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- Poison Ivy:
- 245-320 -> 300-375 Neutral Damage
- 150-225 -> 180-245 Earth Damage
- -15% -> 0 Spell Damage
- 10% -> 18% Thorns(5-23%)
- 810 -> 2000 Poison(600-2600)
- Reasoning: This looks like a much bigger buff than it actually is. The base damage is still way below normal, this should just give it enough of an extra kick to be useful rather than a dud weapon.
- Black Arrow:
- COMPLETE REWORK.
- 2 slots
- 10-35 Neutral Damage
- Slow Attack Speed
- Level 89
- Requires 50 Strength
- 150 Life Steal(45-195)
- -2 Mana Steal(1-3)
- 2564 Poison(769-3333)
- Reasoning: The old Black Arrow was a failed attempt at tri-element, fire/earth/thunder with an attempt to push for Chain Lightning due to thunder powders' high damage increase to spread poison around, but all the negatives on it made it fall completely flat. We pushed away all the unnecessary tripe, and now it should have a niche firm little niche as a good poison shot.
- Sequoia:
- REGROWN FROM THE GROUND UP.
- 2 slots
- 140-200 Earth Damage
- Slow Attack Speed
- Level 100
- Requires 70 Strength
- -20% Spell Damage(14-26%)
- 20% Thorns(6-26%)
- -15% Speed(11-20%)
- 2225 Poison(668-2983)
- 1000 Health Bonus(300-1300)
- 15% Water Defense(5-20%)
- 20% Earth Defense(6-26%)
- Reasoning: There are a ton of earth wands at endgame for some reason, and Sequoia didn't really stand out, so we focused in on the poison to make it a real chip-away weapon. This would go great with something like the Snail Set, with its high health and strong poison attribute.
- Suicide:
- GOOD RIDDANCE.
- Suicide -> Penance
- 2 slots
- 1450 Health
- 50 Fire Defense
- 50 Water Defense
- Level 75
- 12% Health Regen(4-16%)
- 1 Mana Regen(1-1)
- -15% Spell Damage(11-20%)
- -15% Melee Damage(11-20%)
- 20% XP Bonus(6-26%)
- 12% SP Regen(4-16%)
- 50 Health Regen(15-65)
- Reasoning: I am so sorry. I have no idea what the fuck Acer was thinking when he made this item but this was the absolute most tasteless, horrible, irreverent thing ever. The name Penance is fitting; this should have been changed long, long ago. To boot, the item's effects weren't even any good. Hopefully now it will be A) not the most offensive thing in the entire game and B) actually useful.
- The Gambler:
- LET'S PLAY IT SAFE.
- -250 Health
- Level 81
- 30 Life Steal(9-39)
- 1 Mana Steal(1-1)
- 6% Loot Bonus(2-7%)
- 250 Health Bonus(75-325)
- 4% Stealing(1-5%)
- -20% All Element Defenses(14-26%)
- Reasoning: This one will take some explaining.
- The previous design, courtesy of Tantibus, was done before there was any real knowledge of the item system. The assumption was, give the item insane health and element defense, and then have the IDs have a 50-50 chance of taking it away. On paper, a fun little idea! However, as has been found in recent months, it's had a rather different effect.
- Getting 600+ health on a good roll for a ring? That is extremely high. However, it isn't the end of the world. Nullifying all of your negative element defenses in exchange for flattening out your positives as well, however...THAT is what was pushing the Gambler into the territory of overpowered. Just slip this on and you could wear tons of items with huge -element defenses without repercussion!
- However, Xavier found this to be a very interesting concept, and wanted to rebalance it somehow. The discussions went on for months until it was decided that we couldn't get to a reasonable consensus, it just wasn't going to work as a ring, so we played it safe and just gave it some simple effects.
- There's still the miniature gamble with the health, but everything is subdued. The stealing effects are useful, sure,(EDIT: Life Steal was found to be overblown, so it was reduced even a little more) but your element defenses will take a bit of a kick in return. This will screw over a lot of people's builds and honestly I was right there with Xavier that I wanted the defense-nullifying design to work, but unfortunately it just wasn't meant to be, it seems.
- Dionaea:
- FLYTRAP'S REVENGE.
- 3 slots
- 3050 Health
- 110 Earth Defense
- 80 Fire Defense
- Level 96
- Requires 40 Strength and 50 Defense
- -8% Spell Damage(6-10%)
- 12% Melee Damage(4-12%)
- 115 Life Steal(35-150)
- 20% Thorns(6-26%)
- -10% Walk Speed(7-13%)
- 25% Water Defense(8-33%)
- -15% Air Defense(11-20%)
- -10% Thunder Defense(7-13%)
- Reasoning: Previously, Dionaea's design had these same concepts in mind, but failed to execute them effectively. It was intended to be an element defense patcher for fire/earth, and it should be able to do its job much better now that it doesn't have any negative raw defenses to worry over.
- Sano's Care:
- 240 -> 200 Fire/Water Defense
- 50 -> 70 Defense Requirement
- 300 -> 215 Health Regen(65-280)
- -10% -> -20% Melee Damage(14-26%)
- 5% -> 0 Earth/Air Defense
- Reasoning: Sano's Care has been a bit over-the-top for a long while, but the team was extremely split on how to nerf it. We finally came to a compromise though that should still retain its previous utility to a good extent.
- Shell of Genbu:
- 30 -> 50 Intelligence Requirement
- 12% -> 23% Spell Damage(7-30%)
- -200 -> -300 Life Steal(210-390)
- 15% -> 10% Fire Damage(3-13%)
- 12% -> 10% Water Damage(3-13%)
- Reasoning: You'd have to ask the IMs on this one. I wasn't hardly part of the conversation.
- Riverflow:
- BE ONE WITH THE STREAM.
- 2900 Health
- 200 Water Defense
- -100 Thunder Defense
- Level 93
- Requires 85 Intelligence
- 3 Mana Regen(1-4)
- 7% Walk Speed(2-9%)
- 10% Water Damage(3-13%)
- -45% Thunder Damage(32-59%)
- 20% Water Defense(6-26%)
- Reasoning: Inferior to Memento, everyone says, when in reality they serve totally different purposes. Memento is rather offensive, whereas Riverflow took on a much more defensive tilt for a mana regen-based pair of boots. Mages should find these a welcome addition due to their low weaknesses, high defenses, heal capacity, regen, and speed.
- The Judge:
- THEY SHALL TRESPASS AND CALL UPON JUDGMENT.
- 2 slots
- 750 Health
- Level 52
- 15% Health Regen
- 15% Spell Damage
- 20% Melee Damage
- -55 Life Steal
- -2 Mana Steal
- 15% XP Bonus
- 15% Loot Bonus
- Reasoning: Before, The Judge was nigh-on unusable. Now, it's much more balanced and can slot into any build for the sake of unabetted power.
- Pencuri:
- WHAT A HOT CHANGE.
- 3 slots
- 100-150 Neutral Damage
- 100-160 Fire Damage
- Fast Attack Speed
- Level 100
- Requires 60 Defense
- 230 Life Steal(69-299)
- 10 Defense Points(3-13)
- 15% Thorns(5-20%)
- 1050 Health Bonus(315-1365)
- 5% Stealing(2-7%)
- 15% Fire Damage(5-20%)
- Reasoning: Before, Pencuri was an unremarkable dagger based around generic "assassin" traits that failed to mesh together well and ultimately ended up forgettable. With a rehash into a dagger type that Assassins needed(while still retaining the best part, that lovely Stealing!) it should see some more love.
- Mind Rot:
- -25 -> -15 All Element Defenses
- -25% -> -12% Health Regen(8-16%)
- 170 -> 95 Life Steal(29-124)
- -10 -> -6 Intelligence(4-7)
- 640 -> 700 Poison(210-910)
- -1100 -> -150 Health Bonus(105-195)
- 0 -> 70 Raw Melee(21-91)
- Reasoning: It was an all-around mediocre helmet that sacrificed too much for its stealing and poison capabilities. Now, I hope it's sacrificing a reasonable amount.
- Dancing Blade:
- 2 -> 3 slots
- 9% -> 17% Reflection(5-22%)
- 8 -> 0 Dexterity
- 0 -> 8 Agility(2-10)
- -5% -> -8% Fire/Earth Defense(6-10%)
- -5% -> -6% Water Defense(4-7%)
- -5% -> -4% Thunder Defense(3-5%)
- Reasoning: Again, another all-around mediocre item without a whole lot of usage. A little refocusing should go a long way with it.
- Corsair:
- 1900 -> 2525 Health
- 0 -> 55 Dexterity Requirement
- 0 -> 35 Agility Requirement
- 4% -> 7% Spell Damage(2-9%)
- 3 -> 0 Agility
- 9% -> 11% Speed(3-14%)
- 35 -> 80 Raw Melee(24-104)
- 10% -> 12% Air Damage(4-16%)
- Reasoning: The lack of requirement and such ridiculously low health really hurt this thing, but giving it a requirement means its power needed to come up too.
- Mithril Mantle:
- 0 -> 40 ALL Element Defenses
- 0 -> -12% Spell Damage
- 0 -> -8% Melee Damage
- 5% -> 10% Soul Point Regen
- Reasoning: It was an unremarkable Thanos shop item that hopefully will find some more use now.
- Cockleburr:
- STICK IT TO 'EM.
- 220-300 Neutral Damage
- 140-200 Earth Damage
- Slow Attack Speed
- Level 96
- Requires 60 Strength
- 170 Life Steal(51-221)
- 25% Thorns(8-33%)
- -8% Speed(6-10%)
- 150 Melee Damage(45-195)
- 7% Earth Damage(2-9%)
- -10% Fire Defense(3-13%)
- 12% Air Defense(4-16%)
- Reasoning: Again, just an unremarkable item in general that focused in on the wrong thing to be truly useful for the combination. This should breathe new life into it.
- Sorrow:
- 1000 -> 1400 Health
- 0 -> 1 Mana Regen
- 0 -> 8% Spell Damage
- 32% -> 42% Water Damage
- Reasoning: -4 Mana Steal was a steep price to pay, and all things considered it just didn't give enough for what you got out of it.
- Kitten Claw:
- 12-24 -> 12-38 Neutral Damage
- 18-54 -> 18-68 Thunder Damage
- -4% -> -6% Spell Damage(4-7%)
- -6% -> 4% Melee Damage (1-5%)
- 5% -> 8% Speed (2-10%)
- 5 -> 20 Melee Damage(6-26)
- Reasoning: For whatever reason, this is a higher level than Ocelot Claw, but comparatively at level, it was a lot weaker than Ocelot Claw, which made some strange kind of sense but wasn't that great for the actual balance, so here we are.
- Sapphire Shard:
- 52-67 -> 58-67 Water Damage
- 9% -> 21% Spell Damage(6-27%)
- 10% -> 14% XP Bonus(4-18%)
- 4% -> 11% Reflection(3-14%)
- -15% -> 0% Air Defense
- -15% -> -8% Thunder Defense(6-10%)
- Reasoning: These things ought to be recycled into boots. A lot more useful that way!
- Crescent:
- 2 -> 3 slots
- 145-250 -> 135-200 Neutral Damage
- 75-130 -> 160-175 Water Damage
- 0 -> 8% Spell Damage(2-10%)
- 6 -> 0 Agility Points
- 0 -> 8% Water Damage(2-10%)
- 15% -> 0 Air Damage
- Reasoning: There was a dearth of water bows around the level. We did some testing and this thing can actually be pretty formidable, despite the yellow name, since as we all know, anything with a yellow name is completely useless no matter what in most cases.
- Spring:
- 280-400 -> 250-370 Neutral Damage
- 170-250 -> 150-230 Water Damage
- -10 -> -40 Dexterity Points(28-52)
- -20 -> -30 Thunder Damage(21-39%)
- 30 -> 20 Water Damage(6-26%)
- Reasoning: Speaking of water bows...I think we can all agree that Spring was a tad too strong, huh?
- Silver:
- 80-110 -> 60-95 Neutral Damage
- 70-100 -> 100-135 Air Damage
- 0 -> 10% Spell Damage(3-13%)
- 15% -> 0 Loot Bonus
- 10% -> 14% Speed(4-18%)
- -12% -> -20% Fire Damage(14-26%)
- -12% -> 0 Thunder Damage
- 30% -> 23% Air Defense
- Reasoning: @SilverMirror buffed this one.
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