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Selvut283

Minor Changes 3

Nov 27th, 2018
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  1. Infused Hive Dagger:
  2. 245-275 -> 330-360 Neutral Damage
  3. Very Fast -> Fast Attack Speed
  4.  
  5. Reasoning: Since powders are more effective on faster speeds, some Hive weapons were objectively better than others. Homogenizing them all to Fast Attack Speed should help balance them out.
  6.  
  7. Infused Hive Spear:
  8. 320-370 -> 255-295 Neutral Damage
  9. Normal -> Fast Attack Speed
  10. Reasoning: Since powders are more effective on faster speeds, some Hive weapons were objectively better than others. Homogenizing them all to Fast Attack Speed should help balance them out.
  11.  
  12. Infused Hive Bow
  13. 495-545 -> 390-440 Neutral Damage
  14. Normal -> Fast Attack Speed
  15. Reasoning: Since powders are more effective on faster speeds, some Hive weapons were objectively better than others. Homogenizing them all to Fast Attack Speed should help balance them out.
  16.  
  17. Bismuthinite:
  18. 2 -> 3 Slots
  19. 900 -> 1500 Poison(450-1950)
  20. -10% -> -25% Earth Damage(17-32%)
  21. Reasoning: Along with a minor buff to the poison, this will better encourage its intended dual-element design.
  22.  
  23. Zombified Branch:
  24. 88-104 -> 126-150 Neutral Damage
  25. 95 -> 0 Poison
  26. Reasoning: There was an overflow of poison wands in the Lv 50 range. We are correcting that, and in general compensating for the power lost.
  27.  
  28. Maple:
  29. 47-63 -> 43-57 Neutral Damage
  30. 115 -> 0 Poison
  31. Reasoning: Maple was part of the poison wand problem, but strangely was actually extremely powerful, so much so that it needed an actual nerf.
  32.  
  33. Melon Cutter:
  34. 0-135 -> 0-160 Earth Damage
  35. 0 -> 20% Melee Damage(6-26%)
  36. 235 -> 0 Poison
  37. 0 -> 10% Earth Damage(3-13%)
  38. Reasoning: On the other side of the spectrum, its neighbor Melon Cutter seemed to need a new blade to work out. So, a buff was in order.
  39.  
  40. War Spear:
  41. 13-16 -> 16-20 Neutral Damage
  42. 0 -> 3% Spell Damage
  43. 0 -> -10 Health Bonus
  44. Reasoning: It was the same item as Ragni's Spear, but worse. So now it's at the power it should be, along with its new unique aspects.
  45.  
  46. Requiem:
  47. 15% -> 7% Spell Damage (2-9%)
  48. 15% -> 23% Water Damage (7-30%)
  49. Reasoning: Some of its spell power has been shifted into heal power. This is overall a buff, as you aren't actually losing damage if you use it with pure water!
  50.  
  51. Joker:
  52. 0-35 -> 0-40 Neutral Damage
  53. 0-30 -> 0-40 Earth Damage
  54. 10 -> 5 Defense/Agility Requirements
  55. 50 -> 120 Poison (36-156)
  56. Reasoning: Joker had a weird design but it was no excuse for it to be underpowered.
  57.  
  58. Amadeus:
  59. 150-200 -> 130-160 Neutral Damage
  60. 180-240 -> 160-200 Water Damage
  61. 20 -> 30 Defense Requirement
  62. Reasoning: The damage on Amadeus was massively off the design’s baseline due to a calculation error, causing it to have the power on par with legendaries up to almost 10 levels higher. The defense requirement plays into the nerf while also cementing it further into water/fire.
  63.  
  64. Storm Surge:
  65. 53-414 -> 97-346 Water Damage
  66. 96-777 -> 2-555 Thunder Damage
  67. Super Slow -> Very Slow Attack Speed
  68. 0 -> -1 Attack Speed Bonus
  69. Reasoning: The original design was being harshly penalized due to the Super Slow attack speed’s deficit on spell damage. This design makes its spells stronger and discourages melee even more than before.
  70.  
  71. Web Spitter:
  72. Neutral Damage: 10-20 -> 13-26
  73. Water Damage: 12-18 -> 14-20
  74. Air Damage: 8-18 -> 10-20
  75. Reasoning: It was off from baseline weirdly.
  76.  
  77. Bullseye:
  78. 0-25 -> 0-30 Neutral Damage
  79. Reasoning: Needed to be set to baseline.
  80.  
  81. Voodoo:
  82. 2-10 -> 2-17 Neutral Damage
  83. Reasoning: Needed to be set to baseline.
  84.  
  85. Paradise:
  86. 3-5 -> 5-6 Neutral Damage
  87. Reasoning: Needed to be set to baseline.
  88.  
  89. Stormstrike:
  90. 5-8 -> 8-11 Neutral Damage
  91. Reasoning: Needed to be set to baseline.
  92.  
  93. The Scarecrow's Arm:
  94. 1-5 -> 3-7 Neutral Damage
  95. Reasoning: Needed to be set to baseline.
  96.  
  97. Galaxy Piercer:
  98. 10-14 -> 14-19 Neutral Damage
  99. Reasoning: Needed to be set to baseline.
  100.  
  101. Hostage:
  102. 9-14 -> 7-11 Neutral Damage
  103. Reasoning: Needed to be set to baseline.
  104.  
  105. Tormenter:
  106. 7-9 -> 7-12 Neutral Damage
  107. Reasoning: Needed to be set to baseline.
  108.  
  109. Nemract's Bow:
  110. 12-23 -> 17-29 Neutral Damage
  111. Reasoning: Needed to be set to baseline.
  112.  
  113. Dart Sling:
  114. 10-28 -> 10-39 Neutral Damage
  115. Reasoning: Needed to be set to baseline.
  116.  
  117. Fatigue:
  118. 24-32 -> 24-38 Neutral Damage
  119. Reasoning: Needed to be set to baseline.
  120.  
  121. Refined Longbow:
  122. 20-28 -> 20-37 Neutral Damage
  123. Reasoning: Needed to be set to baseline.
  124.  
  125. Dread:
  126. 23-27 -> 23-33 Neutral Damage
  127. Reasoning: Needed to be set to baseline.
  128.  
  129. The Magician:
  130. 4-7 -> 7-10 Water Damage
  131. Reasoning: Needed to be set to baseline.
  132.  
  133. Vellalar:
  134. 5-9 -> 11-15 Water Damage
  135. Reasoning: Needed to be set to baseline.
  136.  
  137. Skeleton's Bone:
  138. 4-18 -> 10-24 Neutral Damage
  139. Reasoning: Needed to be set to baseline.
  140.  
  141. All Master Hive Armours/Accessories:
  142. Quest Requirements: None -> The Qira Hive
  143. Reasoning: We forgot them...
  144.  
  145. Helm of Andesite:
  146. 25 -> 20 Earth Defense
  147. 15 -> 20 Strength Requirement
  148. 0 -> 10 Defense Requirement
  149. 8% -> 0 Spell Damage
  150. 15% -> 12% Fire Damage(4-16%)
  151. Reasoning: It was a bit too strong for its own good.
  152.  
  153. Aphotic:
  154. 2200 -> 3000 Health
  155. 200 -> 150 Water Defense
  156. -200 -> -150 Thunder Defense
  157. Reasoning: While Aphotic was not underpowered in general, the design made it only useful in specific situations. We hope by increasing its survivability it can see more uses in more build types.
  158.  
  159. Far Cosmos:
  160. 0 -> 75 All Element Defense
  161. Reasoning: Far Cosmos is often overshadowed by Libra as one gives more damage than the other. Giving some defenses should help put the cosmos back on the star map.
  162. Change reverted.
  163.  
  164. Spectrum:
  165. -450 -> 0 Health Bonus
  166. 11% -> 23% All Elemental Damages(7-30%)
  167. Reasoning: Spectrum was very easily outshined, for being the literal visible scale of all light in existence. The extra power should put it a bit more on par with other rainbow helmets.
  168.  
  169. Tesla:
  170. -160 -> 0 Earth Defense
  171. 90 -> 120 Thunder Defense
  172. 0 -> 180 Water Defense
  173. 90 -> 80 Dexterity Requirement
  174. Reasoning: While the focus of Discharge’s drawback is elemental defense, the focus of Tesla’s is health. However, the previous design failed to convey that, which is why we are now bolstering it’s elemental defenses to make up for that. Lowering the Dexterity req also gives it more flexibility.
  175.  
  176. Pelier:
  177. 80 -> 35 Life Steal (11-46)
  178. 40 -> 60 Raw Melee Damage (18-78)
  179. Reasoning: We're re-examining life steal as a separate thing, and found Pelier a bit too above the curve...but with the raw melee changes that are coming, a bump to the raw melee will help ease the blow. Not for your enemies though.
  180.  
  181. Mesosphere:
  182. 8% -> 11% Speed (3-14%)
  183. -5% -> 7% Air Damage (2-9%)
  184. Reasoning: Why did it even have -air in the first place? It's thunder/air...
  185.  
  186. Exosphere:
  187. -8% -> 0% Thorns
  188. -3% -> 15% Thunder Damage (5-20%)
  189. Reasoning: Why did it even have -thunder in the first place? It's thunder/air...
  190.  
  191. Charm of the Tempest:
  192. -80 -> -60 Earth Defense
  193. 50 -> 40 Dexterity/Agility Requirements
  194. 25 -> 40 Raw Melee(12-52)
  195. 8% -> 11% Air Damage(4-14%)
  196. 8% -> 11% Thunder Damage(4-14%)
  197. Reasoning: The Charms as a whole needed a bit more oomph to be worth it. In this case, we amped up the power while reducing the earth weakness to make it more feasible for use.
  198.  
  199. Charm of the Tides:
  200. 25 -> 40 Fire/Water Defense
  201. 50 -> 40 Intelligence/Defense Requirements
  202. -29% -> -21% Spell Damage(15-27%)
  203. -29% -> -21% Melee Damage(15-27%)
  204. Reasoning: The Charms as a whole needed a bit more oomph to be worth it. In this case, we've made it possible for mages to net a bonus on the damage to make it more feasible for use.
  205.  
  206. Charm of the Magma:
  207. Water Defense: -80 -> 0
  208. 50 -> 40 Strength / Defense Requirements
  209. 480 -> 500 Health Bonus
  210. Reasoning: The Charms as a whole needed a bit more oomph to be worth it. In this case...how about no negative element defense and health nearly on par with Contrast?
  211.  
  212. Concentration:
  213. 10 -> 4 Health
  214. Reasoning: Might seem petty and miniscule, but the extra health put it above baseline for no reason and hey, you’re not using it for a massive health boost to begin with anyway.
  215.  
  216. Sparkling Visor:
  217. 1800 -> 2000 Health
  218. 20 -> 45 Dexterity Requirement
  219. 2 -> 3 Mana Steal
  220. 15% -> 20% Thunder Damage
  221. -10% -> 0% Earth Damage
  222. -10% -> -25% Earth Defense
  223. Reasoning: Sparkling Visor’s stats were quite unremarkable considering the power level Hive items are meant to hive. A requirement increase allows the item a significant power boost.
  224.  
  225. Bottled Thunderstorm:
  226. 15 -> 30 Dexterity Requirement
  227. 15 -> 20 Agility Requirement
  228. 8% -> 10% Thunder Damage
  229. Reasoning: The requirements were tiny for no apparent reason. Accompanying a required requirement increase comes a higher focus on thunder. It is from the Thunder division, after all.
  230.  
  231. Pride of the Aerie:
  232. 10 -> 20 Strength Requirement
  233. 20 -> 30 Agility Requirement
  234. -14% -> -21% Fire Damage
  235. 0% -> 14% Earth Damage
  236. -7% -> 0% Fire Defense
  237. Reasoning: The requirements were weirdly low, once again; a relic of a bygone era of Gavel. A fair stat increase gives more focus on the dual element nature of the helmet.
  238.  
  239. Flashstep:
  240. 1850 -> 2350 Health
  241. 65 -> 50 Agility Requirement
  242. -5% -> 0% Melee Damage
  243. 10 -> 12 Agility
  244. 30% -> 40% Speed
  245. 0% -> 8% Air Damage
  246. Reasoning: Flashstep was often compared with other Air boots of the level range, with nothing really standing out. It was lacking both as an Air boot and a Hive item. But now, time to channel your inner Sanic.
  247.  
  248. Gale’s Freedom
  249. 1500 -> 1850 Health
  250. 15 -> 20 Dexterity Requirement
  251. 30 -> 35 Agility Requirement
  252. Reasoning: Gale’s Freedom was often used as a cheap element defense patch due to its low requirements, which was never intentional. A small buff to health justifies the increase.
  253.  
  254. Ambertoise Shell:
  255. 50 -> 100 Fire Defense
  256. -60 -> 0 Air Defense
  257. 100 -> 165 Raw Melee Damage
  258. 10% -> 15% Water Defense
  259. -6% -> 0% Air Defense
  260. 10% -> 15% Thunder Defense
  261. 10% -> 20% Earth Defense
  262. Reasoning: Ambertoise Shell had a quad defensive niche going for it but it fell flat due to lack of a powder special and an accompanying weakness. Seeing as a lack of powder special is an inherent design feature of the item, its defensive stats were globally increased along with some extra damage. This change should solidify its use as a elemental defense item.
  263.  
  264. Humbark Moccasins
  265. 2400 -> 2600 Health
  266. -80 -> -75 Fire/Air Defenses
  267. -30% -> -20% Health Regen
  268. -12% -> -10% Air Damage
  269. 10% -> 15% Earth Damage
  270. Reasoning: A host of minor stat changes aim to make this item a more appealing option. It already has quite a lot going for it between its positive stats and lack of a requirement so a larger power increase was unnecessary.
  271.  
  272. Subur Clip
  273. -20 -> 0 Fire Defense
  274. 55 -> 100 Raw Melee Damage
  275. 0 -> 8% Earth Damage
  276. Reasoning: The old design of Subur Clip was notoriously bad due to insignificant amount of raw melee damage taking the focal point of the item. The change gives its raw melee a much needed boost as well as added extra earth damage on it so it becomes a viable option for an earth bracelet.
  277.  
  278. Golemlus Core
  279. 700 -> 800
  280. 20 -> 50 Fire/Air/Earth Defenses
  281. -10% -> -6% Speed
  282. -12% -> -6% Water Damage
  283. 6% -> 8% Earth Damage
  284. Reasoning: Massively increasing its defensive capabilities along with a minor boost to its offensive aspects should make this item a much more appealing option as a defensive necklace.
  285.  
  286. Whitecap Crown
  287. 1750 -> 2150 Health
  288. -20% -> -10% Fire Damage
  289. Reasoning: The global overhaul of raw spell had hit Whitecap Crown too hard. As the raw spell is still very high, its other stats need to pick up the slack instead.
  290.  
  291. Sparkweaver
  292. 3500 -> 3850 Health
  293. 60 -> 50 Defense Requirement
  294. Reasoning: Reducing the skill point requirement makes the defense points on this item more impactful when used alongside other items with higher requirement, and a health buff shouldn’t hurt.
  295.  
  296. Mantlewalkers:
  297. -10% -> 0% Air Defense
  298. Reasoning: Mantlewalkers was good already, this is just ID cleanup to make it less messy.
  299.  
  300. Clockwork:
  301. 1650 -> 1480 Health
  302. 25% -> 20% Health Regen
  303. Reasoning: Clockwork was far too good for just the bracelet slot. It gave enough health and elemental defenses to hold entire builds together which was far too strong.
  304.  
  305. Dupliblaze:
  306. 675 -> 500 Health
  307. -8% -> 0% Air Damage
  308. 0% -> -12% Water Defense
  309. Reasoning: Since Dupliblaze is about damage, it having such high health and -air damage wasn't very fitting. A water weakness will do moreso, though.
  310.  
  311. Archangel
  312. 85 -> 70 Agility Requirement
  313. Reasoning: Archangel’s requirement was too high at level, preceding even Apocalypse’s requirement, an item 12 levels higher.
  314.  
  315. Sitis:
  316. 230-270 -> 100-140 Neutral Damage
  317. 60-100 -> 180-240 Water Damage
  318. 100 -> 205 Life Steal (62-267)
  319. Reasoning: A shift from neutral to water damage will help its damage output, and a buff in life steal will help keep you alive and not a dessicated husk.
  320.  
  321. Fog of Creation:
  322. 0 -> 3 Powder Slots
  323. 125 -> 150 Raw Health Regen (45-195)
  324. 125 -> 150 Raw Spell Damage (45-195)
  325. 125 -> 150 Raw Melee Damage (45-195)
  326. 8% -> 0% All Elemental Damages
  327. Reasoning: Similarly, Fog of Creation's high neutral and lack of powders gimps it, and the element % is practically useless. Clearing it out in favor of better raws and adding powders will make it more organized and more useful!
  328.  
  329. Awakening:
  330. 50-100 -> 60-120 All Elemental Damage
  331. Reasoning: A significant damage increase changes it away from being too similar to Fog of Creation while giving it more novelty as a rainbow item without slots.
  332.  
  333. Cataract:
  334. -200 -> -90 Life Steal (63-117)
  335. -75 -> -30 Dexterity (21-39)
  336. 10% -> 15% Water Damage (5-20%)
  337. Reasoning: The gimmick of the design made it too weak of an option in comparison to items of similar type and level. These changes aim to make it a stronger, less convoluted, option.
  338.  
  339. Blade of Purity:
  340. 175-225 -> 190-240 Neutral Damage
  341. Reasoning: The base damage was lacking quite a lot given it’s purely neutral without any access to a special.
  342.  
  343. Crossroad Killer:
  344. 325-375 -> 275-425 Neutral Damage
  345. 200-500 -> 170-600 Thunder Damage
  346. Reasoning: A significant damage increase to make up for the lack of a powder special.
  347.  
  348. Cursed Bow:
  349. 5% -> -5% Soul Point Regen (3-6%)
  350. Reasoning: Why did a cursed item have positive soul point regen at the first place? :thonk:
  351.  
  352. Libra:
  353. 90 -> 0 All Elemental Defenses
  354. Reasoning: After further discussion we’ve agreed that the buff to Far Cosmos would make it too good in comparison to Libra but Libra is still currently too good. Removing the elemental defense leaves its focus on skill points and damage.
  355.  
  356. Brainwash:
  357. -300 -> -220 Water Defense
  358. 3 -> 4 Mana Regen (1-5)
  359. 10 -> 20 Spell Damage (6-26%)
  360. 1 -> 4 Mana Steal (1-5)
  361. 7 -> 10 Strength (3-13)
  362. -100% -> -30% Water Damage (21-39%)
  363. 15% -> 25% Thunder Damage (8-33%)
  364. Reasoning: Brainwash was very much lacking in power given it’s controversial design. A significant global increase should give it much more viability in casting powerful, amped up spells alongside powerful melees. While the concept itself may not be currently viable, any future changes will attempt to preserve the item's purpose which, in this case, is an intel-less spellcasting helmet.
  365.  
  366. Speaker:
  367. 21% -> 25% XP Bonus (8-33%)
  368. Reasoning: It doesn't have much use other than for XP builds, so we decided to make it more useful in that niche.
  369.  
  370. Egression:
  371. 0 -> -100 Earth Defense
  372. Reasoning: Egression was often called better than Air Sanctuary due to its other effects, so giving it an Earth weakness will help rein it in and set it apart.
  373.  
  374. Electrophorus
  375. -60 -> 0 Air Defense
  376. 0 -> -60 Earth Defense
  377. Reasoning: Thunder/Water's main weakness is earth, not air!
  378.  
  379. Follow The Wind:
  380. 0 -> 40 Earth Defense
  381. 70 -> 60 Agility Requirement
  382. 15% -> 10% Reflection (3-13)
  383. 15% -> 18% Speed (5-23)
  384. Reasoning: Follow The Wind really only gave speed, but that was the point. Giving it a bit more earth defense, however, will allow for a bit of utility to hopefully make it more appealing along with the other buffs.
  385.  
  386. Sunray
  387. 0 -> 2 Powder Slots
  388. Reasoning: Sunray’s power level was not enough to justify the lack of a powder special. Allowing it a powder specials allows the item to maintain its simple, yet reliable, design while no longer being underpowered.
  389.  
  390. Destructor
  391. 260-270 -> 490-500 Neutral Damage
  392. Fast-> Slow Attack Speed
  393. 65 -> 105 Raw Melee
  394. Reasoning: Destructor needed more power to justify having an insane -100% speed! Making it Slow will bump up the usefulness of the Explosion, too.
  395.  
  396. Hamsey's Brilliance
  397. 650 -> 720 Health
  398. -5% -> -7% Melee Damage (5-9)
  399. 7% -> 0% Fire Damage
  400. -8% -> 0% Air Defense
  401. -8% -> -10% Thunder Defense (7-13)
  402. Reasoning: Both messy and over the top with its powerful IDs, it needed a shift in trend to stop being overpowered. Turning it defensive should work.
  403.  
  404. Fatal
  405. 1-450 -> 1-420 Thunder Damage
  406. Reasoning: Fatal offered far too much damage for a (relatively) unrestricted wand with no inherent downsides. While it is correct that the wand is unreliable with a massive damage range, this means that it can hit both insanely high and low damage at any given point making this the justification for this much damage quite irrelevant.
  407.  
  408. Voidshard:
  409. -200 -> -80 Health
  410. 4% -> 5% Spell Damage (2-7)
  411. 15 -> 20 Lifesteal (6-26)
  412. 3% -> 5% Speed (2-7)
  413. Reasoning: Voidshard had no use prior to this. It was an underwhelming and underperforming ring, even with its uniqueness considered. Its stats were far too low for the health downside that came with it so increasing both of these characteristics should bring it closer to a balanced state.
  414.  
  415. Durum's Serenity
  416. 40 -> 24 Health
  417. Reasoning: It gave too much health at level all things considered, even for an altar reward.
  418.  
  419. Upside Down Bowl
  420. 30 -> 45 Health
  421. Reasoning: The item’s health was much lower than it should be for no apparent reason.
  422.  
  423. StealSkull -> Stealskull
  424. Reasoning: They were capitalized wrong for a long time...
  425.  
  426. StabSand -> Stabsand
  427. Reasoning: They were capitalized wrong for a long time...
  428.  
  429. Capricorn
  430. 2900 -> 2250 Health
  431. 2 -> 1 Mana Steal (1-1)
  432. -900 -> 0 Health Bonus
  433. 130 -> 0 Raw Spell
  434. Reasoning: Capricorn is far too versatile. It offers too much mana sustain, damage and skill points with not enough downsides. Mediocre health and a dual-element weakness weren’t enough of a drawback to make up for the item’s immense strength so lowering some of that strength while also removing the randomness associated with the health roll should put the item in a better spot than prior.
  435.  
  436. Clap
  437. 4 -> 2 Raw Melee Damage (1-3)
  438. Reasoning: Clap’s raw melee was insanely high given its level and rarity.
  439.  
  440. Omega
  441. 30 -> 15 Spell Damage % (5-20)
  442. 30 -> 15 Melee Damage % (5-20)
  443. 150 -> 500 Raw Spell Damage (150-650)
  444. 150 -> 300 Raw Melee Damage (90-390)
  445. -60 -> -150 Elemental Damage % (105-195)
  446. Reasoning: Omega was blatantly underperforming as a pure neutral weapons given its design and lack of slots. Decreasing the percentage focus while massively amping up the raw focus gives it a unique use both as the focal point of a build or as a formidable secondary for neutral damage.
  447.  
  448. Dust Devil
  449. -35 -> -10 Earth Defense
  450. 6 -> 8 Speed (2-10)
  451. 0 -> 8 Earth Damage % (2-10)
  452. Reasoning: Dust Devil’s drawback was immense in comparison to what it gave. Reducing the negative defense while increasing the speed and adding earth damage gives it a new use as a dual element ring.
  453.  
  454. Bad Wolf:
  455. 0 -> 35 Dexterity Requirement
  456. 45 -> 0 Health Regen
  457. 0 -> 50 Damage Bonus(15-65)
  458. Reasoning: We forgot to put this on the thread, sorry! The health regen didn't make much sense, and the melee damage would help its thunder aspect as well, but with that it needed to get a req. Sorry for ruining your favorite XP builds!
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