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- Item Changes 25/03/2019
- Item Revamps
- Morph Set
- Morph Amethyst:
- 2 -> 1 All Skill Points Bonus
- Morph Ruby:
- 2 -> 1 All Skill Points Bonus
- Morph Gold:
- 3 -> 2 All Skill Points Bonus (1-3)
- Morph Iron:
- 4 -> 3 All Skill Points Bonus (1-4)
- Morph Steel:
- 5 -> 4 All Skill Points Bonus (1-5)
- Morph Stardust:
- 6 -> 5 All Skill Points Bonus (2-7)
- Set Bonuses:
- All Elemental Damage: REMOVED
- Added Loot Bonus: Same Values as XP Bonus
- 7th Piece:
- 18 -> 20 All SP Bonus
- 8th Piece:
- 25 -> 33 All SP Bonus
- 4 -> 5 Mana Regen
- Reasoning:
- Oh boi, so, if you are familiar with the build making scene, or have experience in using, making, or asking for builds, you would know that morph set is one of, if not the most, prominent endgame "builds" out there. It provided everything a user could ask for and give an abundance of extra skill points so you can do a little bit of customisation to fit the direction you want your build is going for and whatever items you decide to use. This is the anthesis of creative building, in terms of looking at it from a purely usage and cost-effectiveness standpoint, there is no reason for anyone not to use morph set, ever, unless they want to opt for something gimmicky.
- This is why this change came along, the idea stems from moving the set from completely combat no-brainer to a combat-driven utility set, an advance champion set, if you will. This is mainly done by giving back the loot bonus where some people actually misses when we changed the 8th piece set bonus back to xp. The other changes are an overall balance to the set's power, more specifically, to concentrate the power to the 7th and even more, the full 8th set bonus.
- While some of you guys might be complaining the repeated nerf on the set or specifically the real reason, Stardust, would kill the item's usage, please do note that set items are supposed to be used as a set, and you can still do that with the new skill points amount. Those skill points are now relocated from individual items to the 7th and 8th piece set bonus. The elemental damage was removed as skill points along already carry enough damages for a build on top of the extra utility.
- Those of you who like to test builds on data may suddenly find this new change hurts the set a lot, and it is intentional, not like we try to hide that it is a direct nerf to its combat power. However, we hope the set will find its place as more of a generalist boring set with acceptable power and utility for general and non-optimised gameplay. Something for you to use until you find yourself a better build.
- ---
- Item Changes
- Monster:
- 1500 -> 2500 Health (750-3250)
- 15 -> 30 Defense SP (9-39)
- Reasoning: After compiling some feedbacks from the community and discussions among the IMs, we've decided that the above buff is the best to mediate the drawbacks of the item while not making it an otherwise overly offensive wand, or a heal spam wand. The goal is to buff the defensive aspect of the item, with defense sp carry a bit of extra damage while providing the extra tankiness, a max roll now put the user to maximum defense. The health is also buffed slightly so it is less insignificant, and help counter a bit of the negative heal from the negative water damage.
- Unspeakable:
- 7 -> 0 Spell Damage
- 7 -> 0 Melee Damage
- 0 -> -43 Raw Spell Damage (30-56)
- 0 -> -34 Raw Melee Damage (24-44)
- -2 -> -1 Mana Regen
- Reasoning: Unspeakable was unspeakbly strong after the ring buffs, but at the same time, the double roll of base 2 manas made it hard to get a good one. So this is a nerf on maximum power but a buff to overall and quality of life aspect on the item.
- Staccato:
- -2 -> -1 Mana Regen
- Reasoning: Same as unspeakble, it is hard to get a good roll out of staccato, so heres the same thing going on with it.
- Earthsky Equinox:
- 150-300 -> 160-320 Air Damage
- 150-250 -> 200-280 Earth Damage
- 8 -> 15 Melee Damage
- 5 -> 10 Strength SP
- 8 -> 16 Agility SP
- Reasoning: While its gimmick is not popular, the buff is to compensate for the usage difficulty, which is a better option than to revamp the item entirely. If the item is still underperforming after the fact then we can re-examine it in the future, but through testing, the item should give plenty of power as a rare item for it to perform adequately.
- Synergy:
- 850 -> 1000 Health
- -4 -> 0 Spell Damage
- -4 -> 0 Melee Damage
- Reasoning: General usage buff
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