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- Hero's End:
- -275 -> 0 Health Bonus
- 460 -> 0 Poison
- 0 -> 12% Melee Damage(4-16%)
- 0 -> 100 Raw Melee(30-130)
- Reasoning: It didn't have much of a focus before except being "evil". While this loses a bit of the name theming, it should be more useful overall.
- Calidade Mail:
- 0 -> 15% Health Regen(5-20%)
- 0 -> 110 Health Regen(33-143)
- Reasoning: Not much of a use for this item right now, and just upping the skill points felt like it'd be a bit too much.
- Frenzy:
- 2 -> 3 powder slots
- 0 -> 75 Melee Damage(23-98)
- Reasoning: It was a bit lackluster. Upping its damage potential all-around should help! Hopefully the extra 99-421 melee dps will make a difference.
- Storm Brewer:
- 2 -> 3 Mana Steal(1-4)
- 110 -> 175 Melee Damage(53-228)
- Reasoning: Man this felt dangerous, but Storm Brewer doesn't quite do enough to be useful right now, it seems.
- Phoenix Wing:
- 2 -> 3 powder slots
- Reasoning: Okay, I swear to god Silver gaslighted me into doing this one, I don't remember the discussion about doing this at ALL.
- Achilles:
- -96 -> -500 Water Defense
- 500 -> 250 Earth Defense
- -500% -> -100% Water Defense
- 200% -> 500% Earth Defense
- Reasoning: This will prevent people from easily breaking their water weakness, and make the earth more prominent. It's the same earth defense as before, but the higher % means other pieces will do more for you per point. Buff? Nerf? You decide.
- Infused Hive Wand:
- 190-230 -> 170-210 Neutral Damage
- Reasoning: All the Hive weapons are a slight amount above the normal baseline damage, but by accident the wand was way higher above than it should have been. This is setting things straight.
- Cascade:
- -1 -> -6 All Skill Points(4-8)
- Reasoning: When I first made the item I somehow thought this would be more effective a penalty than it actually was...
- Rotten Wood:
- 730 -> 1462 Poison(439-1901)
- Reasoning: For an item completely reliant on poison with no other positive benefits, it was a bit lackluster. A lot of poison items will be getting a similar adjustment too, though which ones will change hasn't yet been decided internally 100% of the way.
- Warchief:
- 2 -> 3 slots
- 35% -> 50% Damage Bonus(15-65%)
- -10 -> 0 Dexterity
- -20% -> 0 Water Damage
- -20% -> 0 Thunder Damage
- Reasoning: This is the team's rather than my decision. I thought Warchief was fine, but they insisted that it needed a buff, so here we are. EDIT: They still weren't satisfied.
- Neutrino:
- 4 -> 6 powder slots
- Reasoning: The vagaries of the cosmos cannot be contained by mere numbers. Also since it has no raw defense this is necessary to make its %'s more useful.
- The Lethe:
- 50% -> 77% Damage Bonus(23-100%)
- 0 -> 175 Damage Bonus(53-228)
- Reasoning: Apparently it sucked as a melee wand for melee. Try tiering it!
- Deathsplinter:
- 2 -> 3 powder slots
- 8 -> 23 Strength Points(7-30)
- 8 -> 23 Dexterity Points(7-30)
- -600 -> -500 Health Regen(350-650)
- Reasoning: I have no clue how Deathsplinter's previous power wasn't enough, but there ya go.
- Gavel Imported Bow:
- 9-16 -> 20-28 Neutral Damage
- Reasoning: Salted REALLY messed up on the damage here, somehow...
- Shajaea:
- 250-375 -> 100-175 Neutral Damage
- 75-150 -> 150-265 Fire Damage
- 75-150 -> 150-265 Water Damage
- Reasoning: This more a shift rather than a buff. It deals more elemental damage, but the overall baselines haven't been buffed by much at all.
- Tarnkappe:
- 5 -> 10% Walk Speed(3-13%)
- 3% -> 0 Fire/Water/Earth Damage
- 9% -> 15% Air/Thunder Damage(5-20%)
- Reasoning: It was messy and those extra % damages didn't really add much either in terms of feel or in actual power.
- Veekhat's Horns, and Veekhat's Udders:
- Quest requirement: Cowfusion
- Reasoning: Moo moo, moo. Moo, moo moo moo moo moo, moo moo.
- Staccato:
- -3 -> -2 Mana Regen(1-3)
- Reasoning: This makes me exceedingly nervous.
- Rikter:
- 300-400 -> 400-600 Neutral Damage
- 200-400 -> 300-500 Earth Damage
- Very Slow -> Super Slow Attack Speed
- Reasoning: IMs felt it necessary to give Rikter a bit of a kick to make it more endgame viable, for some reason.
- Acevro:
- 125-210 -> 110-155 Neutral Damage
- 50-90 -> 90-130 Air Damage
- 10% -> 15% Speed
- 40% -> 35% Water Damage
- 15% -> 20% Air Damage
- Reasoning: Liiiiiiiittle too much power there, boy. Let's spread that around a bit better.
- Sapphire:
- 60 -> 55 Intelligence Requirement
- Reasoning: Now you don't have to be as smart to wear blue rocks on your feet, wonderful!
- Aquamarine:
- 2900 -> 2800 HP
- 100 -> 90 Water Defense
- 30 -> 35 Strength Requirement
- Reasoning: Now these different blue rocks don't give you as much power when you wear them on your head!
- Pisces:
- 2800 -> 3000 HP
- Reasoning: A slight buff was needed.
- Quartzite Helm:
- 19% -> 15% Spell Damage(5-20%)
- 135 -> 115 Spell Damage(35-150)
- Reasoning: I forget if we touched this in our previous raw spell changes, but apparently it was still a bit too good for its own good.
- Salvation:
- 0 -> 2 slots
- Reasoning: My son, your divine reckoning has finally come.
- Sagittarius:
- 160 -> 140 Air Defense
- -200 -> -180 Earth Defense
- 100 -> 90 Agility Requirement
- -200 -> 0 Health Bonus
- Reasoning: Stop saying Sagittarius sucks. It was good before and this makes it a heck of a lot better just real suddenly.
- The Master's Gi:
- 25% -> 12% Health Regen(4-16%)
- 15% -> 20% Melee Damage(6-26%)
- Reasoning: The balance of the item's skillset was a little off. This should make it more potent.
- Earth Breaker:
- 0 -> 2 slots
- 1800 -> 2550 Health
- -100 -> -200 Life Steal
- Reasoning: Apparently it was pretty weak. I'm just worried this will become Earth Broken.
- Affluence:
- 10% -> 12% Loot Bonus
- 5% -> 8% Stealing
- Reasoning: Wow, what a great buff!
- Vortex:
- 1000 -> 1250 Health
- 1 -> 2 Mana Steal
- 30 -> 60 Raw Melee
- Reasoning: It was a touch weak, especially when compared to...
- Charger:
- 20% -> 16% Speed
- Reasoning: ...which is a unique you buy in a shop, no less.
- Tera:
- 2400 -> 2725 Health
- 15% -> 20% Melee Damage/Loot Bonus(6-26%)
- 7 -> 8 Strength/Dexterity Points(2-10)
- Reasoning: Man, earth/thunder is just getting all the buffs these days! I might just have a heart attack from all of- oh wait...
- Ex Nihilo:
- 1 -> 2 slots
- -150 -> -110 Fire Defense
- -200% -> -40% Fire Damage(28-52%)
- Reasoning: Why did a guild name themselves after these boots...? Anyways, they were kinda weak, apparently.
- Hell's Scream:
- 55-180 -> 60-65 Neutral Damage
- 15-25 -> 40-45 Fire Damage
- 10-30 -> 40-45 Air Damage
- 1 -> 0 Mana Steal
- 0 -> 8 Agility(2-10)
- 0 -> 800 Health Bonus(240-1040)
- 150 -> 0 Spell Damage
- Reasoning: Its whole schtick was made under the flawed assumption that spell raw accounted in full for every hit instead of being affected by multipliers, and was based around being used with War Scream...but with that out, let's give it some other oomph to it instead.
- Essren's Coat:
- 0 -> 50 Health
- 22 -> 20 Spell Damage(6-26)
- 0 -> 10% Water Damage(3-13%)
- Reasoning: Now it's less useless for Mages, and in general.
- Albedo:
- 15 -> 50 Fire/Earth Defense
- 45 -> 65 Water/Thunder Defense
- 75 -> 80 Air Defense
- -10% -> 5% Fire/Earth Defense(4-7%)
- Reasoning: Ooh, shiny!
- Scout Dagger:
- 10-22 -> 10-18 Neutral Damage
- Reasoning: For some reason, it had a good amount more damage than it had rights to.
- Claw:
- 13-15 -> 16-18 Neutral Damage
- Reasoning: For some reason, it had a good amount less damage than it had rights to.
- Helmet of Wisdom:
- 0 -> 3% XP Bonus(1-4%)
- Reasoning: The second most important buff.
- Charity:
- 0 -> 7% Health Regen
- 5% -> 10% Soul Point Regen
- Reasoning: The most important buff.
- Curador Boots:
- -750 -> 0 Poison
- -13% -> -18% Thunder Damage(13-23%)
- -13% -> 0 Earth Damage:
- Reasoning: It was a little weak, and its IDs were cluttered up too.
- Asphyxia:
- -250 -> -200 Air Defense
- -20% -> -15% Walk Speed(11-20)
- Reasoning: Its downsides were a bit too harsh for what we wanted out of it.
- Manna:
- 280-480 -> 270-400 Neutral Damage
- 70-120 -> 90-200 Water Damage
- 750 -> 1450 Health Bonus
- 150 -> 175 Health Regen
- 15% -> 20% Earth Damage
- Reasoning: MANNA DOESN'T SUCK. STOP SAYING IT SUCKS. Just cause it hasn't got the best damage in the world doesn't mean jack diddly considering its other abilities and boosts!
- Giant Claw:
- 0 -> 15% Melee Damage(5-20%)
- 15 -> 0 Melee Damage
- Reasoning: Since Claw got buffed away, there's no more reason to keep Giant Claw underpowered for sake of a clever little "oh hey this item is bigger so its more powerful than its lower level counterpart" bit part.
- Flameshot Hilt:
- 1000-1500 -> 1200-1550 Fire Damage
- Reasoning: It didn't shoot enough fire out of its firehole.
- Medeis:
- 50 -> 40 Dexterity/Intelligence/Defense Requirements
- Reasoning: Hey LarzLapiz use this in a build
- Cloud Nine:
- 2 -> 3 slots
- 15% -> 0 Earth Defense
- 0 -> 15% Fire Defense(5-20%)
- Reasoning: Hows about we defend against something relevant to air?
- Torrential Tide:
- 1-50 -> 1-75 Neutral Damage
- 50-250 -> 15-215 Water Damage
- Reasoning: Too strong, too strong, too strong!
- Scytodidae:
- 1 -> 2 slots
- 145-190 -> 195-245 Neutral Damage
- 110-160 -> 145-190 Water Damage
- -30 -> -20 Defense Points
- 120 -> 0 Melee Damage
- 0 -> 140 Spell Damage(42-182)
- Reasoning: Why was this a water weapon with melee damage focus? It made no sense...
- Detlas' Stick:
- 5-9 -> 3-5 Neutral Damage
- 1-4 -> 1-3 Water Damage
- Reasoning: It was ridiculously overpowered at-level?? For no reason????
- Morph-Emerald:
- 0 -> 225 Health
- 7% -> 8% Loot Bonus(2-10%)
- Reasoning: Hey look, stop using double Topaz!
- The Brigand's Brogues:
- 7% -> 12% Speed(4-16%)
- 3% -> 4% Stealing(1-5%)
- 0 -> 10% Thunder Damage(3-13%)
- Reasoning: Yeah yeah, more speed, more thunder damage, it's less a watered-down Almuj's Walkers, but we all know that all you care about is that delicious extra 1% stealing!
- Blues Whistle:
- 15% -> 20% Fire Damage
- Reasoning: The detonation shook the walls/It was coming down/The empty halls filled with flame/And everything was burning to the ground...
- Infidel:
- 2 -> 3 slots
- Reasoning:
- infidel. shut up.png
- I'm sad now.
- Apocalypse:
- 400 -> 320 Life Steal
- Reasoning: It truly is the end of days when Apocalypse's life steal is too high, isn't it?
- Chef Hamsey's Apron:
- 50 -> -150 Fire/Water Defense
- 0 -> 150 Thunder Defense
- Reasoning: We deliberated on this one for a while.
- We wanted to give it a requirement. That got shot down. So, we figured, what else could we do to try and make it inconvenient to use outside of fire/water? And then, Giga came up with the idea of giving it negative fire/water defenses, and then a boost in thunder, so putting it on with fire/water gear will cancel out the negative defenses and help patch its innate weaknesses! Brilliant!
- And then he proceeded to make like fifteen or more variations on this because while everyone else was okay with his initial numbers, he suddenly became not okay with them for some reason.
- Regrets:
- 10-14 -> 12-16 Neutral/Water Damage
- Reasoning: I hope I won't come to regret this, either.
- Reborn:
- -400 -> -125 Health
- 7% -> 10% Thunder/Earth Damage(3-13%)
- 20 -> 55 Melee Damage(17-72)
- Reasoning: I feel kinda worried about this huge of a buff, but it is earth/thunder after all...
- Resolve:
- 3075 -> 3200 Health
- 125 -> 0 Health Bonus
- Reasoning: I forget why I even had such a small amount of health bonus on this thing.
- Prognosticum:
- 10% -> 0 Spell Damage
- 10% -> 12% Water Damage
- Reasoning: Apparently it was just overpowering even Legendary Island braces considering its power and low requirement.
- Wick:
- 2 -> 3 slots
- 70-120 -> 50-120 Neutral Damage
- Reasoning: Apparently powder conversion is a huge thing with the kids these days!
- Sawtooth:
- 2 -> 3 slots
- 15% -> 20% Spell Damage/Melee Damage
- 15% -> 10% All Element Damages
- Reasoning: The Corkians gotta get hip with the new fangled kids of today to keep up!
- Kaze:
- -50 -> -20 Fire Defense
- 50 -> 40 Air Defense
- Reasoning: Apparently due to the heavy -defenses in conjunction with its other effects, it was just too risky to use.
- Plague:
- 2 -> 3 slots
- 100 -> 80 Defense Requirement
- Reasoning: Let my people go, so that they may worship me. If you refuse to let them go and continue to hold them back, the hand of the LORD will bring a terrible plague on your items and make them minorly subpar and in need of buffs.
- Alazarin:
- Name change to Alizarin
- Reasoning: Alizarin Crimson was what it was named after. I just had misspelled it when it first went in and couldn't fix it until now.
- Static-charged Leggings:
- Name change to Static-Charged Leggings
- Reasoning: Grammar...
- Slime-blend Leggings:
- Name change to Slime-Blend Leggings
- Reasoning: Grammar...
- Cancer:
- Name change to Necrosis
- Reasoning: The community voted on this one!
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