SilverMirror

IM Changes 4

Jan 19th, 2019
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  1. Cataclysm:
  2. 19% -> -7% Speed
  3. -7% -> 0% Speed
  4. Reasoning: So the IMs had some discussion and decided that the community would prefer no negative speed more, as the negative speed was added as a thematic approach more than an actual one, we just took it out bleh.
  5.  
  6. Boreal:
  7. 100 -> 150 Raw Health Regen (45-195)
  8. Reasoning: While Boreal's massive health regen percentages is good for comboing with other items, it itself does not stand quite strongly on its own. A small buff hope to put it at a better place.
  9.  
  10. Ensa's Resolve:
  11. 150-180 -> 150-230 Water Damage
  12. 130-200 -> 130-250 Air Damage
  13. -50 -> -100 Raw Melee Damage
  14. Reasoning: Ensa's items need a look after in general but Resolve was quite underpowered so we started off with this. Whether we'll follow it up with the other items, well, we'll see...
  15.  
  16. Leggings of Haste:
  17. 1175 -> 1350 Health
  18. -100 -> -90 Fire Defense
  19. 70 -> 75 Air Defense
  20. -30 -> 50 Raw Melee Damage (15-65)
  21. 5% -> 10% Air Damage (3-13)
  22. Reasoning: While +1 attack speed on a unique is pretty powerful in itself, the item overcompensated with too many negatives which makes it overall pretty weak, a minor increase in its power should help it.
  23.  
  24. Hammer of the Blacksmith:
  25. 50-80 -> 20-40 Neutral Damage
  26. 40-75 -> 110-160 Earth Damage
  27. 11% -> 22% Melee Damage (7-29)
  28. 20 -> 80 Raw Melee Damage (24-104)
  29. 5% -> 15% Earth Damage (5-20)
  30. Reasoning: Hammer of the Blacksmith was underpowered due to the lack of powder slots and access to powder special, a minor power boost to increase its viability.
  31.  
  32. Tainted Step:
  33. 10% -> 12% Melee Damage (4-16)
  34. 25 -> 30 Life Steal (9-39)
  35. 220 -> 240 Poison (72-312)
  36. -100 -> 0 Health Bonus
  37. Reasoning: A quick look at how tainted step currently is and you can find that oh my god what even is that. Although this is only a minor buff, it helps push it out of the total garbage territory.
  38.  
  39. Fog of Creation:
  40. 150 -> 200 Raw Health Regen
  41. 150 -> 200 Raw Spell Damage
  42. 150 -> 200 Raw Melee Damage
  43. Reasoning: FoC made a return once again but this time we increase the raw damage stat even further. FoC is actually a very interesting concept in itself now that it has slots to make use of the high neutral damage so give it a go would ya.
  44.  
  45. Defibrillator:
  46. 4-8 -> 4-6 Neutral Damage
  47. 1-18 -> 1-15 Thunder Damage
  48. 4 -> 7 Raw Melee Damage
  49. Reasoning: Defibrillator had massively high base damage but not enough raw melee damage, this change put the item more in balance as everything should be.
  50.  
  51. Clawctus:
  52. 20-26 -> 20-30 Neutral Damage
  53. 1-16 -> 1-24 Thunder Damage
  54. 1 -> 3 Dexterity SP
  55. 4 -> 19 Raw Melee Damage
  56. 5 -> 7 Earth Damage
  57. Reasoning: It was underpowered. In every way.
  58.  
  59. Glitchtean
  60. 43-59 -> 52-67 Neutral Damage
  61. 4-92 -> 14-109 Thunder Damage
  62. 104 -> 61 Raw Melee damage(18-79)
  63. Reasoning: Glitchtean was quite underpowered in every aspect of it but the raw melee was surprisingly high so we tweaked it a bit.
  64.  
  65. Hilt:
  66. -4 -> -6 Raw Spell Damage (4-8)
  67. -4 -> -6 Raw Melee Damage (4-8)
  68. Reasoning: Small adjustment to put the raw stats on a more reasonable level.
  69.  
  70. Bulldozer:
  71. 55-85 -> 55-75 Earth Damage
  72. 15% -> 10% Melee Damage (3-13)
  73. 30 -> 80 Raw Melee Damage (24-104)
  74. 10% -> 8% Earth Damage (2-10)
  75. Reasoning: Basically to reduce spell capability and increase melee capability for the item.
  76.  
  77. Oktavist:
  78. 140-390 -> 220-480 Neutral Damage
  79. 300-380 -> 430-620 Earth Damage
  80. 6% -> 10% Melee Damage (3-13)
  81. -8 -> -12 Dexterity SP (8-16)
  82. 50 -> 500 Raw Melee Damage (150-650)
  83. Reasoning: wow wow wow what a massive buff, 10x the raw melee, what happened? Oktavist was pitifully underpowered, as the IMs are doing a large scale raw melee rebalance it stood out like a sore thumb. The raw melee and the massive damage buff put it on a justifiable range for its tier and level.
  84.  
  85. Aldorei's Vision
  86. 60 -> 110 Raw Melee Damage (33-143)
  87. -10% -> 0% Thunder Damage
  88. -10% -> 0% Fire Damage
  89. -10% -> 0% Air Damage
  90. Reasoning: Putting raw melee and its power on a reasonable level for its level and tier.
  91.  
  92. Souffle
  93. 85-100 -> 105-130 Air Damage
  94. 6 -> 60 Raw Melee Damage (18-78)
  95. 5% -> 15% Thunder Damage (5-20)
  96. Reasoning: Putting raw melee and its power on a reasonable level for its level and tier.
  97.  
  98. Cataclysm:
  99. 115 -> 130 Dexterity Requirement
  100. 17 -> 15 Dexterity (5-20)
  101. 19% -> -7% Speed (5-9%)
  102. 12% -> 6% Thunder Damage (2-8%)
  103. Reasoning: We have had an uncountable amount of discussions when it comes to fixing and nerfing Cata for a long time. It’s designed to be the “glass cannon” weapon, however, its previous req made it possible to slap it onto tanky defensive builds and enjoy the big damage a bit too safely. Therefore instead of taking away the damage that everyone is enjoying and making it not worth it to use at all, we further increased its req to avoid this, along with some minor stat adjustment. Switching the speed from max +25 (which is already a lot on any weapon) to a small thematic negative hit home the theme of glass cannon by reducing its power passively.
  104.  
  105. Spring:
  106. 3 -> 4 Mana Regen (1-5)
  107. Reasoning: While increasing 1 point of mana regen on a 120 intel req weapon doesn't actually do much, we want people to recognise Spring as a spell-spam weapon with low damage per bomb yet high dps potential, instead of comparing damage per bomb and say it is weaker than it actually is.
  108.  
  109. Infused Hive Wand:
  110. 190-225 -> 175-220 Neutral Damage
  111. Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game.
  112.  
  113. Infused Hive Spear:
  114. 255-295 -> 240-290 Neutral Damage
  115. Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game.
  116.  
  117. Infused Hive Dagger:
  118. 330-360 -> 300-360 Neutral Damage
  119. Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game.
  120.  
  121. Infused Hive Bow:
  122. 390-440 -> 360-430 Neutral Damage
  123. Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game, though since you had to read through the other three identical changes to get here it's probably redundant to say at this point.
  124.  
  125. Morph Set Bonus:
  126.  
  127. 8/8 Items Worn:
  128. 100% -> 0% XP Bonus
  129. 0% -> 80% Loot Bonus
  130. Reasoning: So to complete a 8/8 morph set you would need to be level 100 and level 100 doesn’t do much with 100% xp bonus...
  131.  
  132. Polar Star:
  133. 0 -> 100 Raw Spell Damage
  134. Reasoning: Polar Star was a bit underwhelming so we gave it a bit of a boost that goes along with the numbering gimmick.
  135.  
  136. Wipe:
  137. 11-17 -> 12-19 Neutral Damage
  138. 21-29 -> 24-34 Air Damage
  139. 1 -> 2 Mana Steal
  140. 10 -> 15 Agility
  141. 10% -> 22% Air Damage
  142. Reasoning: Wipe was a Warp parody that incentives using mana steal, but it wasn’t doing a good job in conveying that.
  143.  
  144. Plasma Shear:
  145. 37-52 -> 47-62 Fire Damage
  146. 30-42 -> 24-70 Thunder Damage
  147. 125 -> 133 Raw Spell Damage (40-173)
  148. Reasoning: Though defensive in nature, its damage was still...underwhelming.
  149.  
  150. Rapier:
  151. 80-115 -> 65-95 Neutral Damage
  152. 45-65 -> 85-105 Fire Damage
  153. Reasoning: Just putting the damages to an appropriate amount for its level and tier.
  154.  
  155. Celebration:
  156. 110-130 -> 125-145 Neutral Damage
  157. Reasoning: Time to celebrate; its damage is actually on par now!
  158.  
  159. Proxima:
  160. 125-145 -> 125-150 All Elemental Damage
  161. 154 -> 200 Life Steal (60-260)
  162. Reasoning: Since the negative health regen with positive life steal gimmick is generally hard to use, we increased the damage and life steal to increase its viability.
  163.  
  164. Balloon's Bane:
  165. 1 -> 2 slots
  166. 50-90 -> 100-150 Neutral Damage
  167. 120-200 -> 200-375 Fire Damage
  168. -6% -> -15% Spell Damage (10-19%)
  169. Reasoning: Knock knock, open up the door, it's real/
  170. Wit the non-stop, pop pop and buffing items that were previously mediocre
  171.  
  172. Wooly Long Johns
  173. 0% -> -12% Spell Damage
  174. -10% -> -12% Melee Damage
  175. Reasoning: No requirement water/air defense without high drawbacks made it a very strong patch item, so instead of nerfing the defenses which everyone wouldn’t like we just lowered its power by adding additional negative damages to it.
  176.  
  177. Carrot:
  178. 1-190 -> 1-280 Neutral Damage
  179. 1-120 -> 1-190 Earth Damage
  180. Reasoning: Eat your greens, kids, and one day you'll get magically buff thanks to a benevolent council of game balancers who looked at this item and realized it had really bad damage for no apparent reason.
  181.  
  182. One For All:
  183. -4 -> -3 Dexterity / Intelligence / Agility / Defense (2-4)
  184. 10% -> 0% Fire / Water / Air / Thunder Defense
  185. -15% -> 0% Earth Damage
  186. 0 -> 150 Raw Spell Damage (45-195)
  187. 0 -> -150 Raw Melee Damage (105-195)
  188. Reasoning: One For All and All For One didn’t had much going on for them besides being counterparts of one and other, so we tidied up some of their pointless ids and added more usages for them that aligned with the original design’s gimmick.
  189.  
  190. All for One:
  191. 30 -> 0 Dexterity / Intelligence / Agility / Defense Requirements
  192. -10% -> 0% Fire / Water / Air / Thunder Damage
  193. 15% -> 0% Earth Defense
  194. 0 -> -150 Raw Spell Damage (105-195)
  195. 0 -> 150 Raw Melee Damage (45-195)
  196. Reasoning: See above.
  197.  
  198. Vampire Stick:
  199. 22-28 -> 32-38 Neutral Damage
  200. Reasoning: We don't vant this veapon to suck, so ve put its damage to vhere it should be.
  201.  
  202. Red Candle:
  203. 35 -> 25 Life Steal (8-33)
  204. 20 -> 15 Raw Health Regen (5-20)
  205. Reasoning: We're re-examining different curves and things for items, and Life Steal is in our crosshairs at the moment...and Red Candle was doing a bit too good a job at giving you health bonuses.
  206.  
  207. Life Extractor:
  208. 12-16 -> 32-46 Fire Damage
  209. 20 -> 30 Life Steal (9-39)
  210. Reasoning: We also extracted some extra damage for it, since it was really low for some reason.
  211.  
  212. Bonder:
  213. 300 -> 245 Raw Health Regen (74-319)
  214. Reasoning: Just a simple health regen fix.
  215.  
  216. Determination:
  217. 150 -> 120 Raw Health Regen (36-156)
  218. Reasoning: You are filled with slightly less DETERMINATION than before. Health regen fix.
  219.  
  220. Darkiron Aegis:
  221. 175 -> 160 Raw Health Regen (48-208)
  222. Reasoning: Just a simple health regen fix.
  223.  
  224. Zawah Jed
  225. 135 -> 115 Raw Health Regen (35-150)
  226. Reasoning: Just a simple health regen fix.
  227.  
  228. Ingrainment:
  229. 85 -> 55 Raw Health Regen (17-72)
  230. Reasoning: Just a simple health regen fix.
  231.  
  232. Jackal Crest:
  233. 5 -> 4 Raw Health Regen (1-5)
  234. Reasoning: Just a simple health regen fix.
  235.  
  236. Fuunyet:
  237. 10 -> 30 Strength / Dexterity / Defense Requirements
  238. 450 -> 165 Life Steal
  239. 600 -> 1150 Poison
  240. Reasoning: With a life steal higher than a max Apocalypse, Funnyet was very strong as a secondary weapon to grab health in an emergency. We fixed that by boosting its requirement and tempering the life steal value. The life steal is still stronger than other weapons of similar level and tier, and now functions stronger offensively thanks to a compensating poison buff.
  241.  
  242. Hallowynn Mask:
  243. 5 -> 15 Raw Spell Damage (5-20)
  244. 5 -> 12 Raw Melee Damage (4-16)
  245. Reasoning: Cool, this item that hardly anyone has anymore from a four-year-old holiday quest got a minor damage buff!
  246.  
  247. Giant's Bracer:
  248. -50 -> -70 Raw Spell Damage (91-49)
  249. 40 -> 70 Raw Melee Damge (21-91)
  250. Reasoning: Just putting the damages to an appropriate amount for its level and tier.
  251.  
  252. Faustian Contract:
  253. -1000 -> 0 Health
  254. 0% -> -15% Soul Point Regen (10-19%)
  255. Reasoning: It was too difficult to use already, so we removed one of its actual drawbacks and gave it a thematic one.
  256.  
  257. Wick:
  258. 50-120 -> 50-125 Neutral Damage
  259. 50-110 -> 30-75 Thunder Damage
  260. 5-45 -> 5-65 Air Damage
  261. Reasoning: Wick was too strong due to repeatedly buffing it up from being defensive to offensive. We fixed this issue and also rebalanced the base damages to incentivize its intended design, which is Thunder/Air.
  262.  
  263. Woljawh:
  264. 25 -> 20 Lifesteal (6-26)
  265. 25 -> 20 Raw Health Regen (6-26)
  266. Reasoning: Putting the life steal and health regen to an appropriate amount for its level and tier.
  267.  
  268. The Euphoric Fedora:
  269. -18 -> 0 Health Bonus
  270. Reasoning: M'lady, as you can see my fancy fedora has received an upgrade. The one I had before simply wasn't quite good enough as it was.
  271.  
  272. Petrichor:
  273. 0% -> 12% Spell Damage (4%-16%)
  274. 12% -> 0% Melee Damage
  275. Reasoning: Just a simple shift to align it better with e/w/a's playstyle.
  276.  
  277. Breaker Bar:
  278. 265-310 -> 310-380 Neutral Damage
  279. -20% -> -15% Spell Damage (10%-19%)
  280. -35% -> -25% Fire Damage (17%-32%)
  281. -35% -> -25% Water Damage (17%-32%)
  282. -35% -> -25% Thunder Damage (17%-32%)
  283. Reasoning: Small quality-of-life buff to the item.
  284.  
  285. Fluorine:
  286. -2 -> -1 Health (1-1)
  287. Reasoning: The electronegativity of Fluorine ions are -1.
  288.  
  289. Drain:
  290. 30 -> 0 Raw Health Regen
  291. Reasoning: Health Regen is like the opposite of “Drain”. It has too much life steal and needs a nerf, so we think the community would rather we keep the life steal instead of reducing it.
  292.  
  293. Power Cell
  294. 8 -> 10 Dexterity (3-13)
  295. Reasoning: Power Cell wasn’t all that worthwhile to use so we buffed it.
  296.  
  297. The Levee:
  298. -40% -> 0% Earth Defense
  299. -20% -> -10% Spell damage (7-13%)
  300. -20% -> -15% Melee Damage (10-19%)
  301. -19% -> -15 Walk Speed (10-19%)
  302. Reasoning: While The Levee gave a good amount of defensive power, it was generally too unpleasant to use so we re-evaluated and rebalanced it accordingly.
  303.  
  304. Executioner Helmet:
  305. 10% -> 27% Melee Damage (8-35%)
  306. 300 -> 180 Lifesteal (54-234)
  307. 100 -> 160 Raw Spell Damage (48-208)
  308. Reasoning: Once again with the Life Steal curve in mind, we found Executioner's Helmet to have far too much...but since it has next to no health, other things needed to come up in compensation, so we bumped up its offensive power instead.
  309.  
  310. Atlas:
  311. 1 -> 2 Mana Steal (1-3)
  312. -6 -> -8 Attackspeed
  313. Reasoning: While Atlas sees good uses in certain powder special builds, the intended design for it is to be a hybrid support that increases your spell capability but kills your melee dps. Increasing the mana steal allows that to happen, putting the attack speed to -8 means it can turn a super fast weapon into super slow with any rolls.
  314.  
  315. Aphotic
  316. 30% -> 50% Spell Damage (15-65%)
  317. 30% -> 0% Water Damage
  318. Reasoning: With this change we push Aphotic as the spell helmet that is viable across all elements (well, except for Thunder). To balance this we slightly lowered the overall net damage value, but since spell damage does more than water damage anyway the effects balance themselves out.
  319.  
  320. Conrupt:
  321. -1 -> 0 Mana Regen
  322. Reasoning: It conrupts you a bit less now.
  323.  
  324. Daybreak:
  325. 25-55 -> 20-50 Neutral Damage
  326. 15-65 -> 10-60 Thunder Damage
  327. 35-45 -> 30-40 Fire Damage
  328. Reasoning: Putting the damages to an appropriate amount for its level and tier.
  329.  
  330. Thunderbird
  331. 20-60 -> 0-0 Neutral Damage
  332. 40-120 -> 100-160 Air Damage
  333. 60-180 -> 120-220 Thunder Damage
  334. -1000 -> 0 Health Bonus
  335. -90% -> 0% Earth Damage
  336. Reasoning: Thunderbird was too unpleasant to use on top of not having enough damage to justify its design.
  337.  
  338. Adamantite
  339. 1950 -> 1350 Health Bonus (405-1755)
  340. Reasoning: Adamantite’s health was overextending its usage way too far. The -element defenses aren't nearly as crippling as everyone likes to say; this still more than makes up for it.
  341.  
  342. Heart of Fire:
  343. 45 -> 35 Raw Health Regen (11-46)
  344. Reasoning: Just a simple health regen fix.
  345.  
  346. Purgatory:
  347. 2 -> 3 slots
  348. 13% -> 18% Spell Damage (5-23%)
  349. 13% -> 18% Fire Damage (5-23%)
  350. 13% -> 18% Thunder Damage (5-23%)
  351. Reasoning: A small power buff as Purgatory has too high of a requirement.
  352.  
  353. Praesidium:
  354. 25 -> 50 Reflection (15-65%)
  355. 25 -> 50 Thorns (15-65%)
  356. 25% -> 333% All Elemental Defenses (100-433%)
  357. Reasoning: Praesidium is a weapon focused wholly in on its defenses; it’s practically useless for anything else, and it didn’t quite do its job well enough. So we gave it a huge boost to compensate for that. Still inferior to spears like Guardian due to its lack of damage output, but you’ll be an absolute wall holding it.
  358.  
  359. Ridge:
  360. 5 -> 12 All Elemental Damages (4-16%)
  361. 5 -> 12 All Elemental Defenses (4-16%)
  362. Reasoning: It has very low health for its level and tier so we gave it more power in its IDs.
  363.  
  364. Infilak:
  365. 2 -> 3 slots
  366. 60-90 -> 60-110 Neutral Damage
  367. 55-70 -> 60-90 Fire Damage
  368. Reasoning: Infilak was a neat concept, but only exploding was definitely not enough to keep this weapon competitive. We didn’t want to change the way the weapon felt so a simple damage buff felt like the best way to retain its identity while allowing it to be stronger. Make more big boom-boom!
  369.  
  370. Zenith (Unique Wand)
  371. 33 -> 60 Exploding (18-78%)
  372. Reasoning: Small quality-of-life change. Zenith was meant to focus more on exploding to begin with so, the more explosion the better! Make slightly less big boom-boom than above but still significant boom-boom!
  373.  
  374. Namazu:
  375. 2 -> 3 slots
  376. 300-400 -> 250-350 Neutral Damage
  377. 200-300 -> 300-400 Water dAmage
  378. Super Slow -> Very Slow Attack Speed
  379. 5 -> 8 Strength (2-10)
  380. 12 -> -7% Walk Speed (5-9%)
  381. -20 -> -10 Thunder Defense (7-13%)
  382. Reasoning: Namazu didn't really do a whole lot before, so we tempered its downsides and adjusted it a bit. Now, it has some strong spells on its side while its melees suffer, instead of just having generally underperforming abilities all-round.
  383.  
  384. Hardline
  385. 0 -> 6% Fire Damage (2-8%)
  386. 6 -> 0% Thunder Damage
  387. Reasoning: This was probably a typo, honestly; it’s earth/fire. Why did it have Thunder damage?
  388.  
  389. Rumble:
  390. 15-55 -> 5-35 Neutral Damage
  391. Reasoning: Putting the damages to an appropriate amount for its level and tier.
  392.  
  393. Orient
  394. 180-220 -> 230-270 Neutral Damage
  395. Reasoning: Putting the damages to an appropriate amount for its level and tier.
  396.  
  397. Dancing Blade
  398. 50-65 -> 75-90 Air Damage
  399. 50 -> 75 Agility Requirement
  400. 8 -> 15 Agility (5-20)
  401. 17% -> 15% Reflection (5-20%)
  402. -8% -> -15% Earth / Fire Defense (10-19%)
  403. -6% -> -15% Water Defense (10-19%)
  404. -4% -> -15% Thunder Defense (10-19%)
  405. Reasoning: The dancing queen, young and sweet, only seventeen percent reflection down to fifteen in exchange for better utility in the form of greater Agility and better damage.
  406.  
  407. Eil
  408. 250 -> 500 Health Bonus
  409. Reasoning: Eil doesn’t have much going for it except its defenses, and it didn’t do much with those anyways.
  410.  
  411. Red Ko Rhu:
  412. -30 -> -60 Fire Defense
  413. 0 -> 40 Earth Defense
  414. -2 -> 0 Agility
  415. 15% -> 20% Thorns (6-26)
  416. 3% -> 10% Exploding (3-13)
  417. -5% -> -8% Walk Speed (6-10)
  418. -10% -> 0% Air Defense
  419. Reasoning: Red Ko Rhu was weird and unfocused, we remade it to be Earth/Air in nature and increased its defensive capability.
  420.  
  421. Sans:
  422. 200-250 -> 210-250 Neutral Damage
  423. 0% -> 20% Melee Damage (6-26)
  424. Reasoning: The design was a bit lazy before, so we bumped its power up. Not by a skele-ton, but just enough so you won't have as much of a bad time trying to use it.
  425.  
  426. Throatcut
  427. 77-177 -> 77-377 Fire Damage
  428. 77-177 -> 77-377 Air Damage
  429. 15 -> 40 Agility Requirement
  430. 35 -> 40 Defense Requirement
  431. 25% -> 27% Melee Damage (8-35)
  432. 50 -> 100 Lifesteal (30-130)
  433. 0 -> 10 Agility (3-13)
  434. Reasoning: Putting the damages to an appropriate amount for its level and tier as well as increases its overall viability with a requirement change and ID buff so it is more aligned with other items of that elemental combo.
  435.  
  436. Sekaisin:
  437. 15% -> 60% Thunder Damage
  438. Reasoning: Sekaisin is... interesting. Given how strong thunder powders can be on super fast weapons, we weren’t comfortable in giving it more slots and instead thought balancing around 1 slot would be an interesting approach. To put it simply, this is just a damage buff, and hopefully Sekaisin can actually see a tiny bit of use with it.
  439.  
  440. Perun’s Crown:
  441. 50 -> 40 Dexterity Requirement
  442. Reasoning: The requirement is too high for its level so we lowered it slightly.
  443.  
  444. Wybel Fluff Bow:
  445. 410-490 -> 380-440 Neutral Damage
  446. Reasoning: For whatever reason it had higher relative damage than the other Wybel weapons. Who'd have expected it from the fluff of all things?
  447.  
  448. Crossbow:
  449. 155-165 -> 200-210 Neutral Damage
  450. Reasoning: Putting the damages to an appropriate amount for its level and tier.
  451.  
  452. Nebulous
  453. 8% -> 9% Spell Damage (3-12)
  454. 50 -> 65 Raw Spell Damage (20-85)
  455. Reasoning: Nebulous was a bit underwhelming after several nerfs, so we gave it a splash of special stardust to up its damage.
  456.  
  457. Ex Nihilo:
  458. Air Defense: 100 -> 60
  459. Earth Defense: 0 -> 80
  460. 70 -> 50 Strength / Agility Requirements
  461. Reasoning: High req with the negative defense skill point and fire defense made it very unpleasant to use well.
  462.  
  463. Name Changes:
  464. Follow The Wind -> Follow the Wind
  465. Back-up Plan -> Back-Up Plan
  466. Enhanced DuskShield -> Enhanced Duskshield
  467. DuskShield -> Duskshield
  468. All for One -> All For One
  469. Quartz-laced Leggings -> Quartz-Laced Leggings
  470. White-hot Leggings -> White-Hot Leggings
  471. NightMail -> Nightmail
  472. NightVest -> Nightvest
  473. DuskHelm -> Duskhelm
  474.  
  475. Divzer:
  476. 125 -> 115 Dexterity Requirement
  477. 500 -> 665 Life Steal (200-865)
  478. 3 -> 6 Mana Steal (2-8)
  479. 27 -> 37 Dexterity (11-48)
  480. Reasoning: Divzer was a very exciting concept at first but with more testing and usage from the community we came to understand that it is not that practical. Since no agility glass cannon is its concept there is only so much that we can buff it without making the it pointless or alter its design completely. So we went the extra mile and buffed up the stealing IDs to give the weapon alternative survivability as well as lower the req so it is easier to use it with other gears to compensate for the lost of agility.
  481.  
  482. Freedom:
  483. 100-120 -> 100-115 Fire Damage
  484. 80-130 -> 80-125 Water Damage
  485. 50-150 -> 50-145 Air Damage
  486. 20-250 -> 10-225 Thunder Damage
  487. 120-130 -> 110-125 Earth Damage
  488. Reasoning: Given its low requirements and amazing IDs, a small damage nerf is much in order.
  489.  
  490. Warp:
  491. -12 -> -11 Mana Regen (8-14)
  492. Reasoning: The minimum negative mana regen does not change on value but the maximum is reduced by two, which means all warps have a greater chance of getting a better mana roll.
  493.  
  494. Singularity:
  495. 120-280 -> 160-340 Fire Damage
  496. 80-320 -> 120-380 Water Damage
  497. 40-360 -> 80-420 Air Damage
  498. 0-400 -> 40-460 Thunder Damage
  499. 160-240 -> 200-300 Earth Damage
  500. -50 -> -40 Speed (28-52)
  501. 150 -> 250 Raw Health Regen (75-325)
  502. 275 -> 400 Raw Melee Damage (120-520)
  503. Reasoning: Singularity was previously pretty unpleasant to use, as the damage was not high enough to warrant the massive high requirement and negative walk speed to make it worth it to use. To keep its gimmick, we buffed the damage massively and slightly lowered the negative walk speed. We also buffed the raw melee to facilitate one of the popular playstyles of this wand which is chainlightening build.
  504.  
  505. Earthsky Equinox:
  506. 100-300 -> 150-300 Air Damage
  507. 150-200 -> 150-250 Earth Damage
  508. Reasoning: Earthsky fell into a niche where it barely sees uses due to its design. This buff isn’t gonna change that by a long shot but just to make it a bit more worth it to use.
  509.  
  510. Springtrap:
  511. 450 -> 650 Health
  512. 50 -> 0 Life Steal
  513. 0% -> 50% Reflection
  514. Reasoning: Springtrap had massive lifesteal compare to what it should have got for its level and tier but other than that, the item was pretty unappealing. With a massive health boost, the item has more health than legendaries upwards of 10 levels higher. Removed the level-breaking lifesteal but gave it reflection instead so it functions better as a cactus plate.
  515.  
  516. Hope:
  517. 240-280 -> 280-340 Neutral Damage
  518. 0 -> 1 Mana Regen (1-1)
  519. Reasoning: Hope was hopeless but now we buffed it so we hope it can be more on par with other items of that level.
  520.  
  521. Yamato Spear:
  522. 125-190 -> 165-230 Neutral Damage
  523. Reasoning: Small damage buff to put it back to a suitable amount for its level and tier.
  524.  
  525. Devoreuse:
  526. 50-58 -> 58-66 Neutral Damage
  527. 15 -> 30 Life Steal (9-39)
  528. Reasoning: Small quality-of-life buff to put the respective stats to a suitable amount for its level and tier. Xavier has a joke with this item but its better if you ask him...
  529.  
  530. Big Arm:
  531. 23% -> 30% Melee Damage (9-39%)
  532. 10 -> 15 Strength (5-20)
  533. -10 -> 0 Dexterity
  534. Reasoning: Big Arm is honestly pretty strong on its own, while the high amount of neutral base damage made it hard to be boosted directly, using it with attack speed tier increase builds can be very strong due to neutral penetration. But since its downside is not being able to use powder special, presumably Quake, we increased some of its stat to make it more appealing.
  535.  
  536. Zero:
  537. 0-125 -> 0-0 Neutral Damage
  538. 0-125 -> 0-150 All Elemental Damage
  539. Reasoning: The neutral damage wasn’t doing much with no powder slots so we removed it and put the damages into elemental as a passive damage increase.
  540.  
  541. Fluffster:
  542. 187-196 -> 60-100 Neutral Damage
  543. 0 -> 90-140 Air Damage
  544. 15 -> 19 Raw Health Regen (6-25)
  545. -5% -> 0% Loot Bonus
  546. Reasoning: Makes the item more fluffy and have more effecitve damage potential.
  547.  
  548. War Pike:
  549. 2 -> 3 Slots
  550. 170-240 -> 180-250 Neutral Damage
  551. 500 -> 775 Bonus Health
  552. Reasoning: Small quality of life buff.
  553.  
  554. Resistance:
  555. -6% -> -17% Thunder Damage (12-22%)
  556. Reasoning: Resistance was a very good patch for health and defense for thunder builds without many drawbacks, the change made the negative damages a bit more significant while not hurting the perks that it brings too much.
  557.  
  558. Shawl of Gaea:
  559. -200 -> -150 Air Defense
  560. 80 -> 75 Strength Requirement
  561. 50 -> 60 Defense Requirement
  562. -18% -> -10% Walk Speed (7-13%)
  563. 300 -> 285 Raw Melee Damage (86-371)
  564. Reasoning: We have had 6 different versions on how to buff (and fix) Shawl of Gaea no joke, but this version is the one that most IMs are content with. The requirement rebalance is to make it more balanced for proper Earth/Fire builds to use, the air defense and walk speed buff is to make it less unpleasant to use and the raw melee was put to an acceptable amount for the level and tier.
  565.  
  566. Constrict Collar:
  567. 60 -> 25 Health
  568. 165 -> 70 Health Bonus (21-91)
  569. Reasoning: Putting health back to where it should be.
  570.  
  571. Megabyte:
  572. 10% -> 14% All Elemental Damages
  573. 10% -> 0% All Elemental Defenses
  574. Reasoning: You’ll find out soon enough ;)
  575.  
  576. Mighty Pants:
  577. 10% -> 15% Spell Damage (5-20%)
  578. Reasoning: Increasing the spell damage seems fair to compensate for the large number of IDs this item has.
  579.  
  580. Doubt:
  581. 500-800 -> 550-900 Neutral Damage
  582. 500-800 -> 550-900 Earth Damage
  583. 100 -> 90 Strength Requirement
  584. 10 -> 25 Strength (8-33)
  585. Reasoning: A buff to compensate for the 1 slot with high neutral : elemental base damage ratio design.
  586.  
  587. Shield Buster:
  588. 300-410 -> 20-300 Neutral Damage
  589. 15% -> 0% Melee Damage
  590. 15% -> 35% Exploding (11-46%)
  591. 0 -> 300 Raw Melee Damage (90-390)
  592. 0 -> 200 Raw Spell Damage (60-260)
  593. Reasoning: Shield Buster’s name screams for an exciting gimmick that the original design failed to deliver. By revamping it with a high amount of raw damages, the item can now easily deal damage to foes with high elemental defenses, looking at the absolute shield of Praesidium change coming to the name suddenly sounds much more appropriate.
  594.  
  595. Rainmaker:
  596. 130 -> 155 Attack Speed Bonus (47-202)
  597. Reasoning: Now the attack speed will always be above the worst rolls you can get off of other negative tier items in the game combined.
  598.  
  599. Silver Steam Bracelet:
  600. -175 -> 0 Health
  601. 8 -> 4% Air Damage
  602. 6 -> 8% Air Defense
  603. Reasoning: You’ll find out soon enough ;)
  604.  
  605. Gold Steam Bracelet:
  606. -250 -> 0 Health
  607. 10% -> 6% Air Damage
  608. 8% -> 10% Air Defense
  609. Reasoning: You’ll find out soon enough ;)
  610.  
  611. Diamond Steam Bracelet:
  612. -250 -> 0 Health
  613. 12% -> 8% Air Damage
  614. 10% -> 12% Air Defense
  615. Reasoning: You’ll find out soon enough ;)
  616.  
  617. Silver Hydro Bracelet:
  618. 55 -> 40 Water Defense
  619. 4% -> 3% Spell Damage
  620. 7% -> 5% Water Damage
  621. Reasoning: You’ll find out soon enough ;)
  622.  
  623. Gold Hydro Bracelet:
  624. 65 -> 55 Water Defense
  625. 8 -> 6 Spell Damage
  626. 10 -> 8 Water Damage
  627. 4 -> 0 Water Defense
  628. Reasoning: You’ll find out soon enough ;)
  629.  
  630. Diamond Hydro Bracelet:
  631. 80 -> 70 Water Defense
  632. 12% -> 8% Spell Damage
  633. 14% -> 12% Water Damage
  634. 8% -> 0% Water Defense
  635. Reasoning: You’ll find out soon enough ;)
  636.  
  637. Ensa’s Failure:
  638. -675 -> -250 Health
  639. 30 -> 40 Strength / Dexterity Requirements
  640. -33% -> -15% Soul Point Regen (10-19)
  641. 9% -> 11% Earth / Thunder Damage (3-14)
  642. -9% -> -8% Water / Air Defenses (6-10)
  643. Reasoning: Negatives on Ensa’s Failure was previously too detrimental for the small amount of perks it was receiving.
  644.  
  645. Scale of Seiryu:
  646. 40 -> 0 Dexterity Requirement
  647. 80 -> 100 Agility Requirement
  648. -125 -> -150 Spell Damage (105-195)
  649. -55 -> -50 Melee Damage (35-65)
  650. 35% -> 40% Speed (12-52)
  651. Reasoning: The dexterity requirement made it hard to use in pure mobility/ws build as it was intended so we removed that in favour of a higher agility req. A small speed buff to put it as the unrivalled mobility boots.
  652.  
  653. Alice's Sleeve:
  654. 20 -> 10 Health
  655. 7% -> 6% Health Regen (2-8)
  656. -3% -> -6% Melee Damage (4-8)
  657. Reasoning: The bracelet's power was way above what it should have for that level.
  658.  
  659. Crwth:
  660. 90-130 -> 120-150 Earth Damage
  661. 140 -> 160 Raw Spell Damage (48-208)
  662. 12% -> 19% Earth Damage (6-25)
  663. Reasoning: A small power buff to compensate for the lack of access to powder special.
  664.  
  665. Rot of Dernel
  666. 50-145 -> 70-200 Neutral Damage
  667. 50-145 -> 70-200 Earth Damage
  668. 1425 -> 1850 Poison (555-2405)
  669. -1425 -> -1200 Health Bonus (840-1560)
  670. Reasoning: A much-needed buff to Rot of Dernel, as the item was low on damage, poison and with no access to powder special, it was very underpowered. This buff put everything up by a notch so it is more worth it to use.
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