Selvut283

Minor Changes 1

May 24th, 2018
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  1. King of Hearts:
  2. 115% -> 58% Water Damage (17%-75%)
  3. Reasoning: It's too easily a full-heal. Now it still has its uses without being an insta-heal bump.
  4.  
  5. Bovine Cuff:
  6. 30 -> 20 Earth Defense
  7. 8% -> 5% Melee Damage(2%-7%)
  8. Reasoning: It outstripped Pride and was easy to farm.
  9.  
  10. Pride:
  11. 0 -> 20 Earth Defense
  12. 7% -> 8% Melee Damage
  13. Reasoning: It had a strength requirement without any real advantage over Bovine Cuff despite the level discrepancy.
  14.  
  15. Collector:
  16. 8% -> 6% Loot Bonus(2%-8%)
  17. Reasoning: I didn't realize they'd be so common, and its rarity was intended as its balancing factor.
  18.  
  19. Corrupted Nii Mukluk:
  20. 2400 -> 2300 Health
  21. 30% -> 20% Fire Damage
  22. Reasoning: It's very powerful with lots of damage considering the ability of the set is primarily defensive.
  23.  
  24. Skeleton Boots:
  25. 5% -> 6% Walk Speed(2%-8%)
  26. 5% -> 7% Air Damage(2%-9%)
  27. Reasoning: A bit lackluster.
  28.  
  29. Light Kaekell:
  30. -30% -> 0% Earth/Fire/Water Damage
  31. 5% -> 10% Melee Damage(3%-13%)
  32. Reasoning: The -damages did nothing except make it messy, and it felt like it needed a bit more.
  33.  
  34. Grip of the Land:
  35. 2350 -> 2700 health
  36. 350 -> 0 Health Bonus
  37. -15% -> 0% Air Defense
  38. Reasoning: Makes it cleaner and more appealing for use by preventing a double negative.
  39.  
  40. Naragath's Hoof:
  41. 1 -> 2 Powder Slots
  42. -33% -> -20% Soul Point Regen(14%-26%)
  43. -100% -> -20% Water Damage(14%-26%)
  44. -25% -> -20% Water Defense(14%-26%)
  45. Reasoning: The water downsides after the heal change were too harsh, and it didn't have too much going for it.
  46.  
  47. Exhaustion:
  48. 8% -> 0% Fire Damage
  49. Reasoning: It's super defensive, the damage felt out of place and cluttered it up.
  50.  
  51. Stalagmites:
  52. -50 -> -130 Water Defense
  53. -70 -> -130 Air Defense
  54. 5 Defense -> 5 Dexterity(2-7)
  55. Reasoning: It had no negatives aside from its defenses, which were nothing, and the defense was a weird holdover that needed to be changed regardless.
  56.  
  57. Kahontsi Ohstyen:
  58. -10% -> 0% Thunder Defense
  59. Reasoning: It cluttered the item unnecessarily and had little effect.
  60.  
  61. Wildfire:
  62. -100 -> -60 Water Defense
  63. 60 -> 65 Fire Defense
  64. 30 -> 70 Spell Damage
  65. Reasoning: It was a bit too punishing for what it gave.
  66.  
  67. Dark Diadem:
  68. -10 -> -20 Water Defense
  69. 8% -> 6% XP Bonus(2%-8%)
  70. 5% -> 4% Spell Damage(3%-5%)
  71. Reasoning: It was just a bit too crazy in all respects for a necklace, given it has Mana Steal.
  72.  
  73. Crocodile:
  74. 4 -> 10 Water Defense
  75. -4% -> -6% Walk Speed
  76. 0 -> 30 Spell Damage
  77. 5 -> 0 Melee Damage
  78. Reasoning: It was sort of pointless, giving a water item melee like that, don't you think?
  79.  
  80. Battalion:
  81. 590 -> 640 Health
  82. 4% -> 8% Walk Speed
  83. Reasoning: Again, rather pointless, few boosts at all.
  84.  
  85. Death's Toe:
  86. 550 -> 450 Health
  87. -10 -> -25 Earth Defense
  88. 15 -> 0 Thunder Defense
  89. Reasoning: 2 mana steal for a cheap requirement shouldn't go unnoticed.
  90.  
  91. The Visionary's Vice:
  92. 154 -> 200 Spell Damage(60-260)
  93. 10% -> 12% Water/Thunder Damage(4%-16%)
  94. Reasoning: It was just a touch lackluster, don't you think?
  95.  
  96. Gysdep:
  97. 1000 -> 500 Health Bonus
  98. 15% -> 10% Water/Fire/Air Damage
  99. Reasoning: It's extremely defensive, but excelled a bit too much while retaining decent damage as well. It needed general nerfs.
  100.  
  101. Cluster:
  102. 200 -> 400 Life Steal(120-520)
  103. 7% -> 10% Stealing(3%-13%)
  104. Reasoning: It just falls a touch flat of its purpose of "spray arrows everywhere". Adding more melee focus with the life steal will help with that.
  105.  
  106. Capricorn:
  107. -60 -> -100 Earth/Thunder Defense
  108. Reasoning: It gives quite a lot for such few downsides, but apparently high double-negatives are the devil, so this should be more fair of a tradeoff now.
  109.  
  110. Memento:
  111. 2850 -> 2750 Health
  112. -100 -> -150 Thunder Defense
  113. -225 -> -250 Life Steal(175-325)
  114. 165 -> 150 Spell Damage(45-195)
  115. Reasoning: This one needed a few general nerfs. It still easily fulfills its purpose, and the nerfs are relatively minor all around.
  116.  
  117. Myrrh:
  118. 30 -> 10 Water Defense
  119. 5% -> 2% Spell Damage
  120. Reasoning: It's just a touch too good for its own good.
  121.  
  122. Breakbore:
  123. 100-150 -> 110-165 Neutral Damage
  124. 50-75 -> 80-110 Fire/Earth Damage
  125. 34% -> 57% Exploding(17%-74%)
  126. -5% -> 0% Thunder Defense
  127. -10% -> -15% Water/Air Defense(10%-20%)
  128. Reasoning: It was rather weak and didn't stand out at all as an altar reward.
  129.  
  130. Third Eye:
  131. 100 -> 0 Spell Damage
  132. Reasoning: It's primarily a defensive item. The spell damage was meant to be minor, but was found to be significantly less minor than expected.
  133.  
  134. Steamjet Walkers:
  135. -100 -> -80 Thunder Defense
  136. 16% -> 24% Spell Damage(7%-31%)
  137. 20% -> 21% Walk Speed(6%-27%)
  138. 8 -> 15 Agility(5-20)
  139. 24% -> 21% Water Damage(6%-27%)
  140. 21% -> 24% Air Damage(7%-31%)
  141. Reasoning: The low health compared with its requirements and unfortunately lackluster damage meant this was almost never used.
  142.  
  143. Tesla:
  144. -600 -> -1100 Health
  145. -80 -> 0 Air Defense
  146. 100 -> 90 Thunder Defense
  147. -80 -> -160 Earth Defense
  148. 2 -> 3 Mana Steal(1-4)
  149. -600 -> 0 Health Bonus
  150. 23% -> 40% Thunder Damage(12%-52%)
  151. Reasoning: It didn't do enough compared to Discharge, unfortunately.
  152.  
  153. Proxima:
  154. 2 -> 4 Powder Slots
  155. -120 -> -90 Health Regen(63-117)
  156. Reasoning: The item just doesn't quite do enough, but the stats didn't need much of a touch.
  157.  
  158. Broken Trident:
  159. 5 -> 0 Strength Requirement
  160. Reasoning: I forgot why I even gave it a strength req in the first place. There was no justification.
  161.  
  162. Staff of the Dark Vexations:
  163. 3 -> 0 Agility
  164. 0 -> 3 Defense(1-4)
  165. Reasoning: It was supposed to have defense.
  166.  
  167. Squidword's Clarinet:
  168. 8% -> 0% Spell Damage
  169. 0% -> 8% Water Damage(2%-10%)
  170. Reasoning: The spell damage wasn't relevant for a good few levels, and the water damage will help with the heal.
  171.  
  172. Olive:
  173. 6% -> 4% Spell Damage(1%-5%)
  174. 5% -> 8% Earth Damage(2%-10%)
  175. Reasoning: This makes it much more concretely earth, which was the intent.
  176.  
  177. Far Cosmos:
  178. 1 -> 3 Slots
  179. Reasoning: It's good, but just not quite good enough. A powder special should help.
  180.  
  181. Blue Mask:
  182. 800 -> 1 Health
  183. Reasoning: It's made of paper. Paper doesn't give you 800 health.
  184. In all seriousness though, the amount of skill points it can give is ridiculous, and it needed some kind of drawback. Having next to no health seems fitting.
  185.  
  186. Monster:
  187. 115 -> 110 Defense Req
  188. Reasoning: IM team came up with this one, ask them.
  189.  
  190. Ophiuchus:
  191. 21% -> 15% Water/Fire Damage(5%-20%)
  192. Reasoning: It just had a bit too much damage for its own good considering its bulk. In addition, that high water damage was a big boon for Healers, which meant it was doubly too effective.
  193.  
  194. Zephra Shredder:
  195. -2 -> -1 Mana Regen(1-1)
  196. 10% -> 12% Spell Damage(4%-16%)
  197. -150 -> -100 Life Steal(70-130)
  198. 100 -> 125 Damage Bonus(38-163)
  199. Reasoning: The -2 mana regen was only as it was, because at that time, rounding hadn't been fixed and so a -1 could become a 0. I intended to fix that once rounding got changed, but forgot for awhile. The rest is just minor buffs.
  200.  
  201. Katoa's Warmth:
  202. -8 -> -12 Damage Bonus(8-16)
  203. Reasoning: It's all about the health and regen, and especially at-level it is VERY good at what it does, for not much drawback.
  204.  
  205. Dandelion:
  206. -8 -> -6 Fire/Air Defense
  207. 6% -> 12% Thorns(4%-16%)
  208. 7 -> 10 Spell Damage(3-13)
  209. Reasoning: Was just a touch lackluster all things considered.
  210.  
  211. Sizzling Shawl:
  212. 12% -> 16% Spell Damage/Damage Bonus(5%-21%)
  213. 20% -> 12% Water Damage(4%-16%)
  214. Reasoning: For such a heavily offensive item, it was a bit too good for Heals. This doesn't reduce its damage really, just its healing potential.
  215.  
  216. Clearsight Spectacles:
  217. 25% -> 20% XP Bonus(6%-26%)
  218. Quest Requirement: Taproot
  219. Reasoning: Since you can get infinite of them, it's a little bit much. This also locks it behind doing the questline, so no more powerlevelling with it!
  220.  
  221. Philophilia:
  222. 30% -> 25% Health Regen(8%-33%)
  223. -10% -> -20% Spell Damage(14%-26%)
  224. -15% -> -30% Thorns/Reflection(21%-39%)
  225. -5 -> -15 Intelligence(11-20)
  226. Reasoning: Lots of health, lots of regen, no requirement...it was practically a better Leo at this point.
  227.  
  228. Snowstorm:
  229. 4 -> 0 Dexterity/Intelligence/Agility
  230. Reasoning: They didn't make the item much stronger, and it was very cluttered.
  231.  
  232. Ik-El-Van:
  233. 10 -> 0 Strength Requirement
  234. Reasoning: Why did it have a strength requirement at all...? Like, I didn't make this one, so it's utterly baffling.
  235.  
  236. Tundra Strike:
  237. 2 -> 3 Mana Steal
  238. Reasoning: It didn't have much notable about it. Maybe it'll see a bit of use now?
  239.  
  240. Sandslasher:
  241. 15 -> 25 Damage Bonus(8-33)
  242. 11% -> 12% Air Damage(4%-16%)
  243. Reasoning: Raw melee.
  244.  
  245. Thanos Warsword:
  246. 50 -> 90 Damage Bonus
  247. Reasoning: Raw melee.
  248.  
  249. Chaleur:
  250. 5 -> 0 Strength
  251. -25% -> 0 Water Damage
  252. 15 -> 30 Damage Bonus(9-39)
  253. Reasoning: Raw melee. In addition, the strength and water damage didn't do anything, really.
  254.  
  255. Troms' Pride:
  256. 25 -> 35 Damage Bonus(11-46)
  257. Reasoning: Raw melee.
  258.  
  259. Hollow Branch:
  260. 110 -> 185 Poison(56-241)
  261. Reasoning: The poison is practically nonexistent. This brings it up at least a bit.
  262.  
  263. Karabiner:
  264. 10% -> 0 Earth Damage
  265. 10% -> 0 Earth Defense
  266. 0 -> 10% Air Damage(3%-13%)
  267. 0 -> 10% Air Defense(3%-13%)
  268. Reasoning: It was messy as a tri-element, so now it's dual-element.
  269.  
  270. Garnet:
  271. -48 -> -35 Health Regen(25-46)
  272. Reasoning: The regen was a bit punishing.
  273.  
  274. Fragment:
  275. 1 -> 3 slots
  276. -15% -> 0 Earth Defense
  277. Reasoning: Was a bit underwhelming all around.
  278.  
  279. Martyr:
  280. 8% -> 10% Melee Damage
  281. Reasoning: It was a bit underwhelming. There's a bit of a pattern with these minor changes, eh?
  282.  
  283. Aphotic:
  284. -300 -> -200 Thunder Defense
  285. -30 -> -80 Dexterity(56-104)
  286. Reasoning: Stop using it with Thunder!! It's like the most anti-thunder thing!
  287.  
  288. Black Spear:
  289. 170-184 -> 120-130 Neutral Damage
  290. 0-0 -> 50-55 Air Damage
  291. Reasoning: We needed an air spear around this level; locking it behind the powders was a bit pointless. Plus, hey, a 0.5 damage bonus! How sick is that?!
  292.  
  293. Vampire Touch:
  294. 50-90 -> 35-60 Neutral Damage
  295. 5-10 -> 20-40 Thunder Damage
  296. Reasoning: The thunder damage was so unnecessarily minor on it...
  297.  
  298. Anamnesis:
  299. 110 -> 100 Intelligence Requirement
  300. Reasoning: Apparently it's awful????? I don't see it, but the other IMs vouched for this change.
  301.  
  302. Rainstorm:
  303. 1 -> 3 slots
  304. Reasoning: It was a powder-style weapon, without slots...
  305.  
  306. Stratiformis:
  307. 110-210 -> 120-230 Neutral Damage
  308. 200-390 -> 240-470 Air Damage
  309. 5% -> 8% Spell Damage/Damage Bonus(2%-10%)
  310. -2857 -> -2000 Health Bonus(1400-2600)
  311. Reasoning: According to the IMs, Strati is viewed as practically a joke. This power buff should alleviate that pretty well.
  312.  
  313. Az:
  314. 60-100 -> 120-180 Neutral Damage
  315. 1-150 -> 1-250 Thunder Damage
  316. SUPER_FAST -> FAST attack speed
  317. Reasoning: 5 slots made it too strong. Reducing the attack speed not only prevents this, but it also pushes more towards fire and water powders since the raw damage increase becomes less relevant.
  318.  
  319. Ice Climbing Boots:
  320. -6% -> -10% Fire Damage
  321. 7% -> 10% Earth Damage
  322. Reasoning: Felt like it needed some minor adjustments.
  323.  
  324. Boulder:
  325. -5 -> 0 Fire Defense
  326. 5 -> 4 Damage Bonus(1-5)
  327. Reasoning: Why did it even have -fire defense? Also raw melee.
  328.  
  329. Marble:
  330. 8 -> 4 All Element Defense
  331. Reasoning: With its damage as well, it was just a bit too strong for its own good.
  332.  
  333. Frost:
  334. 20 -> 0 Water Defense
  335. Reasoning: It has a great amount of damage. The defenses were a bit over the top.
  336.  
  337. Silver Bell:
  338. 5 -> 0 Intelligence
  339. 60 -> 0 Spell Damage
  340. 15% -> 20% Water Defense/Air Defense(6%-26%)
  341. Reasoning: Messy and defensive rather than offensive.
  342.  
  343. Whitecap Crown:
  344. 50 -> 75 Intelligence Requirement
  345. 325 -> 275 Spell Damage
  346. Reasoning: This one was on the IMs. It had a ton of damage still compared to the new higher-reaches of raw spell.
  347.  
  348. Ignis:
  349. 180-270 -> 200-280 Neutral Damage
  350. 220-330 -> 230-350 Fire Damage
  351. Reasoning: See Grandmother.
  352.  
  353. Grandmother:
  354. 260-430 -> 320-460 Neutral Damage
  355. 440-670 -> 500-720 Earth Damage
  356. Reasoning: A number of archer mythics got gypped on damage for some reason, most likely due to the numbers appearing so high since...well, since Archer has the highest base damage and they seemed scary. We're setting that right where it needs to be.
  357.  
  358. Myelin:
  359. 100 -> 120 Spell Damage(36-156)
  360. 10% -> 0 Water Defense
  361. 4% -> 12% Thunder Defense(4%-16%)
  362. Reasoning: The item's purpose was as a sort of thunder defense patch for water builds. This boost should help it a bit, plus raw spell adjustment.
  363.  
  364. Albacore:
  365. -70 -> 0 Thunder Defense
  366. 60 -> 80 Spell Damage(24-104)
  367. -6% -> -12% Fire Damage(4-16%)
  368. 12% -> 8% Water Damage(2%-10%)
  369. Reasoning: Albacore is essentially a water defense patch...though this may go through another few revisions depending on things.
  370.  
  371. Giant's Bracer:
  372. -30 -> -50 Spell Damage(35-65)
  373. 15 -> 40 Damage Bonus(12-52)
  374. Reasoning: Raw spell/melee adjustments.
  375.  
  376. Marius' Prison:
  377. 1 -> 0 Mana Regen
  378. 100 -> 70 Life Steal(21-91)
  379. 150 -> 70 Spell Damage(21-91)
  380. 25 -> 50 Damage Bonus(15-65)
  381. Reasoning: We were looking through raw spell and all, and found that I kinda went a little bit crazy with this one. Good thing I made the boss really tough so no one ever found it!
  382.  
  383. Skien Leggings:
  384. -40 -> -75 Spell Damage(23-98)
  385. 20 -> 30 Damage Bonus(9-39)
  386. Reasoning: Raw spell/melee adjustment.
  387.  
  388. Skien's Fatigues:
  389. -50 -> -75 Spell Damage(23-98)
  390. 25 -> 30 Damage Bonus(9-39)
  391. Reasoning: Raw spell/melee adjustment.
  392.  
  393. Skien Set Bonus:
  394. 0, 15, 45 ->0, 15, 50 Damage Bonus
  395. Reasoning: Raw spell/melee adjustment.
  396.  
  397. Werepelt:
  398. -40 -> -80 Spell Damage
  399. 12 -> 50 Damage Bonus
  400. Reasoning: Raw spell/melee adjustment.
  401.  
  402. Chaos:
  403. 40 -> 70 Spell Damage(21-91)
  404. 40 -> 50 Damage Bonus(12-52)
  405. Reasoning: Raw spell/melee adjustment.
  406.  
  407. Slayer:
  408. 400 -> 270 Melee Damage(81-351)
  409. Reasoning: I thought this went ingame already...
  410.  
  411. Millennium:
  412. 1400 -> 1200 Health
  413. 90 -> 60 Health Regen(18-78)
  414. 200 -> 120 Spell Damage(36-156)
  415. Reasoning: According to the IMs, it was kind of overpowered even after the raw adjustments.
  416.  
  417. Rollick:
  418. 50 -> 75 Spell Damage(23-98)
  419. Reasoning: Raw spell adjustment.
  420.  
  421. Papyrus:
  422. 200 -> 140 Spell Damage(42-182)
  423. Reasoning: Raw spell adjustment.
  424.  
  425. Wildfire:
  426. 30 -> 70 Spell Damage
  427. Reasoning: Raw spell adjustment.
  428.  
  429. Murk:
  430. 65 -> 85 Spell Damage(26-111)
  431. Reasoning: Raw spell adjustment.
  432.  
  433.  
  434. Vortex:
  435. -150 -> -120 Earth Defense
  436. 9% -> 16% Speed(5%-21%)
  437. 50 -> 100 Spell Damage(30-130)
  438. 0 -> 30 Damage Bonus(9-39)
  439. Reasoning: It was a bit weak, so in addition to the raw spell/melee adjustment, it got some other buffs.
  440.  
  441. Rapids:
  442. 192 -> 160 Spell Damage(48-208)
  443. Reasoning: Raw spell adjustment.
  444.  
  445. Garland:
  446. 250 -> 180 Spell Damage
  447. Reasoning: Raw spell adjustment.
  448.  
  449. Dark Channeler:
  450. -200 -> -100 Air Defense
  451. -50 -> -100 Earth Defense
  452. 300 -> 193 Spell Damage(58-251)
  453. Reasoning: You're welcome.
  454.  
  455. Audacity:
  456. 25 -> 15 Spell Damage(5-20)
  457. Reasoning: Raw spell adjustment.
  458.  
  459. Hiker's Boots:
  460. -4 -> -8 Spell Damage(2-10)
  461. Reasoning: Raw spell adjustment.
  462.  
  463. Mystic Sandals:
  464. 8 -> 15 Spell Damage(5-20)
  465. -4% -> -6% Thunder Damage(2%-8%)
  466. Reasoning: Raw spell adjustment.
  467.  
  468. Abysso Galoshes:
  469. 120 -> 100 Spell Damage(30-130)
  470. Reasoning: Raw spell adjustment.
  471.  
  472. The Silent:
  473. -5% -> -8% Damage Bonus
  474. 30 -> 40 Spell Damage
  475. Reasoning: Raw spell adjustment.
  476.  
  477. Groundshakers:
  478. -30 -> -55 Spell Damage(39-72)
  479. 30 -> 55 Damage Bonus(17-72)
  480. Reasoning: Raw spell/melee adjustment.
  481.  
  482. Thunderous Step:
  483. 75 -> 125 Spell Damage
  484. Reasoning: Raw spell adjustment.
  485.  
  486. Boots of Blue Stone:
  487. 150 -> 100 Spell Damage(30-130)
  488. Reasoning: Raw spell adjustment.
  489.  
  490. The Stokers:
  491. -50 -> -90 Spell Damage(63-117)
  492. 10% -> 12% Fire Defense(4%-16%)
  493. Reasoning: Raw spell adjustment.
  494.  
  495. Soul Signal:
  496. 2800 -> 2600 Health
  497. -9% -> -15% Damage Bonus(11%-20%)
  498. 250 -> 230 Spell Damage(69-299)
  499. -9% -> -80% Earth Damage(56-104)
  500. Reasoning: Raw spell adjustment. The IMs insisted Soul Signal would be far too powerful to keep its spell damage despite my insistence, so we came to a compromise with the earth damage, since all classes have an earth-damage-dealing spell. You're essentially "trading" some spell damage out.
  501.  
  502. Bourreau:
  503. 3 -> 4 Spell Damage(1-5)
  504. Reasoning: Raw spell adjustment.
  505.  
  506. Gloomstone:
  507. 35 -> 20 Spell Damage(6-26)
  508. Reasoning: Raw spell adjustment.
  509.  
  510. Anarchy:
  511. 38 -> 30 Spell Damage(9-39)
  512. 7 -> 20 Damage Bonus:(6-26)
  513. Reasoning: Raw spell/melee adjustment.
  514.  
  515. Destrortur:
  516. 32 -> 48 Spell Damage
  517. 16 -> 24 Melee Damage
  518. Reasoning: Raw spell/melee adjustment.
  519.  
  520. Steady Grip:
  521. 40 -> 50 Spell Damage
  522. Reasoning: Raw spell adjustment.
  523.  
  524. Sting-Glass Necklace:
  525. 25 -> 15 Spell Damage
  526. 5 -> 12 Melee Damage
  527. Reasoning: Raw spell/melee adjustment.
  528.  
  529. Luminis:
  530. 30 -> 15 Spell Damage(5-20)
  531. Reasoning: Raw spell/melee adjustment.
  532.  
  533. Sterling Silver:
  534. 16 -> 25 Spell Damage
  535. 12 -> 15 Melee Damage
  536. Reasoning: Raw spell/melee adjustment.
  537.  
  538. Kernel:
  539. 100 -> 70 Spell Damage(21-91)
  540. Reasoning: Raw spell adjustment.
  541.  
  542. Sylar:
  543. 20 -> 25 Spell Damage(8-33)
  544. Reasoning: Raw spell adjustment.
  545.  
  546. Electrolytic:
  547. 100 -> 70 Spell Damage(21-91)
  548. Reasoning: Raw spell adjustment.
  549.  
  550. Stringhollow:
  551. 45 -> 60 Spell Damage
  552. Reasoning: Raw spell adjustment.
  553.  
  554. Crwth:
  555. 77 -> 140 Spell Damage(42-182)
  556. Reasoning: Raw spell adjustment.
  557.  
  558. Torrential Tide:
  559. 500 -> 400 Spell Damage(120-520)
  560. Reasoning: Original flavor.
  561.  
  562. The Rainmaker:
  563. 100 -> 150 Spell Damage(45-195)
  564. Reasoning: Memes.
  565.  
  566. Regrets:
  567. 10% -> 12% Spell Damage(4%-16%)
  568. 8 -> 21 Spell Damage(6-27)
  569. Reasoning: I hope I don't come to regret this.
  570.  
  571. Ghostly Blades:
  572. 40 -> 30 Spell Damage(9-39)
  573. Reasoning: Raw spell adjustment.
  574.  
  575. Repulsion:
  576. 90 -> 55 Spell Damage(17-72)
  577. Reasoning: Raw spell adjustment.
  578.  
  579. Locrian:
  580. -5 -> 0 Strength/Defense
  581. 150 -> 125 Spell Damage(38-163)
  582. -15% -> -40% Fire Defense/Earth Defense(28%-42%)
  583. Reasoning: Raw spell adjustment, and cleaning clutter.
  584.  
  585. Palette:
  586. 75 -> 50 Spell Damage(15-65)
  587. 25 -> 50 Damage Bonus(15-65)
  588. Reasoning: Raw spell/melee adjustment.
  589.  
  590. Icicle:
  591. 40 -> 100 Spell Damage
  592. Reasoning: Raw spell adjustment.
  593.  
  594. Regar:
  595. 45 -> 65 Spell Damage
  596. -20 -> -70 Damage Bonus
  597. Reasoning: Raw spell/melee adjustment.
  598.  
  599. Black Ice:
  600. 60 -> 80 Spell Damage
  601. Reasoning: Raw spell adjustment.
  602.  
  603. Arma Gauntlet:
  604. 15% -> 0 Thorns
  605. -60 -> -80 Spell Damage(56-104)
  606. Reasoning: Raw spell adjustment and clutter cleaning.
  607.  
  608. Plasma Shear:
  609. 80 -> 125 Spell Damage(38-163)
  610. Reasoning: Raw spell adjustment.
  611.  
  612. Shale Edge:
  613. 60 -> 100 Spell Damage
  614. 8% -> 15% Earth Damage
  615. Reasoning: Raw spell adjustment.
  616.  
  617. Fir Needle:
  618. 40 -> 80 Spell Damage
  619. 10% -> 12% Air Damage
  620. Reasoning: I keep accidentally typing this Fir Needlr...
  621.  
  622. Brass Brand:
  623. 100 -> 150 Spell Damage(45-195)
  624. 35% -> 40% Thunder Damage(12%-52%)
  625. Reasoning: Raw spell adjustment.
  626.  
  627. Volcano:
  628. -350 -> -200 Spell Damage(140-260)
  629. Reasoning: Raw spell adjustment.
  630.  
  631. Cyclops' Spear:
  632. 8 -> 15 Spell Damage(5-20)
  633. Reasoning: What if a Cyclops needed to wear glasses? Monocles are too classy for them.
  634.  
  635. Ocean Blade:
  636. 10 -> 25 Spell Damage(8-33)
  637. Reasoning: Raw spell adjustment.
  638.  
  639. Current:
  640. 10 -> 35 Spell Damage
  641. Reasoning: Raw spell adjustment.
  642.  
  643. Blade of Purity:
  644. 10% -> 15% Spell Damage(5%-20%)
  645. 75 -> 175 Spell Damage(53-228)
  646. 100 -> 140 Damage Bonus(42-182)
  647. Reasoning: Raw spell/melee adjustment.
  648.  
  649. Glitchtean:
  650. 5% -> 26% Speed(8%-34%)
  651. 50 -> 131 Spell Damage(39-170)
  652. 26 -> 104 Damage Bonus(31-135)
  653. Reasoning: W̸̧҉̛H̡̛́͡À̴̛̕T̸̶̡̡ ̡̡̀͢͜Ţ̨͢͡H̵̛́͢͞É̛̕͟ ́̕͡F͡͝͠Ų̴̕͢C̵͜͏Ķ̸̴̸́ ̸͡Į͢͢S̴̨̢͘͠ ͞T̵̡̛Ḩ̶͢I̶̡̛S͠ ̵̢̛͜I͢͏̢̢͞T̛͝E̶͜͡M̨̛̛ ̸̷̷̡S̷̢͡À̶Ĺ͜T̶̕E͟͡D̶̡̀͜͞.҉̸̡͡͝
  654.  
  655. Sheet Ice:
  656. 100 -> 120 Spell Damage
  657. Reasoning: Raw spell adjustment.
  658.  
  659. Heartache:
  660. 100 -> 145 Spell Damage(44-189)
  661. Reasoning: It's still not above baseline.
  662.  
  663. Reticence:
  664. -50 -> -25 Spell Damage(17-33)
  665. 31 -> 20 Damage Bonus(6-26)
  666. Reasoning: Raw spell/melee adjustment.
  667.  
  668. Sorcerer's Stick:
  669. 12% -> 14% Spell Damage(4%-18%)
  670. 7 -> 50 Spell Damage(15-65)
  671. Reasoning: Raw spell adjustment.
  672.  
  673. Layton:
  674. 100 -> 140 Spell Damage(42-182)
  675. Reasoning: You should expect no less from a gentleman.
  676.  
  677. Genetor:
  678. 75 -> 125 Spell Damage
  679. Reasoning: Raw spell adjustment.
  680.  
  681. Morrowind:
  682. 115 -> 165 Spell Damage(50-265)
  683. Reasoning: Raw spell adjustment.
  684.  
  685. Blasphemy:
  686. 0 -> 15% Spell Damage
  687. Reasoning: Apparently it was kind of weak?
  688.  
  689. Mighty Pants:
  690. 900 -> 1000 Health
  691. 15% -> 10% Spell Damage(3-13%)
  692. Reasoning: The better Mighty Pants got nerfed, so this had to come with it.
  693.  
  694. Kratke:
  695. 1200 -> 1000 Health
  696. 15% -> 10% Spell Damage(3%-13%)
  697. Reasoning: IMs thought it was too strong, specifically citing spells. I originally wanted to nerf it in a different way.
  698.  
  699. Unspeakable:
  700. -179 -> -239 Health
  701. -2 -> -1 Mana Regen(1-1)
  702. 2 -> 1 Mana Steal(1-1)
  703. 3% -> 7% Spell Damage(2%-9%)
  704. Reasoning: I still have no idea why it was the weird number gimmick...anyways, the mana needed to come down, really badly. We all admit this, even if we don't want to.
  705.  
  706. Stillwater Blue:
  707. 3 -> 4 Mana Regen
  708. Reasoning: Was a tad subpar...did anyone ever use this over Aquarius?
  709.  
  710. Razor:
  711. 3 -> 4 slots
  712. 30-80 -> 30-70 Thunder Damage
  713. Reasoning: W̜͆̀̐ͦ̈́̚Ḩ̦̰̜̓A͉̜͙̜̬̼̲̥̎ͪ͒͟T̢̗̼̻̭͔͋͗͆ͅ ̶̸̺͎͇͕͕͎̽̌ͮͣ̃ͨ͞T̡͖̹̱͉̝͇̩͍̠ͣ̓Ḣ̵̊ͭ̃̃͒̎͞҉̬̮̘Ĕ̏ͫͭͥͦ̈́҉҉̴̱ ̸̺̲̗̞͒̿̊̄͜ͅF̧̘̦̥̽̇̆͊͂̉U͙̪̣ͪ͑͋͊̾̑̚C̨͔̭̳̹̬̖͈ͥ͛̍̄ͅK̢͉̤͋ͫ̎́̀ ̵̴̤̹̺̹̳ͬ̆́̍ͪ̅̍́Ȉ͚͇͓ͫͥ̀S̴̶̹̜͎͇̥̳̃͊̀ ̛̲͈̞̲̭͍̀̍̋͒ͮͥ̉̿͟T̶̤̊͋H̵̥͙ͪ̿̒̓̓͑̓ͨ͜I͚͕̺ͪͣ̈̍ͭ͞S̶̷̝̘̖͒͐͋̎ ̮̠̪̻̜̟͕͕̒ͩ̊͐͊̈I̲̫̬̤̹̻̦͚̾̋̍͂͢͞T̷̲̣͓̫̬ͯ͛̒͐ͭͫ̎͛͘͡Ẹ̝̳̇̿ͩM̢̬͙̫̳̠͎͈̰͌͋ͮ ̵̧̦͚̫̩̝̻͈̊ͯ̾̏̑͗̔̃̚S̶̺͚͖̝͉͚̟̳͕ͮ͑̽͌̐͢A̷̧͔̯̣͍͕̜͉ͩͩ̃ͣ͗̚L͓̟͔̹̫̦͔͆̾̍ͅT̗̫̜͌̄̔E̛̊ͬ͒̽̂ͨ̔̓̌҉̲̺͉D̞̼̲ͫ͋͛͌̌̉̒̉
  714.  
  715. Inferno:
  716. -8 -> 0 Agility
  717. Reasoning: Item cleanup. What was that -agi even supposed to do...?
  718.  
  719. Mixolydian:
  720. 10 -> 5 Agility(2-7)
  721. 5% -> 10% Air Damage(3%-13%)
  722. Reasoning: Whoa, that's a lot of agility there. Slow your roll, friendo.
  723.  
  724. Soarfae:
  725. 2800 -> 2350 Health
  726. 12% -> 23% Air Damage(7%-30%)
  727. 12% -> 10% Air Defense(3%-13%)
  728. Reasoning: Xavier insisted that we needed an air damage chestplate, so we made Soarfae get a new job.
  729.  
  730. Minor:
  731. 8 -> 5 Spell Damage(2-7)
  732. Reasoning: Raw spell adjustment.
  733.  
  734. Major:
  735. 6 -> 5 Damage Bonus(2-7)
  736. Reasoning: Raw melee adjustment. Funny how that turned out, actually.
  737.  
  738. Chill:
  739. 12 -> 8 Spell Damage(2-10)
  740. Reasoning: Raw spell adjustment.
  741.  
  742. Malachite:
  743. 30 -> 18 Spell Damage(5-23)
  744. 6 -> 15 Melee Damage(5-20)
  745. Reasoning: Raw spell/melee adjustment.
  746.  
  747. Shiny Mask:
  748. 20 -> 10 Spell Damage
  749. Reasoning: Raw spell adjustment.
  750.  
  751. Strategist:
  752. 20 -> 40 Spell Damage
  753. Reasoning: Raw spell adjustment.
  754.  
  755. Ajax:
  756. 0 -> 30 Earth Defense
  757. 15 -> 30 Damage Bonus(9-39)
  758. -15% -> 0 Air Damage
  759. -5% -> 0 Air Defense
  760. Reasoning: Raw melee adjustment and ID cleanup.
  761.  
  762. Shinespark:
  763. 70 -> 60 Spell Damage(18-78)
  764. Reasoning: Raw spell adjustment.
  765.  
  766. Battle Bishop:
  767. 8% -> 15% Water Damage(5%-20%)
  768. Reasoning: Its raw spell was fine, but following in Bishop's footsteps means it needs a bit more healing power.
  769.  
  770. Cooler:
  771. 35 -> 55 Spell Damage(17-72)
  772. Reasoning: 57% cooler than ever before.
  773.  
  774. Heliophobia:
  775. -12% -> -18% Thunder Damage(13%-23%)
  776. 12% -> 0 Fire Defense
  777. Reasoning: Its raw spell was okay but it was still a bit too good.
  778.  
  779. Silencer:
  780. -50 -> -100 Spell Damage
  781. Reasoning:
  782. [ATTACH=full]131351[/ATTACH]
  783.  
  784. Executioner Helmet:
  785. 50 -> 100 Spell Damage(30-130)
  786. Reasoning: Raw spell adjustment.
  787.  
  788. Info Visor:
  789. 45 -> 75 Spell Damage
  790. Reasoning: Raw spell adjustment.
  791.  
  792. Quartzite Helm:
  793. 150 -> 135 Spell Damage(41-176)
  794. Reasoning: Raw spell adjustment.
  795.  
  796. Tinderbox:
  797. -40 -> -140 Spell Damage(98-182)
  798. Reasoning: Raw spell adjustment.
  799.  
  800. Chain Link:
  801. 5% -> 10% All Element Defense(3%-13%)
  802. Reasoning: Its raw spell was fine, but for a rainbow item it didn't give much.
  803.  
  804. Racer's Shoes:
  805. 725 -> 950 Health
  806. -20 -> -25 Spell Damage(18-33)
  807. Reasoning: Raw spell adjustment. It also was a liiiittle pathetic.
  808.  
  809. Demon's Will:
  810. 80 -> 185 Spell Damage(56-241)
  811. Reasoning: THIS STILL ISN'T ENOUGH TO MAKE ME WORSHIP YOU, SATAN, STOP TRYING
  812.  
  813. Phantom Blade:
  814. 16 -> 25 Spell Damage(8-33)
  815. Reasoning: Raw spell adjustment.
  816.  
  817. Ricin:
  818. 75 -> 125 Spell Damage(38-163)
  819. Reasoning: Raw spell adjustment.
  820.  
  821. Slider:
  822. 110 -> 220 Spell Damage(66-286)
  823. Seasoning: Raw spell adjustment.
  824.  
  825. Onenya Hronkas:
  826. 60 -> 50 Health Regen(15-65)
  827. -5% -> 0 Water Damage/Air Damage
  828. Reasoning: ID cleanup.
  829.  
  830. Blade of Shade:
  831. -7% -> 0 Water Defense/Earth Defense
  832. Reasoning: ID cleanup.
  833.  
  834. Aldorei's Vision:
  835. 16 -> 60 Melee Damage(18-78)
  836. Reasoning: Raw melee adjustment.
  837.  
  838. Arakadicus' Maw:
  839. -7% -> -10% Speed(7%-13%)
  840. -7% -> 0 Water Damage
  841. -15% -> 0 Air Damage
  842. Reasoning: ID cleanup.
  843.  
  844. Awakening:
  845. 11 -> 10 All Skill Points(3-13)
  846. 7% -> 8% All Element Damage(2%-10%)
  847. Reasoning: Just felt like it needed a little adjustment here.
  848.  
  849. Backburner:
  850. -12% -> 12% Spell Damage(4%-16%)
  851. 12% -> 0 Melee Damage
  852. -20% -> 0 Water Damage
  853. -8% -> 0 Earth Defense
  854. Reasoning: ID cleanup.
  855.  
  856. Bedruthan:
  857. -10 -> 0 Dexterity
  858. Reasoning: ID cleanup.
  859.  
  860. Belcon:
  861. 40-70 -> 55-85 Earth Damage
  862. 5 -> 0 Intelligence
  863. 10% -> 0 Water Defense/Earth Defense
  864. Reasoning: ID cleanup, and an item shift to make Belcon more offensively tilted.
  865.  
  866. Blues Whistle:
  867. -10% -> 0 Water Damage
  868. Reasoning: ID cleanup.
  869.  
  870. Dark Mage Robes:
  871. -5% -> 0 Soul Point Regen
  872. Reasoning: ID cleanup.
  873.  
  874. Djinni:
  875. 10% -> 0 Reflection
  876. Reasoning: I wish for Djinni's IDs to look better!
  877.  
  878. WAIT SHIT THAT ISNT WHA
  879.  
  880. Ethereal:
  881. 15% -> 0 Reflection
  882. 10% -> 0 Water Defense
  883. Reasoning: ID cleanup.
  884.  
  885. Fissure:
  886. -7% -> -12% Air Defense(8-16)
  887. -7% -> 0 Water Defense
  888. Reasoning: ID cleanup.
  889.  
  890. Gale's Force:
  891. 7% -> 15% Soul Point Regen
  892. 10% -> 0 Air Defense/Thunder Defense
  893. Reasoning: No, Gale's Tomb is not open yet.
  894.  
  895. Hellkite's Wing:
  896. -220 -> 0 Health
  897. -5% -> 10% Water Defense(7%-13%)
  898. Reasoning: ID cleanup, plus a buff!
  899.  
  900. Heroism:
  901. 5% -> 0 Soul Point Regen
  902. Reasoning: Heroes make dumb, preventable sacrifices, not consume the souls of the fallen to recover from said sacrifices! Get it right, god!
  903.  
  904. Ik-El-Van:
  905. 7% -> 0 Fire Defense/Water Defense
  906. Reasoning: ID cleanup.
  907.  
  908. Ivory Bow:
  909. 145-175 -> 165-195 Neutral Damage
  910. 15 -> 5 All Skill Point Requirements
  911. Reasoning: It was a little bit weak and restrictive, considering its weird gimmick.
  912.  
  913. Joker:
  914. 1 -> 2 slots
  915. Reasoning: Hey, I have a two-pair!
  916.  
  917. Opalite:
  918. 5% -> 10% Soul Point Regen
  919. Reasoning: I,.
  920.  
  921. Silver:
  922. 10% -> 0 Reflection
  923. -15% -> 0 Thorns
  924. 4% -> 0 Soul Point Regen
  925. 10% -> 0 Water Defense
  926. Reasoning: ID cleanup.
  927.  
  928. Spear of Sin:
  929. -5 -> 0 Intelligence
  930. 210 -> 0 Poison
  931. -13 -> 0 Air Defense
  932. Reasoning: Swing, you sinners.
  933.  
  934. Thunderbird:
  935. 9% -> 0 Reflection
  936. Reasoning: ID cleanup.
  937.  
  938. Olux's Prized Weapons:
  939. -10% -> 0 Fire Damage
  940. -10% -> 0 Air Defense
  941. Reasoning: ID cleanup.
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