increase all stats by 25% of own Lv" |
Nostalgia Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect to give the user of the song a barrier to absorb (original is reduce) a certain amount of damage -Removed the effect of "Increase all stats by 25% of own Lv" |
Dragonewt Song | Active skill | -Changed the skill target from "Yourself and other characters" to "Target 1 enemy" -Adjust the damage calculation formula -Adjust HP consumption -Added the effect to delete one song with a short remaining duration from the song skills granted to oneself -Added the effect of "Unable to use when there is no active song skill" |
Joy and Sorrow Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect of "Increased recovery" for the user to the effects of Joy and Sorrow Song -Removed the effect of "Increase all stats by 25% of own Lv" |
Warrior Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect of "Knock user backwards when using" -Removed the effect of "Increase all stats by 25% of own Lv" |
Sweet Home | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect of "restore the MP of the user when using" -Removed the effect of "Increase all stats by 25% of own Lv" |
Cleave Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added effect of increased damage, ignoring MDEF, if the target has a barrier when using -Removed the effect of "Increase all stats by 25% of own Lv" |
Sandstorm Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Removed the effect of "Increase all stats by 25% of own Lv" -Changed the effect of "Remove abnormal status with the shortest duration in regular intervals" included in the continuous effect of "Sandstorm Song" to the following: -During the duration of the effect, remove the new "poison", "paralysis, "blind", "burn", ("freeze", was forgotten I think or they removed it from the effects without mentioning it explicitly) and remove the effect of "Sandstorm Song", regardless of the remaining time. -There is no effect on the abnormal status that has already been given (the effect of the skill will activate if the abnormal status that has already been given is overwritten) -Added the effect of "Only for the user of the skill it includes the abnormal status "faint"" -Added the effect of "Only for the user of skill the abnormal status with the shortest remaining duration will be cancelled when using the skill "Sandstorm Song". |
Liberation Song | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decrease MP consumption -Adjust HP consumption -Reduced skill delay -Reduced range -Added the effect of "Only for the user the job bonus effect gets doubled" -Removed the effect of "Increase all stats by 25% of own Lv" |
Simulate | Active skill | -Changed the skill category from party support skill to magic attack skill (party support effect will still occur) -Decreased MP consumption -Reduced HP consumption -Reduced skill delay -Reduced range -This skill is not subject to the duration increase effect of "Dream Song" or the damage bonus effect of "Wisdom Song" |
Presto | Active skill | -Reduced HP consumption |
7th Class Balance Post
irunablog.iruna.jp/?p=46075 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Alchemist"
The balance adjustment of Alchemist will reduce the damage of some abnormal status effects that had too high damage and will improve the damage of "Grief chain" in return. In addition to that we change the specification of the physical skill "Venom Bomb" to a magic skill and also raise its power.
Furthermore, as a quality of life change, "Bloody Throw" is turned into a passive skill and can be turned ON / OFF at will.
The continuous damage will decrease as a result of the Alchemist's skill adjustment but momentary damage and maximum damage will increase.
About skill adjustments:
Furthermore, as a quality of life change, "Bloody Throw" is turned into a passive skill and can be turned ON / OFF at will.
The continuous damage will decrease as a result of the Alchemist's skill adjustment but momentary damage and maximum damage will increase.
About skill adjustments:
Skill name | type | Effect contents |
Grief chain | Active skill | -Upward adjustment of damage |
Venom bomb | Active skill | -Changed from physical to magic skill |
Meteor impact | Active skill | -Upward adjustment of damage |
Bloody throw | Passive skill | -Change skill type to passive skill (ON / OFF possible) -When turned ON, always generate the "bleed" effect when using "Kill Throw" |
8th Class Balance Post
irunablog.iruna.jp/?p=46127
Balance adjustment of Minstrel (readjustment in February 2018)
Regarding the process of the readjustment
We implemented the adjustment skills as magic attack skills taking the following into consideration "Job concept to attack and support using songs" and "Freedom of status allocation as a support job", however in the main world, most players already have their status points allocated for a physical type.
Moreover, since physical equipment is mainstream and not magic equipment, we received many opinions that the battle style of physical combat is good.
As a result of discussions based on various trends, we re-adjusted the following song skills as "physical attack" skills.
Skills that are readjusted from magic attack to physical attack:
We implemented the adjustment skills as magic attack skills taking the following into consideration "Job concept to attack and support using songs" and "Freedom of status allocation as a support job", however in the main world, most players already have their status points allocated for a physical type.
Moreover, since physical equipment is mainstream and not magic equipment, we received many opinions that the battle style of physical combat is good.
As a result of discussions based on various trends, we re-adjusted the following song skills as "physical attack" skills.
Skills that are readjusted from magic attack to physical attack:
- Life Song, Passionate Song, Wisdom Song, Dream Song
- Nostalgia Song, Joy and Sorrow Song, Warrior Song, Sweet Home
- Cleave Song, Sandstorm Song, Liberation Song, Dragonewt Song
- Simulate
9th Class Balance Post
irunablog.iruna.jp/?p=46143 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Ninja"
irunablog.iruna.jp/?p=46143 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Ninja"
Currently Ninja has high defensive capability with the skill "Bunshin no Jutsu", therefore it has to consider defensive stats less while picking equipment compared to other jobs and thus has a high degree of freedom in equipment selection.
On top of that it has support capability due to abnormal status effects. This one job has broad usage and can be used as a tank / attacker / de-buffer against bosses.
The performance of both roles are at the top of their class in the current game balance environment.
In this adjustment, the basic role of the class is "attacker", you will be able to switch between "attack/tank" and "attacker/de-buffer" by using new skills and adjusting and we will also make adjustment to reduce the performance difference with other jobs by making adjustments to give the defensive effect of the skill "Bunshin no Jutsu" an element of randomness.
About skill adjustments:
On top of that it has support capability due to abnormal status effects. This one job has broad usage and can be used as a tank / attacker / de-buffer against bosses.
The performance of both roles are at the top of their class in the current game balance environment.
In this adjustment, the basic role of the class is "attacker", you will be able to switch between "attack/tank" and "attacker/de-buffer" by using new skills and adjusting and we will also make adjustment to reduce the performance difference with other jobs by making adjustments to give the defensive effect of the skill "Bunshin no Jutsu" an element of randomness.
About skill adjustments:
Skill name | type | Effect contents |
Astrological Jutsu - Yang (Light) | New active skill | -Hold the power of Yang (light). During the effect, the effect of skills and magical power increases -Effect contents: -When used, gives the user a continuous effect "Yang" and sets his/her clones to zero -If you already acquired the skill "Phantom Flame", you will receive the maximum level of "Phantom Flame" that you have acquired -When reused, this effect is cancelled -If the continuous effect "Yin" has been given, the effect is cancelled |
Astrological Jutsu - Yin (Darkness) | New active skill | -Hold the power of Yin (darkness). During the effect, the effectiveness and durability of the clones increases -Effect contents: -When used, gives the user a continuous effect "Yin" and gives 3 clones. -When used, recovers 1000 HP -During the continuous, MaxHP + 1000 and Evasion + 10% -If you already acquired the skill "Phantom Flame", you will receive the maximum level of "Phantom Flame" that you have acquired |
Raiton no Jutsu | Active skill | -Abnormal status "paralysis" only applies during "Yang". -Change effect time of abnormal status "paralysis" to 15 seconds. |
Katon no Jutsu | Active skill | -Abnormal status "burn" only applies during "Yang". -Change effect time of abnormal status "burn" to 15 seconds |
Doton no Jutsu | Active skill | -Abnormal status "lethargic" only applies during "Yang" |
Suiton no Jutsu | Active skill | -Abnormal status "freeze" only applies during "Yang". -Change effect time of abnormal status "freeze" to 15 seconds |
Phantom Flame | Active skill | -Adjust so that the activation probability of "Swift Shadow" increases when the user has the continuous effect "Yin" |
Swift Shadow | Passive skill | -Adjustment of activation probability -Increased activation probability of "Swift Shadow" when the user has the continuous effect "Yin" |
Silent Killing | Active skill | -Adjust damage calculation formula -Change the effect of "critical judgement only occurs with throwing" to "critical judgement only occurs if the user has the continuous effect "Yin"" -Added a hate rise effect |
Bunshin no Jutsu | Active skill | -Change the effect of "nullify damage taken" to "nullify damage taken by chance" -Adjust the maximum number of clones to 1 -Adjustment of clone details -If the user has the continuous effect "Yin", set maximum clones to 3 -If the user is under the abnormal status "paralysis", the maximum number of clones is lowered by 1 -If the user is under the abnormal status "blind", the effect of a clone does not activate -If the user is under the abnormal status "KO", the clones are removed. |
Desperate Move | Active skill | -Change the effect of "If current HP is less than 10% of MaxHP, add 2 clones" to the contents below -Effect contents -If the current HP is less than 10% of MaxHP and the clone number is 2 or less, set the clone number to 1. -If the user has the continuous effect "Yin", set the clone number to 3. -The above mentioned effects to do not activate if the user is under the abnormal status "paralysis" |
Dance of Clones | Active skill | -Change the effect of "If the user is under the continuous effect "Phantom Flame", increase the damage at the time of usage and set the clones to 1/3 of the current number. Cancel the effect "Phantom Flame" to the contents below. -Effect contents -If the user is under the continuous effect "Phantom Flame" and "Yin", increase the damage at the time of usage and set the number of clones to 0. Cancel the effect "Phantom Flame". |
10th Class Balance Post
irunablog.iruna.jp/?p=46192 (skipping first part of post because it's the same as the last)
Balance Adjustment of the tertiary job "Bishop"
irunablog.iruna.jp/?p=46192 (skipping first part of post because it's the same as the last)
Balance Adjustment of the tertiary job "Bishop"
With the bishop adjustment we aim to increase the offensive capabilities of the class, while lowering the supportive capabilities, due to it being too powerful compared to the support and recovery skills of other support jobs.
About skill adjustments:
About skill adjustments:
Skill name | type | Effect contents |
Nemesis | Active skill | -Removed the effect of reduced damage against bosses |
Holy Spike | Active skill | -Upward adjustment of damage |
Aegis | Passive skill | -Change skill type from "active" to "passive" skill. (ON/OFF possible) *The skill reduces magic damage taken by the user only |
Goddess' Bless | Active skill | -Changed so that "Aegis" will not be granted. -Changed so that "Revival" will not be granted if the user has continuous effect "Revival impossible" -Changed casting time to 1 second. |
Resurrection | Active skill | -Added grant condition and added effect contents -Grant condition: -While the user has the continuous effect "Revival impossible" the user will not be granted the "Revival" continuous effect. *While the continuous effect "Revival impossible" is on the target, the user can still cast Resurrection on the target -Additional effect: -When the effect of "Revival" occurs the "Revival impossible" effect will be given for 60 seconds at the end of its duration. |
Sanctuary | Active skill | -Removed the effect of the Range Cut effect getting more powerful the higher the user's Lv |
Bright Heal | Active skill | -Changed skill specification -Old specification: -If the target is under the effect of an abnormal status, remove one random abnormal status. -New specification: -When the target is under the effect of either "poison", "paralysis", or "blind", remove the abnormal status that has the shortest remaining duration. -If the remaining duration is the same, remove the abnormal status in the order of poison→paralysis→blind |
11th Class Balance Post
irunablog.iruna.jp/?p=46197 (skipping first part of post because it's the same as the last)
Balance Adjustment of the tertiary job "Monk"
irunablog.iruna.jp/?p=46197 (skipping first part of post because it's the same as the last)
Balance Adjustment of the tertiary job "Monk"
Monk will receive an upward adjustment (buff), by adjusting skills that are difficult to use and empowering other skills to compensate for the downward adjustment (nerf) of critical damage during the game function balancing.
The ATK will have a relatively large increase after the balance adjustment.
About skill adjustments:
About skill adjustments:
Skill name | type | Effect contents |
Chakra | Active skill | -Because the ATK increase amount of "throwing" and "rod" weapons were higher than "claw" weapons, which is the concept weapon type of the job "Monk", the amount of increase of ATK was adjusted to the value of "throwing", regardless of the equipped weapon type -Effect contents: -The amount of ATK increase when equipped with "sword", "bow" and "claw" weapons is increased, and the amount of ATK increase when equipped with "rod" weapons is decreased -There is no change when equipped with a "throwing" weapon |
Claw Mastery | Passive skill | -Upward adjustment of ATK increase amount |
Lentus | Passive skill | -Changed trigger condition and effect content. -Trigger condition: -Continuous effect is activated when death occurs when "Revival impossible" is not given. -Effect contents: -Immediately resurrects the user, giving the user the "Revival impossible" effect for 120 seconds. Continuous effect "Special status" is given for 10 seconds. -The effect always takes priority on "Resurrection" -If this effect occurs, the continuous effects are not removed upon death. |
Aegis | Passive skill | -Change skill type from "active" to "passive" skill. (ON/OFF possible) *The skill reduces magic damage taken by the user only |
12th Class Balance Post
irunablog.iruna.jp/?p=46216 (skipping first part of post because it's the same as the last)
Balance adjustment of Ninja (readjustment in March 2018)
irunablog.iruna.jp/?p=46216 (skipping first part of post because it's the same as the last)
Balance adjustment of Ninja (readjustment in March 2018)
Regarding the process of the readjustment
Because the damage was lower than assumed after the adjustment of "Bunshin no Jutsu" and the adjustment of critical damage calculation, we will raise the power of some skills.
Skill adjustment details
-Upward adjustment of damage of the skill "Dance of Clones"
Because the damage was lower than assumed after the adjustment of "Bunshin no Jutsu" and the adjustment of critical damage calculation, we will raise the power of some skills.
Skill adjustment details
-Upward adjustment of damage of the skill "Dance of Clones"
Skill name | type | Effect contents |
Dance of Clones | Active skill | -Upward adjustment of damage -Upward adjustment of the additional damage that occurs while under the continuous effect of "Clone" (not sure on this one) and "Phantom Flame" |
13th Class Balance Post
irunablog.iruna.jp/?p=46239 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "High Wizard"
irunablog.iruna.jp/?p=46239 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "High Wizard"
In the high wizard adjustment we will maintain the characteristics of the job that many abnormal status skills can be used but will adjust the balance by reducing the damage reduction of "Mirage" and reducing the evasion rise effect during "Assault" due to the high innate survivability compared to other Mage job classes.
Additionally we will adjust the power of "Assault" which allowed the use of high instantaneous damage continuously.
About skill adjustments:
Additionally we will adjust the power of "Assault" which allowed the use of high instantaneous damage continuously.
About skill adjustments:
Skill name | type | Effect contents |
Grigori | Active skill | -Adjusted skill delay to 1 second |
Bandersnatch | Active skill | -Reduced the Evasion increase effect of the continuous effect "Assault" -The following effects are added to the effect of "Assault" -Effect contents: -Every time the user uses skills during the time of the continuous effect of "Assault", the evasion, neutral magic power and MATK get lowered -This effect is cancelled when the effect of "Assault" gets overwritten or ends |
Mirage | Active skill | -Adjusted the damage reduction rate to 50% |
14th Class Balance Post
irunablog.iruna.jp/?p=46244 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Enchanter"
In the Enchanter adjustment we will adjust skills that can be used for applications that are not intended and skills that are difficult to use.
About skill adjustments:
-It is difficult to determine whether the continuous effect "Revival impossible" is granted to others
-Compared to the battle speed of the current balance status, the continuous effect "Revival impossible" is too long and the usage frequency of the skill is thus decreased
We will resolve these problems which currently make it inconvenient to use this skill.
About skill adjustments:
16th Class Balance Post
irunablog.iruna.jp/?p=46273 (skipping first part of post because it's the same as the last)
Balance adjustment of "Battle Mastery" and "Mana Mastery"
About skill adjustments:
Skill name | type | Effect contents |
Mana Conversion | Active skill | -Adjusted so that the continuous effect "Mana Conversion" is not give to others -Adjusted skill target from 1 target to 1 target + party members within range |
Qadal | Active skill | -Adjusted the duration of "Special Status" which is granted upon usage to a fixed 15 seconds |
15th Class Balance Post
irunablog.iruna.jp/?p=46261 (skipping first part of post because it's the same as the last)
Bishop's balance adjustment
irunablog.iruna.jp/?p=46261 (skipping first part of post because it's the same as the last)
Bishop's balance adjustment
We will make adjustments about the changes on the "Resurrection" skill which were performed on the balance adjustment on Wednesday, the 14th of March 2018 as a result of player feedback and battle data.
-It is difficult to determine whether the continuous effect "Revival impossible" is granted to others
-Compared to the battle speed of the current balance status, the continuous effect "Revival impossible" is too long and the usage frequency of the skill is thus decreased
We will resolve these problems which currently make it inconvenient to use this skill.
About skill adjustments:
Skill name | type | Effect contents |
Resurrection | Active skill | -Changes: -Eliminated the effect that the continuous effect "Revival impossible" is granted at the end of the "Revival" effect -Eliminated the effect of not receiving the continuous effect "Revival"given by the skill "Resurrection", "Goddess' Bless" during the continuous effect "Revival impossible" -Added the effect that the use of the skill "Resurrection" is restricted during the continuous effect "Revival impossible" -Adjustment contents: -When the skill is used, changed the effect so that the continuous effect "Revival impossible" is given to the user for 30 seconds -When the skill is used, if the gauge "Punish" is 1 or more, the effect to set the gauge of "Punish" to 0 is added. -Added the effect of shortening the effect time of the continuous effect "Revival impossible" depending on the gauge of "Punish" when using skills. |
16th Class Balance Post
irunablog.iruna.jp/?p=46273 (skipping first part of post because it's the same as the last)
Balance adjustment of "Battle Mastery" and "Mana Mastery"
We will adjust the "Battle Mastery" and "Mana Mastery" of the warrior and mage jobs to strengthen them.
With this adjustment, the power of actions that deal damage except some will rise. This adjustment can not be turned ON/OFF.
About skill adjustments:
With this adjustment, the power of actions that deal damage except some will rise. This adjustment can not be turned ON/OFF.
About skill adjustments:
Skill name | type | Effect contents |
Battle Mastery | Passive skill | -Upward adjustment of the ATK rise amount -Added fixed damage before calculating damage resistance against bosses and monsters. |
Mana Mastery | Passive skill | -Added fixed damage before calculating damage resistance against bosses and monsters. |
17th Class Balance Post
irunablog.iruna.jp/?p=46265 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Gladiator"
irunablog.iruna.jp/?p=46265 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Gladiator"
In the adjustment of Gladiator we will make skills that were heavily restricted easier to use and strengthen the offensive capability.
Furthermore the defensive capability will be enhanced which was low compared to other tank type jobs and the support capability to reduce the damage of party members will also get strengthened.
About skill adjustments:
Furthermore the defensive capability will be enhanced which was low compared to other tank type jobs and the support capability to reduce the damage of party members will also get strengthened.
About skill adjustments:
Skill name | type | Effect contents |
Hellvell Hilt | Active skill | -Extend duration -Upward adjustment of "Ability to reduce the damage taken by party members except yourself" when you are tanking the target -Eliminated the limitation the the power of the skill "Sword Tempest" will be lower during the effect time |
Valkyrie Blade | Active skill | -Upward adjustment of damage -When the target is under the abnormal status "dizzy", the power of the damage rise is increased |
Pillar Blade | Active skill | -Increased the basic range of skill |
Sword Tempest | Active skill | -Upward adjustment of the upper limit of "AGI" value used for the damage calculation is removed |
Esperanza | Active skill | -Upward adjustment of the continuous effect "Power Up" -Lowering the debuff effect of the continuous effect "Exhaustion" -Reduced the duration of the continuous effect "Exhaustion" -Ease of granting condition of the continuous effect "Exhaustion" -"Power Up" details of upward adjustment: -Added the effect of raising melee resistance -Added the effect of raising magic resistance -Upward adjustment of the ATK rise effect -Continuous effect details of when the effect of "Exhaustion" is given: -Current specification: -Is given if the continuous effect time has elapsed as "Exhaustion nullified" is not active -Is given if the continuous effects get deleted -Is given upon death -New specification: -Is given if the continuous effect time has elapsed as "Exhaustion nullified" is not active |
18th Class Balance Post
irunablog.iruna.jp/?p=46271 (skipping first part of post because it's the same as the last)
irunablog.iruna.jp/?p=46271 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Servant"
In the Servant adjustment we will adjust the effects of skills that were relatively weak to make them stronger because compared to other support jobs there are only a few support buffs.
Furthermore we will adjust "Soul Connect" upwards because it is less effective than the signature skills of other jobs.
About skill adjustments:
About skill adjustments:
Skill name | type | Effect contents |
Vitalize | Active skill | -Additionally increases "Melee resistance" and "Magic resistance" |
Sweet aroma | Active skill | -Additionally increases "Range cut" |
Mad tea party | Active skill | -Upward adjustment of ATK rise effect |
Calm tea party | Active skill | -Upward adjustment of MATK rise effect |
Aegis | Passive skill | -Change skill type from "active" to "passive" skill. (ON/OFF possible) *The skill reduces magic damage taken by the user only |
19th Class Balance Post
irunablog.iruna.jp/?p=46301 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Paladin"
irunablog.iruna.jp/?p=46301 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Paladin"
In the Paladin adjustment we adjust skills that took too much time to prepare due to restrictions and usage limitations to make them easier to handle as a tank role.
While retaining the features of the role of the tank we will make adjustments to suppress skills that have too powerful effects compared to other jobs.
About skill adjustments:
While retaining the features of the role of the tank we will make adjustments to suppress skills that have too powerful effects compared to other jobs.
About skill adjustments:
Skill name | type | Effect contents |
Awake | Active skill | -Changed from self-support skill to party support skill -Eliminated the effect of giving a "Stunning resistance" (red) debuff after the end of the continuous effect; removed the time of being unable to use the skill -Added the effect of consuming 30% of the "Knight's heart" gauge when using -Added the effect of being unable to use the skill if the gauge of "Knight's heart" is less than 30% |
Grand Crusade | Active skill | -Changed the effect of being able to activate this skill to 50% consumption of the "Knight's heart" gauge. *Unable to use the skill if it is less than 50% -Adjusted the effect time |
Sivaku area | Active skill | -Adjusted "Knight's heart" gauge consumption to 30% -Extended continuous effect time of "Shoulder" -When the continuous effect time of "Shoulder" ends, the user obtains the maximum level of "Devotion" that the user has learned. *The delay/MP consumption etc. of the skill "Devotion" generated by this effect does not occur |
Parry | Passive skill | -Added the effect that the trigger probability becomes 0% for 5 seconds after "Parry" has occurred |
20th Class Balance Post
irunablog.iruna.jp/?p=46304 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Beast Knight"
irunablog.iruna.jp/?p=46304 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Beast Knight"
In the Beast Knight adjustment we will apply an upward adjustment of the offensive skills that were lower compared to other jobs and an upward adjustment of the type of fighting through the combination of "Impact Blow" and "Cross Fang". Because these skills were hard to operate and difficult to achieve high damage and due to it having a higher mastery level than repeatedly using "Rapid Fang" these skills will get an upward adjustment.
Moreover, upward adjustments of difficult to use skills in which disadvantages and merits were not in balance are made and skills that have too strong effects compared to other jobs are receiving a downward adjustment.
About skill adjustments:
Moreover, upward adjustments of difficult to use skills in which disadvantages and merits were not in balance are made and skills that have too strong effects compared to other jobs are receiving a downward adjustment.
About skill adjustments:
Skill name | type | Effect contents |
Tyrant Edge | Active skill | -Upward adjustment of the amount of power increase by skill level |
Impact Blow | Active skill | -Upward adjustment of the power when sword or claw is equipped -Upward adjustment of the increments of bleeding damage |
Blood Nail | Active skill | -Upward adjustment of the ATK rise amount -Upward adjustment of the critical damage rise amount. -Added the effect to increase the rise amount of the "Beast" gauge when the user is using specific skills while the target is under the abnormal status "bleeding" # Target skills: -Impact Blow -Slash Nail -Tyrant Edge |
Magic Parry | Passive skill | -Added the effect that the trigger probability becomes 0% for 5 seconds after "Magic Parry" has occurred |
21st Class Balance Post
irunablog.iruna.jp/?p=46348 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Assassin"
irunablog.iruna.jp/?p=46348 (skipping first part of post because it's the same as the last)
Balance adjustment of the tertiary job "Assassin"
Currently Assassin's skills "Illusion" and "Shadow Walk" both have the effect to raise "Magic Evasion" but in the present it is hardly influenced by equipment and status composition, it easily exceeds the upper limit of 95% "Magic Evasion".
In order to cope with this balance, we have adjusted the balance of the boss that took advantage of inevitable magic attacks whereas on the other hand, other jobs, equipment compositions, etc. had been forced to be at a disadvantage so far.
In order to solve these problems adjustments will be made to reduce the effect while retaining the features of the skills "Illusion" and "Shadow Walk" because they were partially outstanding and had too powerful effects.
Additionally we will adjust the combination of the skills "Phantom Step", "Venom Fist" and "Venom Dance" that depend on the abnormal status "poison" so that it can deal damage without relying on the abnormal status.
About skill adjustments:
In order to cope with this balance, we have adjusted the balance of the boss that took advantage of inevitable magic attacks whereas on the other hand, other jobs, equipment compositions, etc. had been forced to be at a disadvantage so far.
In order to solve these problems adjustments will be made to reduce the effect while retaining the features of the skills "Illusion" and "Shadow Walk" because they were partially outstanding and had too powerful effects.
Additionally we will adjust the combination of the skills "Phantom Step", "Venom Fist" and "Venom Dance" that depend on the abnormal status "poison" so that it can deal damage without relying on the abnormal status.
About skill adjustments:
Skill name | type | Effect contents |
Illusion | Passive skill | -Removed the "Magic Evasion" rise by "INT" and "AGI" effect |
Shadow Walk | Passive skill | -Removed the "Magic Evasion" rise effect |
Venom Fist | Active skill | -Continuous effect changed to "grants poisonous blade" without granting conditions |
Venom Dance | Active skill | -Adjusted so that the continuous effect "Assault" will activate with a 100% chance when using the skill |
22nd Class Balance Post
irunablog.iruna.jp/?p=46350 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Samurai"
irunablog.iruna.jp/?p=46350 (skipping first part of post because it's the same as the last)
Balance Adjustment of the special job "Samurai"
In the Samurai adjustment the skills that are difficult to use in party play, the damage balance and hate generation will be adjusted.
About skill adjustments:
About skill adjustments:
Skill name | type | Effect contents |
Katana Mastery | Passive skill | -Upward adjustment of the ATK rise amount -Added fixed damage before calculating damage resistance against bosses and monsters |
Supernatural | Active skill | -Added ATK rise effect |
Finishing Stroke | Active skill | -Reduced the amount of hate generation when used during the continuous effect of "Power Up" |
24th Class Balance Post
irunablog.iruna.jp/?p=46563 (skipping first part of post because it's the same as the last; skipped 23rd Class Balance Post because it just said that there will be more adjustments)
Balance Adjustment of the special job "Ninja"
irunablog.iruna.jp/?p=46563 (skipping first part of post because it's the same as the last; skipped 23rd Class Balance Post because it just said that there will be more adjustments)
Balance Adjustment of the special job "Ninja"
After the balance adjustment, we were informed that the play style of Ninjas would be damaged because of narrowing down the broadness of play styles due to the specification changes of some skills.
Therefore, in order to now narrow the broadness of the play styles as much as possible we will do a readjustment by changing the negative effect of some skills, so the skills do not become stronger than other skills or become too powerful.
Moreover the fighting ability of the type that uses the magical jutsu as their main abilities is being changed since it is greatly dependent on the abnormal statuses of the target and since there are many bosses that are resistant to any abnormal status, their fighting prowess was relatively low.
In this readjustment there will be an upward adjustment so that the damage increases without being affected by any abnormal status.
About skill adjustments:
Therefore, in order to now narrow the broadness of the play styles as much as possible we will do a readjustment by changing the negative effect of some skills, so the skills do not become stronger than other skills or become too powerful.
Moreover the fighting ability of the type that uses the magical jutsu as their main abilities is being changed since it is greatly dependent on the abnormal statuses of the target and since there are many bosses that are resistant to any abnormal status, their fighting prowess was relatively low.
In this readjustment there will be an upward adjustment so that the damage increases without being affected by any abnormal status.
About skill adjustments:
Skill name | type | Effect contents |
Bunshin no Jutsu | Active skill | -Readjusted the enemy's normal attack negation probability to 100% -Added the effect to consume MP every second while in combat, depending on the number of clones |
Desperate Move | Active skill | -Added the effect of granting the continuous effect "MP recovery" if the skill is used when the current HP of the user is less than 10% of the maxHP of the user. -Effect contents of the continuous effect "MP recovery": -During the continuous effect, clones do not consume MP -During the continuous effect, recover MP every second |
Domination | Active skill | -Added the effect of granting the continuous effect "MP recovery" if the skill is used. -Effect contents of the continuous effect "MP recovery": -During the continuous effect, clones do not consume MP -During the continuous effect, recover MP every second |
Astrological Jutsu - Yang (Light) | Active skill | -Change the maximum number of clones during the continuous effect time to 3. -Added the effect of adding a "Combo charge" randomly during the effect time. -When using the skills "Raiton no Jutsu", "Katon no Jutsu", "Earthshaker" and "Suiton no Jutsu" damage is increased corresponding to the "Combo charge". |
Katon no Jutsu | Active skill | -Removed the effect of dealing increased damage if the target is under a specific abnormal status |
Suiton no Jutsu | Active skill | -Removed the effect of dealing increased damage if the target is under a specific abnormal status |
Raiton no Jutsu | Active skill | -Removed the effect of dealing increased damage if the target is under a specific abnormal status |
Doton no Jutsu | Active skill | -Removed the effect of dealing increased damage if the target is under a specific abnormal status |
Astrological art | Passive skill | -Changed the skill category from active skill to passive skill -Removed the effect of granting "Combo charge" randomly |
Phantom Flame | Active skill | -Adjusted the minimum skill delay to 3 seconds |
25th Class Balance Post
irunablog.iruna.jp/?p=46576 (skipping first part of post because it's the same as the last)
Balance Adjustment of the target jobs
irunablog.iruna.jp/?p=46576 (skipping first part of post because it's the same as the last)
Balance Adjustment of the target jobs
In this readjustment we will review the balance throughout all of the skills and make adjustments for skills that were relatively weak.
Enchanter:
Assassin:
Enchanter:
Skill name | type | Effect contents |
Magic blade | Active | -Upward adjustment of damage -Upward adjustment of the damage increase by skill level |
Assassin:
Skill name | type | Effect contents |
Phantom step | Active | -Added the effect of having a 100% chance of dealing a "back critical" for the next "backstab" to be used when using the skill |
Monk:
Skill name | type | Effect contents |
Lentus | passive | -Adjusted the continuous effect time of "Revival impossible" to 30 seconds |
Servant:
Skill name | type | Effect contents |
Mad tea party | Active | -Upward adjustment of the effective range |
Calm tea party | Active | -Upward adjustment of the effective range |
Alchemist:
Skill name | type | Effect contents |
Grief chain | Active | -Adjusted the continuous effect time of "recast" to 30 seconds |
Paladin:
Skill name | type | Effect contents |
Holy Thrust | Active | -Changed the damage calculation formula to ATK dependent light attribute magic attack -Added the effect of dealing more damage in proportion to the current amount of HP when wielding a sword -Adjusted so that spell bursts do not occur -Changed the calculation formula of MP consumption |