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Selvut283

Minor Changes 2

Sep 11th, 2018
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  1. Hero's End:
  2. -275 -> 0 Health Bonus
  3. 460 -> 0 Poison
  4. 0 -> 12% Melee Damage(4-16%)
  5. 0 -> 100 Raw Melee(30-130)
  6. 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.
  7.  
  8. Calidade Mail:
  9. 0 -> 15% Health Regen(5-20%)
  10. 0 -> 110 Health Regen(33-143)
  11. 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.
  12.  
  13. Frenzy:
  14. 2 -> 3 powder slots
  15. 0 -> 75 Melee Damage(23-98)
  16. 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.
  17.  
  18. Storm Brewer:
  19. 2 -> 3 Mana Steal(1-4)
  20. 110 -> 175 Melee Damage(53-228)
  21. Reasoning: Man this felt dangerous, but Storm Brewer doesn't quite do enough to be useful right now, it seems.
  22.  
  23. Phoenix Wing:
  24. 2 -> 3 powder slots
  25. Reasoning: Okay, I swear to god Silver gaslighted me into doing this one, I don't remember the discussion about doing this at ALL.
  26.  
  27. Achilles:
  28. -96 -> -500 Water Defense
  29. 500 -> 250 Earth Defense
  30. -500% -> -100% Water Defense
  31. 200% -> 500% Earth Defense
  32. 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.
  33.  
  34. Infused Hive Wand:
  35. 190-230 -> 170-210 Neutral Damage
  36. 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.
  37.  
  38. Cascade:
  39. -1 -> -6 All Skill Points(4-8)
  40. Reasoning: When I first made the item I somehow thought this would be more effective a penalty than it actually was...
  41.  
  42. Rotten Wood:
  43. 730 -> 1462 Poison(439-1901)
  44. 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.
  45.  
  46. Warchief:
  47. 2 -> 3 slots
  48. 35% -> 50% Damage Bonus(15-65%)
  49. -10 -> 0 Dexterity
  50. -20% -> 0 Water Damage
  51. -20% -> 0 Thunder Damage
  52. 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.
  53.  
  54. Neutrino:
  55. 4 -> 6 powder slots
  56. 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.
  57.  
  58. The Lethe:
  59. 50% -> 77% Damage Bonus(23-100%)
  60. 0 -> 175 Damage Bonus(53-228)
  61. Reasoning: Apparently it sucked as a melee wand for melee. Try tiering it!
  62.  
  63. Deathsplinter:
  64. 2 -> 3 powder slots
  65. 8 -> 23 Strength Points(7-30)
  66. 8 -> 23 Dexterity Points(7-30)
  67. -600 -> -500 Health Regen(350-650)
  68. Reasoning: I have no clue how Deathsplinter's previous power wasn't enough, but there ya go.
  69.  
  70. Gavel Imported Bow:
  71. 9-16 -> 20-28 Neutral Damage
  72. Reasoning: Salted REALLY messed up on the damage here, somehow...
  73.  
  74. Shajaea:
  75. 250-375 -> 100-175 Neutral Damage
  76. 75-150 -> 150-265 Fire Damage
  77. 75-150 -> 150-265 Water Damage
  78. 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.
  79.  
  80. Tarnkappe:
  81. 5 -> 10% Walk Speed(3-13%)
  82. 3% -> 0 Fire/Water/Earth Damage
  83. 9% -> 15% Air/Thunder Damage(5-20%)
  84. Reasoning: It was messy and those extra % damages didn't really add much either in terms of feel or in actual power.
  85.  
  86. Veekhat's Horns, and Veekhat's Udders:
  87. Quest requirement: Cowfusion
  88. Reasoning: Moo moo, moo. Moo, moo moo moo moo moo, moo moo.
  89.  
  90. Staccato:
  91. -3 -> -2 Mana Regen(1-3)
  92. Reasoning: This makes me exceedingly nervous.
  93.  
  94. Rikter:
  95. 300-400 -> 400-600 Neutral Damage
  96. 200-400 -> 300-500 Earth Damage
  97. Very Slow -> Super Slow Attack Speed
  98. Reasoning: IMs felt it necessary to give Rikter a bit of a kick to make it more endgame viable, for some reason.
  99.  
  100. Acevro:
  101. 125-210 -> 110-155 Neutral Damage
  102. 50-90 -> 90-130 Air Damage
  103. 10% -> 15% Speed
  104. 40% -> 35% Water Damage
  105. 15% -> 20% Air Damage
  106. Reasoning: Liiiiiiiittle too much power there, boy. Let's spread that around a bit better.
  107.  
  108. Sapphire:
  109. 60 -> 55 Intelligence Requirement
  110. Reasoning: Now you don't have to be as smart to wear blue rocks on your feet, wonderful!
  111.  
  112. Aquamarine:
  113. 2900 -> 2800 HP
  114. 100 -> 90 Water Defense
  115. 30 -> 35 Strength Requirement
  116. Reasoning: Now these different blue rocks don't give you as much power when you wear them on your head!
  117.  
  118. Pisces:
  119. 2800 -> 3000 HP
  120. Reasoning: A slight buff was needed.
  121.  
  122. Quartzite Helm:
  123. 19% -> 15% Spell Damage(5-20%)
  124. 135 -> 115 Spell Damage(35-150)
  125. 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.
  126.  
  127. Salvation:
  128. 0 -> 2 slots
  129. Reasoning: My son, your divine reckoning has finally come.
  130.  
  131. Sagittarius:
  132. 160 -> 140 Air Defense
  133. -200 -> -180 Earth Defense
  134. 100 -> 90 Agility Requirement
  135. -200 -> 0 Health Bonus
  136. Reasoning: Stop saying Sagittarius sucks. It was good before and this makes it a heck of a lot better just real suddenly.
  137.  
  138. The Master's Gi:
  139. 25% -> 12% Health Regen(4-16%)
  140. 15% -> 20% Melee Damage(6-26%)
  141. Reasoning: The balance of the item's skillset was a little off. This should make it more potent.
  142.  
  143. Earth Breaker:
  144. 0 -> 2 slots
  145. 1800 -> 2550 Health
  146. -100 -> -200 Life Steal
  147. Reasoning: Apparently it was pretty weak. I'm just worried this will become Earth Broken.
  148.  
  149. Affluence:
  150. 10% -> 12% Loot Bonus
  151. 5% -> 8% Stealing
  152. Reasoning: Wow, what a great buff!
  153.  
  154. Vortex:
  155. 1000 -> 1250 Health
  156. 1 -> 2 Mana Steal
  157. 30 -> 60 Raw Melee
  158. Reasoning: It was a touch weak, especially when compared to...
  159.  
  160. Charger:
  161. 20% -> 16% Speed
  162. Reasoning: ...which is a unique you buy in a shop, no less.
  163.  
  164. Tera:
  165. 2400 -> 2725 Health
  166. 15% -> 20% Melee Damage/Loot Bonus(6-26%)
  167. 7 -> 8 Strength/Dexterity Points(2-10)
  168. Reasoning: Man, earth/thunder is just getting all the buffs these days! I might just have a heart attack from all of- oh wait...
  169.  
  170. Ex Nihilo:
  171. 1 -> 2 slots
  172. -150 -> -110 Fire Defense
  173. -200% -> -40% Fire Damage(28-52%)
  174. Reasoning: Why did a guild name themselves after these boots...? Anyways, they were kinda weak, apparently.
  175.  
  176. Hell's Scream:
  177. 55-180 -> 60-65 Neutral Damage
  178. 15-25 -> 40-45 Fire Damage
  179. 10-30 -> 40-45 Air Damage
  180. 1 -> 0 Mana Steal
  181. 0 -> 8 Agility(2-10)
  182. 0 -> 800 Health Bonus(240-1040)
  183. 150 -> 0 Spell Damage
  184. 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.
  185.  
  186. Essren's Coat:
  187. 0 -> 50 Health
  188. 22 -> 20 Spell Damage(6-26)
  189. 0 -> 10% Water Damage(3-13%)
  190. Reasoning: Now it's less useless for Mages, and in general.
  191.  
  192. Albedo:
  193. 15 -> 50 Fire/Earth Defense
  194. 45 -> 65 Water/Thunder Defense
  195. 75 -> 80 Air Defense
  196. -10% -> 5% Fire/Earth Defense(4-7%)
  197. Reasoning: Ooh, shiny!
  198.  
  199. Scout Dagger:
  200. 10-22 -> 10-18 Neutral Damage
  201. Reasoning: For some reason, it had a good amount more damage than it had rights to.
  202.  
  203. Claw:
  204. 13-15 -> 16-18 Neutral Damage
  205. Reasoning: For some reason, it had a good amount less damage than it had rights to.
  206.  
  207. Helmet of Wisdom:
  208. 0 -> 3% XP Bonus(1-4%)
  209. Reasoning: The second most important buff.
  210.  
  211. Charity:
  212. 0 -> 7% Health Regen
  213. 5% -> 10% Soul Point Regen
  214. Reasoning: The most important buff.
  215.  
  216. Curador Boots:
  217. -750 -> 0 Poison
  218. -13% -> -18% Thunder Damage(13-23%)
  219. -13% -> 0 Earth Damage:
  220. Reasoning: It was a little weak, and its IDs were cluttered up too.
  221.  
  222. Asphyxia:
  223. -250 -> -200 Air Defense
  224. -20% -> -15% Walk Speed(11-20)
  225. Reasoning: Its downsides were a bit too harsh for what we wanted out of it.
  226.  
  227. Manna:
  228. 280-480 -> 270-400 Neutral Damage
  229. 70-120 -> 90-200 Water Damage
  230. 750 -> 1450 Health Bonus
  231. 150 -> 175 Health Regen
  232. 15% -> 20% Earth Damage
  233. 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!
  234.  
  235. Giant Claw:
  236. 0 -> 15% Melee Damage(5-20%)
  237. 15 -> 0 Melee Damage
  238. 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.
  239.  
  240. Flameshot Hilt:
  241. 1000-1500 -> 1200-1550 Fire Damage
  242. Reasoning: It didn't shoot enough fire out of its firehole.
  243.  
  244. Medeis:
  245. 50 -> 40 Dexterity/Intelligence/Defense Requirements
  246. Reasoning: Hey LarzLapiz use this in a build
  247.  
  248. Cloud Nine:
  249. 2 -> 3 slots
  250. 15% -> 0 Earth Defense
  251. 0 -> 15% Fire Defense(5-20%)
  252. Reasoning: Hows about we defend against something relevant to air?
  253.  
  254. Torrential Tide:
  255. 1-50 -> 1-75 Neutral Damage
  256. 50-250 -> 15-215 Water Damage
  257. Reasoning: Too strong, too strong, too strong!
  258.  
  259. Scytodidae:
  260. 1 -> 2 slots
  261. 145-190 -> 195-245 Neutral Damage
  262. 110-160 -> 145-190 Water Damage
  263. -30 -> -20 Defense Points
  264. 120 -> 0 Melee Damage
  265. 0 -> 140 Spell Damage(42-182)
  266. Reasoning: Why was this a water weapon with melee damage focus? It made no sense...
  267.  
  268. Detlas' Stick:
  269. 5-9 -> 3-5 Neutral Damage
  270. 1-4 -> 1-3 Water Damage
  271. Reasoning: It was ridiculously overpowered at-level?? For no reason????
  272.  
  273. Morph-Emerald:
  274. 0 -> 225 Health
  275. 7% -> 8% Loot Bonus(2-10%)
  276. Reasoning: Hey look, stop using double Topaz!
  277.  
  278. The Brigand's Brogues:
  279. 7% -> 12% Speed(4-16%)
  280. 3% -> 4% Stealing(1-5%)
  281. 0 -> 10% Thunder Damage(3-13%)
  282. 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!
  283.  
  284. Blues Whistle:
  285. 15% -> 20% Fire Damage
  286. Reasoning: The detonation shook the walls/It was coming down/The empty halls filled with flame/And everything was burning to the ground...
  287.  
  288. Infidel:
  289. 2 -> 3 slots
  290. Reasoning:
  291. infidel. shut up.png
  292. I'm sad now.
  293.  
  294. Apocalypse:
  295. 400 -> 320 Life Steal
  296. Reasoning: It truly is the end of days when Apocalypse's life steal is too high, isn't it?
  297.  
  298. Chef Hamsey's Apron:
  299. 50 -> -150 Fire/Water Defense
  300. 0 -> 150 Thunder Defense
  301. Reasoning: We deliberated on this one for a while.
  302.  
  303. 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!
  304.  
  305. 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.
  306.  
  307. Regrets:
  308. 10-14 -> 12-16 Neutral/Water Damage
  309. Reasoning: I hope I won't come to regret this, either.
  310.  
  311. Reborn:
  312. -400 -> -125 Health
  313. 7% -> 10% Thunder/Earth Damage(3-13%)
  314. 20 -> 55 Melee Damage(17-72)
  315. Reasoning: I feel kinda worried about this huge of a buff, but it is earth/thunder after all...
  316.  
  317. Resolve:
  318. 3075 -> 3200 Health
  319. 125 -> 0 Health Bonus
  320. Reasoning: I forget why I even had such a small amount of health bonus on this thing.
  321.  
  322. Prognosticum:
  323. 10% -> 0 Spell Damage
  324. 10% -> 12% Water Damage
  325. Reasoning: Apparently it was just overpowering even Legendary Island braces considering its power and low requirement.
  326.  
  327. Wick:
  328. 2 -> 3 slots
  329. 70-120 -> 50-120 Neutral Damage
  330. Reasoning: Apparently powder conversion is a huge thing with the kids these days!
  331.  
  332. Sawtooth:
  333. 2 -> 3 slots
  334. 15% -> 20% Spell Damage/Melee Damage
  335. 15% -> 10% All Element Damages
  336. Reasoning: The Corkians gotta get hip with the new fangled kids of today to keep up!
  337.  
  338. Kaze:
  339. -50 -> -20 Fire Defense
  340. 50 -> 40 Air Defense
  341. Reasoning: Apparently due to the heavy -defenses in conjunction with its other effects, it was just too risky to use.
  342.  
  343. Plague:
  344. 2 -> 3 slots
  345. 100 -> 80 Defense Requirement
  346. 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.
  347.  
  348. Alazarin:
  349. Name change to Alizarin
  350. 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.
  351.  
  352. Static-charged Leggings:
  353. Name change to Static-Charged Leggings
  354. Reasoning: Grammar...
  355.  
  356. Slime-blend Leggings:
  357. Name change to Slime-Blend Leggings
  358. Reasoning: Grammar...
  359.  
  360. Cancer:
  361. Name change to Necrosis
  362. Reasoning: The community voted on this one!
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