7/11 Balance Update! (Part 1)

Thank you for playing Iruna Online.

With the balance update, in addition to adjusting the balance between classes, we have also adjusted such things as damage calculation, hate, and made changes to status ailments, etc.

Though some downward adjustments are included, we appreciate your understanding in this matter.

We will explain the balance update in 4 parts.

Balance Update Part 1


- About the Balance Adjustment -
We have implemented two large, main balance balance adjustments with the goal of reforming the overall game balance.

- We are adjusting the balance of classes in order to correct the gap between job abilities
- We are adjusting skills that are difficult to use across all classes to be more easily usable.

*May be re-adjusted after implementation.

- About the Skill Adjustment of Each Class -
Now we will explain the adjustment of job skills carried out in the balance adjustment.

- Apprentice Warrior, Apprentice Mage, and Branch Classes -
- Battle Mastery -
- Upward adjustment of rising ATK amount.
- Added fixed damage before the calculation of damage resistance or targeted bosses and monsters.

- Mana Mastery -
- Added fixed damage before the calculation of damage resistance or targeted bosses and monsters.

- Paladin -
- Grand Crusade -
- Adds the continuing effect "Cross" to yourself when used.
- Adjusted time of effect.

- Parry -
- The activation rates become 0 for 5 seconds after the effect is activated.

- Holy Thrust -
- The damage calculation has been changed to light elemental magic attack based on ATK.
- Damage increases depending on the current HP when equipping a sword.
- Spellburst doesn't occur.
Changed the calculation of MP cost.

- Gladiator -
- Pillar Blade -
- Base range of the skill extended.

- Sword Tempest -
- The limit of [AGI] included in the damage calculation is removed.

- Esperanza -
- [Power Up] adjusted upward.
- The negative effects of [Lethargy] decrease.
- The duration of [Lethargy] is shortened.
- Some conditions to get [Lethargy] are removed.

- Details of [Power Up] Upward Adjustment -
- Addition of melee resistance boost.
- Addition of magic resistance boost.
- ATK boost adjusted upward.

- Conditions of [Lethargy] Effect Infliction -

Current
- When the effect ends without [Nullify Lethargy] buff.
- When enemies remove the effect.
- When you are defeated.

New
- When the effect ends without [Nullify Lethargy] buff.

- Beast Knight -
- Tyrant Edge -
- The damage boost depending on the skill level adjusted upward.

- Impact Blow -
- The damage when equipping a sword or claw is adjusted upward.
- The damage boost of bleeding is adjusted upward.

- Magic Parry -
- The activation rates become 0 for 5 seconds after the effect is activated.

- Adjustment of conditions for monsters to continue status ailments -
Even after the players who have inflicted status ailments to monsters are defeated, the ailments did not disappear, and this caused problems in the combat system balance.

Due to this problem, we adjusted the conditions for monsters to continue status ailments.

When monsters inflicted with status ailments become unable to fight, status ailments disappear regardless of the durations left.

Changed Status Ailments:
- Posion, Paralysis, KO, Blind
- Freeze, Burn, Bleed, Lethargy, Dizzy, Fear
- Drain

Status ailments on monsters are removed when the player who inflicted them becomes unable to fight, or the hate that the monster has against the player becomes less than 1 or lower.

Changed Status Ailments:
- Poison, Burn, Bleed, Drain

*The effects that are activated when a players is defeated are not activated any more.

- Clone Stock Adjustment -
You will consume MP every second depending on the number of clone stock during combat.

Applied Effects:
- Mirror Coat, Tyrant Edge, Jutsu scrolls

- Balance Adjustment for Functions -
Adjustment of Critical Damage Calculation

It was adjusted as boosting effects for [Critical damage] were comparatively higher than other stats.

"As the result, melee damage may go down.
On the other hand, the base skill damage is adjusted upward."

- Adjustment of Elemental Magic Damage Calcuration -
It was adjusted as [Elemental magic power] was comparatively higher than other stats when using a magic skill with a target's weak element.

As the result, the magic damage with a target's weak point decreases while [Elemental magic power] is boosted.

- Change in Status Ailment: Freeze -
The probability that HP becomes 0 with critical damage was too high when inflicted with [Freeze], so the status ailment effect became [Reduce movement speed by 30%].

- Adjustment of Hates Generated by Skills with Autoskill and Additional Attack -
"If the main damage of your combat skill relies on additional attacks, the amount of increase in hate was too high and difficult to join in a party.
Therefore, we have lowered the amount of hate to decrease the gap between other combat styles."

- Adjustment of Hates Generated by Provoke Skills -
The amount of increase in hate was too low especially in the low levels.

The calcuration of the hate boost activated by the skills and autoskill is changed so it can increase hate more.

Skills:
Provoke
Guardian
Finishing Stroke
Grand Majesty
Supernatural
Fear Howl
Enrage
Soothe
Bone Knight's Rage Smash

- Correction of Item Effects -
We are performing corrections to the effects of some items.

- We are correcting a problem wherein the recovery amount of Darkness Lv1 for the weapon "Eraser" can exceed 10% of damage dealt just before the activation and 10% of Max HP.

Check out the renewed Iruna Online!

Thank you for reading.

Iruna Team

- Notes -
*The content in this article is subject to change.
*Update content is subject to change.