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- Warchief:
- WHAT IS IT GOOD FOR? ABSOLUTELY NOTHING. SAY IT AGAIN!
- 5000 -> 5250 Health
- -100 -> -75 Fire/Air Defense
- -150 -> -125 Water Defense
- -150 -> -100 Thunder Defense
- 120 -> 100 Strength Requirement
- 50% -> 60% Melee Damage (18-78%)
- 23 -> 15 Strength (5-20)
- 35% -> 25% Earth Damage (8-33%)
- Reasoning: After literally no less than half a year of full cowling debates on how to improve warchief, we believe we have reached the all mighty solution. Thanks to Selvut receiving an explosive character development arc and increasing his compromise with the team, the new and improved Warchief has shed its dark shadows and overhauled its defenses to be much easier to use. With the lowered Strength requirement on top of that, we hope Warchief will be less deterring to use and the community can find its newfound power in more melee focused builds.
- Fate's Shear:
- '“Hyper Luck!~ Lunatic Stabbity Paradise Deluxe” Powdered Remix Edition' OUT IN STORES SOON.
- 3 Slots
- 40-60 Neutral Damage
- 85-115 Earth Damage
- Super Fast Attack Speed
- Level 97
- Requires 55 Strength and 45 Defense
- -15% Health Regen(10-19%)
- 5 Defense(2-7)
- -7 Intelligence(5-9)
- 12% Soul Point Regen(4-16%)
- 120 Melee Damage(36-156)
- 20% Fire Damage(6-26%)
- -20% Water Defense(14-26%)
- Reasoning: Wow! What is this? So we heard the community have been asking for an end game earth (spell) dagger, and we heard the community likes memeing Fate’s Shears. So we thought, why not put the two together? The new and improved Fate’s Shear defies all logic of item making as we abandoned humanity to put all of the craziest ideas together, giving you what you have asked for, along with what you have never asked for.
- With 3 slots, you can either powder it with 3 T6 Earth Powders to get an Earth dagger, or you can put 3 T6 Fire Powders for a 50:50 Earth/Fire base damage, a duo elemental Earth Fire dagger. Moreover, the super fast attack speed lets you take full advantage of the raw melee damage. We expect this new design will introduce a more innovative play style and build style so we hope you guys will enjoy this abomination!
- Next up is Pandemonium Pachinko.
- Crown of Suzaku:
- THE PHOENIX'S REBIRTH.
- 2525 Health
- 30 Fire Defense
- -90 Water Defense
- 200 Air Defense
- Level 88
- Requires 55 Strength and 40 Dexterity
- 115 Life Steal(35-150)
- 20% Exploding(6-26%)
- -9 Speed(6-12%)
- 8% Stealing(2-10%)
- 14% Earth Damage(4-18%)
- 14% Thunder Damage(4-18%)
- Reasoning: The old Suzaku was underpowered by design due to several systematic factors, so we revamped the system. The new design adopts thematic Air defense patch for its Earth/Thunder archetypes. As Earth/Thunder is signatured by overwhelming power and lack of survivability, the theme of Suzaku (Vermillion Bird/Phoenix of the Eastern Four Gods legend) is the perfect opportunity for it to become the patch that is needed. While the similar original design was rejected when it was first made, the team has now came to the consensus that this can be what it takes to make Crown of Suzaku usable effectively.
- Djinni:
- YOUR WISH FOR A BETTER ITEM IS MY COMMAND.
- 2 Slots
- 170-210 Fire Damage
- 200-370 Air Damage
- Level 89
- Requires 30 Defense and 40 Agility
- 170 Life Steal(51-221)
- 15% Loot Bonus(5-20%)
- 6 Agility(2-8)
- 4 Defense(1-5)
- 10% Speed(3-13%)
- 12% Fire Damage(4-16%)
- -20% Earth Damage(14-26%)
- 15% Fire Defense(5-20%)
- Reasoning: It wasn’t very well representative of Fire/Air in the past, given it had spell damage and no real Fire/Air effects aside from skill points, as well as being just plain and underpowered. This should wrap it around to being something worthwhile.
- Ciel:
- THUNDER BOLTS AND LIGHTNING, VERY VERY FRIGHTENING, ME.
- 3 Slots
- 43-72 Neutral Damage
- 64-107 Thunder Damage
- Fast Attack Speed
- Level 94
- Requires 55 Dexterity
- XP Bonus: 10%
- Dexterity: 5
- Speed: 14%
- Thunder Damage: 22%
- Thunder Defense: 8%
- Reasoning: Ciel was swapped from Air to Thunder as there are several Air wands in that level range while not a lot of Thunder ones. Buy something, will ya?
- Predposledni:
- Это больше не будет бесполезной копией оружия на двадцать уровней ниже.
- 3 Slots
- 65-85 Water Damage
- 60-120 Air Damage
- Fast Attack Speed
- Level 99
- Requires 40 Intelligence and 50 Agility
- 1 Mana Regen
- 12% Spell Damage(4-16%)
- -25% Melee Damage(17-32%)
- 8 Intelligence(2-10)
- 12% Speed(4-16%)
- 15% Water(5-20%)
- -16% Thunder Defense(11-20%)
- -10% Earth Defense(7-13%)
- Reasoning: The old design was, well, really really plain and boring, the new design gives Mages an extra kick in that combo since the last Water/Air wand was Sigil of Existence.
- Ancient Battle Crossbow:
- 0 -> 2 Slots
- 40-65 -> 65-85 Neutral Damage
- 40-65 -> 55-95 Earth Damage
- 8% -> 0 Health Regen
- 6% -> 23% Melee Damage(7-30%)
- 5% -> 10% XP Bonus(3-13%)
- 0% -> 12% Loot Bonus(4-16%)
- 5 -> 15 Strength(5-20)
- 2 -> 6 Dexterity(2-7)
- -80 -> 0 Health Bonus
- Reasoning: Ancient Battle Crossbow had low damage, high requirements for its level as well as no powder slots and reduced health. All of these factors combined made it virtually useless compared to other options around this level. A change like this should make it more worthwhile while keeping it interesting.
- Thermosphere:
- 0 -> 50 Fire Defense
- 0 -> 70 Air Defense
- 150 -> 90 Thunder Defense
- -70 -> -110 Earth Defense
- 20% -> 0 Health Regen
- 0 -> 3 Agility(1-4)
- 0 -> 9% Air Damage(3-11%)
- 0 -> 15% Thunder Damage(5-20%)
- 35% -> 10% Thunder Defense(3-13%)
- Reasoning: Thermosphere was no good as a thunder item as it was, so we decided to actually make it relevant to thunder while also giving it some unique utility.
- Blindblight:
- -10 -> -3 All Element Defenses
- 10% -> 0 Health Regen
- 8% -> 0 Melee Damage
- 32 -> 15 Life Steal(5-20)
- 125 -> 155 Poison(47-202)
- -120 -> -50 Health Bonus(-35- -65)
- 8 -> 25 Raw Melee(8-33)
- Reasoning: Blindblight was messy, unfocused, and strangely, weak despite the fact that it had enough poison on it to nearly ensure the death of any enemies of that level, a revamp was needed to make sure this item stays balanced in the wake of further upcoming changes.
- Rekkr:
- GET REKKT.
- 3 Slots
- 4300 Health
- 130 Fire Defense
- 100 Earth Defense
- Level 99
- Requires 45 Strength and 60 Defense
- 40% Melee Damage (12-52%)
- 12 Strength (4-16)
- 10 Defense (3-13)
- -15% Speed (10-19%)
- 20% Fire Defense (6-26%)
- 20% Earth Defense (6-26%)
- 20% Air Defense (6-26%)
- Reasoning: Old Rekkr was in a weird spot without a clear design direction. The new design puts it as a “support” type item with much lower requirements to make use of its high skill point bonuses, along with strong melee damage and defensive capability as a trademark of Earth/Fire. We hope this change cements its place as a signature piece of the Earth/Fire archetype.
- Thunderous Step:
- 0 -> -80 Fire Defense
- -90 -> 0 Earth Defense
- 30 -> 40 Dexterity Requirement
- 10 -> 25 Agility Requirement
- 125 -> 140 Raw Spell Damage
- 75 -> 110 Raw Melee Damage
- 0% -> 15% Air Damage
- -20% -> -15% Earth Damage
- 20% -> 0% Air Defense
- Reasoning: Thunderous Step, like much of Thunder Hive, was lacking in power. We gave it much more focus on offensive raw values. The extra damage should help fulfill its role as an offensive thunder/air piece quite well, along with a weakness swap to make it different from other similar options. Requirements increased alongside its new power level, though that shouldn’t be an issue with what it gives.
- Static-Charged Leggings:
- -100 -> -130 Earth Defense
- 0 -> 70 Dexterity Requirement
- -30 -> -40% Health Regen
- 25% -> 0 Damage Bonus
- 0 -> 1 Attack Speed Bonus
- 45% -> 30% Thunder Damage
- -15% -> -25% Water Defense
- Reasoning: Static-Charged Leggings hardly saw use due to its scattered power. This change both puts it in a well-defined niche and gives another option for attack speed, of which are quite limited.
- Insulated Plate Mail:
- 0 -> 50 Water/Earth Defense
- 200 -> 150 Thunder Defense
- 10 -> 20 Dexterity Requirement
- 15 -> 20 Defense Requirement
- 10% -> 15% Health Regen
- -20% -> -12% Speed
- -10% -> 0% Water Defense
- Reasoning: Insulated Plate Mail was an odd defensive piece that rarely saw use due to its nature. Hopefully by iterating on it’s current defensive design it can become a more viable option for elemental defense.
- Turbine Greaves:
- WEARING A WINDMILL ON YOUR LEGS IS A REALLY UNWISE DECISION.
- 3 Slots
- 2550 Health
- 90 Fire Defense
- 150 Air Defense
- -100 Earth Defense
- Level 86
- 25% Reflection
- 5 Agility
- 10% Speed
- 70 Raw Melee Damage
- 12% Air Damage
- 20% Air Defense
- 15% Fire Defense
- Reasoning: Turbine Graves is rarely used within air builds and is rather used as an easy way to gain significant air defense without suffering major penalties or investments. The rework aims to build upon the idea of it being an air defense “patch” while still giving it some use within air, if the user wishes to do so.
- Vortex Bracer:
- -30 -> -40 Fire Defense
- 7% -> 10% Speed
- 0 -> 45 Raw Spell Damage
- 30 -> 35 Raw Melee Damage
- 9% -> 12% Air Damage
- -6% -> 0 Earth Damage
- Reasoning: Vortex Bracer, with the status of a hive item, was disappointingly weak. A global improvement of its identifications as well as the addition of spell damage seeks to give it a use as a powerful offensive air bracelet.
- Elder Oak Roots:
- I AM NOT GROOT, WHAT ARE YOU TALKING ABOUT.
- 2 Slots
- 2725 Health
- 120 Water Defense
- 120 Earth Defense
- Level 90
- Requires 40 Strength and 30 Intelligence
- 20% Health Regen
- 15% Spell Damage
- 2 Mana Regen
- -14 Defense
- -12% Speed
- 120 Raw Health Regen
- 20% Water Damage
- 20% Earth Damage
- -25% Air Defense
- Reasoning: A radical change of elder oak roots’ identifications aims to both clean up the item’s design and make it a powerful option for earth/water builds. Shuffling the raw defenses around to exclude the negative fire made it much less of an issue to deal with the item’s discouragement of defense points. This change also focuses much more intensely on earth/water’s regenerative properties while still maintaining substantial offense.
- Beetle Aegis:
- 2500 -> 2800 Health
- -70 -> -60 Fire/Water/Air Defense
- 20 -> 30 Dexterity Requirement
- 16% -> 18% Spell Damage
- 20% -> 24% Melee Damage
- 10 -> 12 Strength/Dexterity
- 18% -> 24% Thunder Damage
- 20% -> 30% Earth Damage
- -14% -> 0 Air/Water/Fire Defense
- Reasoning: A rework not quite on the scale of other reworks, but significant nonetheless. These changes are improved upon its offensive properties to stand among popular options such as Cardiac Arrest and Bete Noire while making it less, but still significantly, punishing to use.
- Cinderchain:
- -150 -> -100 Water Defense
- -150 -> 0 Air Defense
- 0 -> -100 Earth Defense
- 125 -> 225 Raw Melee Damage
- 30% -> 45% Fire Damage
- 30% -> 40% Thunder Damage
- 15% -> 0 Earth Damage
- -20% -> 0 Water/Air Defense
- Reasoning: Cinderchain was previously messy and unfocussed in its design, leading its power lagging behind. This rework changes the inconsistency in its elemental defenses while focussing the design to be more clearly damage based.
- Charcoal:
- ARE YOU CHARCOAL AND GRILLFACE'S SECRET LOVECHILD OR SOMETHING?
- 2 Slots
- 2800 Health
- 120 Fire/Air Defense
- Level 95
- Requires 20 Strength and 80 Defense
- 150 Lifesteal
- 6 Strength
- 6 Defense
- 150 Raw Health Regen
- 10 Fire Damage %
- 15 Air Defense %
- 25 Earth Defense %
- Reasoning: Charcoal was too similar to Mantlewalkers; earth/fire boots with skill points, damage, no elemental defense negatives? One or the other needed to change. The revamp introduces raw air defense into a foreign elemental combo and is hyper-focused on defense and sustain in hopes of it acting as a defensive piece for earth/fire builds. Between its regen, lifesteal and air defense, it should surely fulfill this role and find its spot in some builds.
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