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- King of Hearts:
- 115% -> 58% Water Damage (17%-75%)
- Reasoning: It's too easily a full-heal. Now it still has its uses without being an insta-heal bump.
- Bovine Cuff:
- 30 -> 20 Earth Defense
- 8% -> 5% Melee Damage(2%-7%)
- Reasoning: It outstripped Pride and was easy to farm.
- Pride:
- 0 -> 20 Earth Defense
- 7% -> 8% Melee Damage
- Reasoning: It had a strength requirement without any real advantage over Bovine Cuff despite the level discrepancy.
- Collector:
- 8% -> 6% Loot Bonus(2%-8%)
- Reasoning: I didn't realize they'd be so common, and its rarity was intended as its balancing factor.
- Corrupted Nii Mukluk:
- 2400 -> 2300 Health
- 30% -> 20% Fire Damage
- Reasoning: It's very powerful with lots of damage considering the ability of the set is primarily defensive.
- Skeleton Boots:
- 5% -> 6% Walk Speed(2%-8%)
- 5% -> 7% Air Damage(2%-9%)
- Reasoning: A bit lackluster.
- Light Kaekell:
- -30% -> 0% Earth/Fire/Water Damage
- 5% -> 10% Melee Damage(3%-13%)
- Reasoning: The -damages did nothing except make it messy, and it felt like it needed a bit more.
- Grip of the Land:
- 2350 -> 2700 health
- 350 -> 0 Health Bonus
- -15% -> 0% Air Defense
- Reasoning: Makes it cleaner and more appealing for use by preventing a double negative.
- Naragath's Hoof:
- 1 -> 2 Powder Slots
- -33% -> -20% Soul Point Regen(14%-26%)
- -100% -> -20% Water Damage(14%-26%)
- -25% -> -20% Water Defense(14%-26%)
- Reasoning: The water downsides after the heal change were too harsh, and it didn't have too much going for it.
- Exhaustion:
- 8% -> 0% Fire Damage
- Reasoning: It's super defensive, the damage felt out of place and cluttered it up.
- Stalagmites:
- -50 -> -130 Water Defense
- -70 -> -130 Air Defense
- 5 Defense -> 5 Dexterity(2-7)
- 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.
- Kahontsi Ohstyen:
- -10% -> 0% Thunder Defense
- Reasoning: It cluttered the item unnecessarily and had little effect.
- Wildfire:
- -100 -> -60 Water Defense
- 60 -> 65 Fire Defense
- 30 -> 70 Spell Damage
- Reasoning: It was a bit too punishing for what it gave.
- Dark Diadem:
- -10 -> -20 Water Defense
- 8% -> 6% XP Bonus(2%-8%)
- 5% -> 4% Spell Damage(3%-5%)
- Reasoning: It was just a bit too crazy in all respects for a necklace, given it has Mana Steal.
- Crocodile:
- 4 -> 10 Water Defense
- -4% -> -6% Walk Speed
- 0 -> 30 Spell Damage
- 5 -> 0 Melee Damage
- Reasoning: It was sort of pointless, giving a water item melee like that, don't you think?
- Battalion:
- 590 -> 640 Health
- 4% -> 8% Walk Speed
- Reasoning: Again, rather pointless, few boosts at all.
- Death's Toe:
- 550 -> 450 Health
- -10 -> -25 Earth Defense
- 15 -> 0 Thunder Defense
- Reasoning: 2 mana steal for a cheap requirement shouldn't go unnoticed.
- The Visionary's Vice:
- 154 -> 200 Spell Damage(60-260)
- 10% -> 12% Water/Thunder Damage(4%-16%)
- Reasoning: It was just a touch lackluster, don't you think?
- Gysdep:
- 1000 -> 500 Health Bonus
- 15% -> 10% Water/Fire/Air Damage
- Reasoning: It's extremely defensive, but excelled a bit too much while retaining decent damage as well. It needed general nerfs.
- Cluster:
- 200 -> 400 Life Steal(120-520)
- 7% -> 10% Stealing(3%-13%)
- 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.
- Capricorn:
- -60 -> -100 Earth/Thunder Defense
- 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.
- Memento:
- 2850 -> 2750 Health
- -100 -> -150 Thunder Defense
- -225 -> -250 Life Steal(175-325)
- 165 -> 150 Spell Damage(45-195)
- Reasoning: This one needed a few general nerfs. It still easily fulfills its purpose, and the nerfs are relatively minor all around.
- Myrrh:
- 30 -> 10 Water Defense
- 5% -> 2% Spell Damage
- Reasoning: It's just a touch too good for its own good.
- Breakbore:
- 100-150 -> 110-165 Neutral Damage
- 50-75 -> 80-110 Fire/Earth Damage
- 34% -> 57% Exploding(17%-74%)
- -5% -> 0% Thunder Defense
- -10% -> -15% Water/Air Defense(10%-20%)
- Reasoning: It was rather weak and didn't stand out at all as an altar reward.
- Third Eye:
- 100 -> 0 Spell Damage
- 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.
- Steamjet Walkers:
- -100 -> -80 Thunder Defense
- 16% -> 24% Spell Damage(7%-31%)
- 20% -> 21% Walk Speed(6%-27%)
- 8 -> 15 Agility(5-20)
- 24% -> 21% Water Damage(6%-27%)
- 21% -> 24% Air Damage(7%-31%)
- Reasoning: The low health compared with its requirements and unfortunately lackluster damage meant this was almost never used.
- Tesla:
- -600 -> -1100 Health
- -80 -> 0 Air Defense
- 100 -> 90 Thunder Defense
- -80 -> -160 Earth Defense
- 2 -> 3 Mana Steal(1-4)
- -600 -> 0 Health Bonus
- 23% -> 40% Thunder Damage(12%-52%)
- Reasoning: It didn't do enough compared to Discharge, unfortunately.
- Proxima:
- 2 -> 4 Powder Slots
- -120 -> -90 Health Regen(63-117)
- Reasoning: The item just doesn't quite do enough, but the stats didn't need much of a touch.
- Broken Trident:
- 5 -> 0 Strength Requirement
- Reasoning: I forgot why I even gave it a strength req in the first place. There was no justification.
- Staff of the Dark Vexations:
- 3 -> 0 Agility
- 0 -> 3 Defense(1-4)
- Reasoning: It was supposed to have defense.
- Squidword's Clarinet:
- 8% -> 0% Spell Damage
- 0% -> 8% Water Damage(2%-10%)
- Reasoning: The spell damage wasn't relevant for a good few levels, and the water damage will help with the heal.
- Olive:
- 6% -> 4% Spell Damage(1%-5%)
- 5% -> 8% Earth Damage(2%-10%)
- Reasoning: This makes it much more concretely earth, which was the intent.
- Far Cosmos:
- 1 -> 3 Slots
- Reasoning: It's good, but just not quite good enough. A powder special should help.
- Blue Mask:
- 800 -> 1 Health
- Reasoning: It's made of paper. Paper doesn't give you 800 health.
- 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.
- Monster:
- 115 -> 110 Defense Req
- Reasoning: IM team came up with this one, ask them.
- Ophiuchus:
- 21% -> 15% Water/Fire Damage(5%-20%)
- 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.
- Zephra Shredder:
- -2 -> -1 Mana Regen(1-1)
- 10% -> 12% Spell Damage(4%-16%)
- -150 -> -100 Life Steal(70-130)
- 100 -> 125 Damage Bonus(38-163)
- 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.
- Katoa's Warmth:
- -8 -> -12 Damage Bonus(8-16)
- 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.
- Dandelion:
- -8 -> -6 Fire/Air Defense
- 6% -> 12% Thorns(4%-16%)
- 7 -> 10 Spell Damage(3-13)
- Reasoning: Was just a touch lackluster all things considered.
- Sizzling Shawl:
- 12% -> 16% Spell Damage/Damage Bonus(5%-21%)
- 20% -> 12% Water Damage(4%-16%)
- 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.
- Clearsight Spectacles:
- 25% -> 20% XP Bonus(6%-26%)
- Quest Requirement: Taproot
- 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!
- Philophilia:
- 30% -> 25% Health Regen(8%-33%)
- -10% -> -20% Spell Damage(14%-26%)
- -15% -> -30% Thorns/Reflection(21%-39%)
- -5 -> -15 Intelligence(11-20)
- Reasoning: Lots of health, lots of regen, no requirement...it was practically a better Leo at this point.
- Snowstorm:
- 4 -> 0 Dexterity/Intelligence/Agility
- Reasoning: They didn't make the item much stronger, and it was very cluttered.
- Ik-El-Van:
- 10 -> 0 Strength Requirement
- Reasoning: Why did it have a strength requirement at all...? Like, I didn't make this one, so it's utterly baffling.
- Tundra Strike:
- 2 -> 3 Mana Steal
- Reasoning: It didn't have much notable about it. Maybe it'll see a bit of use now?
- Sandslasher:
- 15 -> 25 Damage Bonus(8-33)
- 11% -> 12% Air Damage(4%-16%)
- Reasoning: Raw melee.
- Thanos Warsword:
- 50 -> 90 Damage Bonus
- Reasoning: Raw melee.
- Chaleur:
- 5 -> 0 Strength
- -25% -> 0 Water Damage
- 15 -> 30 Damage Bonus(9-39)
- Reasoning: Raw melee. In addition, the strength and water damage didn't do anything, really.
- Troms' Pride:
- 25 -> 35 Damage Bonus(11-46)
- Reasoning: Raw melee.
- Hollow Branch:
- 110 -> 185 Poison(56-241)
- Reasoning: The poison is practically nonexistent. This brings it up at least a bit.
- Karabiner:
- 10% -> 0 Earth Damage
- 10% -> 0 Earth Defense
- 0 -> 10% Air Damage(3%-13%)
- 0 -> 10% Air Defense(3%-13%)
- Reasoning: It was messy as a tri-element, so now it's dual-element.
- Garnet:
- -48 -> -35 Health Regen(25-46)
- Reasoning: The regen was a bit punishing.
- Fragment:
- 1 -> 3 slots
- -15% -> 0 Earth Defense
- Reasoning: Was a bit underwhelming all around.
- Martyr:
- 8% -> 10% Melee Damage
- Reasoning: It was a bit underwhelming. There's a bit of a pattern with these minor changes, eh?
- Aphotic:
- -300 -> -200 Thunder Defense
- -30 -> -80 Dexterity(56-104)
- Reasoning: Stop using it with Thunder!! It's like the most anti-thunder thing!
- Black Spear:
- 170-184 -> 120-130 Neutral Damage
- 0-0 -> 50-55 Air Damage
- 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?!
- Vampire Touch:
- 50-90 -> 35-60 Neutral Damage
- 5-10 -> 20-40 Thunder Damage
- Reasoning: The thunder damage was so unnecessarily minor on it...
- Anamnesis:
- 110 -> 100 Intelligence Requirement
- Reasoning: Apparently it's awful????? I don't see it, but the other IMs vouched for this change.
- Rainstorm:
- 1 -> 3 slots
- Reasoning: It was a powder-style weapon, without slots...
- Stratiformis:
- 110-210 -> 120-230 Neutral Damage
- 200-390 -> 240-470 Air Damage
- 5% -> 8% Spell Damage/Damage Bonus(2%-10%)
- -2857 -> -2000 Health Bonus(1400-2600)
- Reasoning: According to the IMs, Strati is viewed as practically a joke. This power buff should alleviate that pretty well.
- Az:
- 60-100 -> 120-180 Neutral Damage
- 1-150 -> 1-250 Thunder Damage
- SUPER_FAST -> FAST attack speed
- 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.
- Ice Climbing Boots:
- -6% -> -10% Fire Damage
- 7% -> 10% Earth Damage
- Reasoning: Felt like it needed some minor adjustments.
- Boulder:
- -5 -> 0 Fire Defense
- 5 -> 4 Damage Bonus(1-5)
- Reasoning: Why did it even have -fire defense? Also raw melee.
- Marble:
- 8 -> 4 All Element Defense
- Reasoning: With its damage as well, it was just a bit too strong for its own good.
- Frost:
- 20 -> 0 Water Defense
- Reasoning: It has a great amount of damage. The defenses were a bit over the top.
- Silver Bell:
- 5 -> 0 Intelligence
- 60 -> 0 Spell Damage
- 15% -> 20% Water Defense/Air Defense(6%-26%)
- Reasoning: Messy and defensive rather than offensive.
- Whitecap Crown:
- 50 -> 75 Intelligence Requirement
- 325 -> 275 Spell Damage
- Reasoning: This one was on the IMs. It had a ton of damage still compared to the new higher-reaches of raw spell.
- Ignis:
- 180-270 -> 200-280 Neutral Damage
- 220-330 -> 230-350 Fire Damage
- Reasoning: See Grandmother.
- Grandmother:
- 260-430 -> 320-460 Neutral Damage
- 440-670 -> 500-720 Earth Damage
- 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.
- Myelin:
- 100 -> 120 Spell Damage(36-156)
- 10% -> 0 Water Defense
- 4% -> 12% Thunder Defense(4%-16%)
- 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.
- Albacore:
- -70 -> 0 Thunder Defense
- 60 -> 80 Spell Damage(24-104)
- -6% -> -12% Fire Damage(4-16%)
- 12% -> 8% Water Damage(2%-10%)
- Reasoning: Albacore is essentially a water defense patch...though this may go through another few revisions depending on things.
- Giant's Bracer:
- -30 -> -50 Spell Damage(35-65)
- 15 -> 40 Damage Bonus(12-52)
- Reasoning: Raw spell/melee adjustments.
- Marius' Prison:
- 1 -> 0 Mana Regen
- 100 -> 70 Life Steal(21-91)
- 150 -> 70 Spell Damage(21-91)
- 25 -> 50 Damage Bonus(15-65)
- 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!
- Skien Leggings:
- -40 -> -75 Spell Damage(23-98)
- 20 -> 30 Damage Bonus(9-39)
- Reasoning: Raw spell/melee adjustment.
- Skien's Fatigues:
- -50 -> -75 Spell Damage(23-98)
- 25 -> 30 Damage Bonus(9-39)
- Reasoning: Raw spell/melee adjustment.
- Skien Set Bonus:
- 0, 15, 45 ->0, 15, 50 Damage Bonus
- Reasoning: Raw spell/melee adjustment.
- Werepelt:
- -40 -> -80 Spell Damage
- 12 -> 50 Damage Bonus
- Reasoning: Raw spell/melee adjustment.
- Chaos:
- 40 -> 70 Spell Damage(21-91)
- 40 -> 50 Damage Bonus(12-52)
- Reasoning: Raw spell/melee adjustment.
- Slayer:
- 400 -> 270 Melee Damage(81-351)
- Reasoning: I thought this went ingame already...
- Millennium:
- 1400 -> 1200 Health
- 90 -> 60 Health Regen(18-78)
- 200 -> 120 Spell Damage(36-156)
- Reasoning: According to the IMs, it was kind of overpowered even after the raw adjustments.
- Rollick:
- 50 -> 75 Spell Damage(23-98)
- Reasoning: Raw spell adjustment.
- Papyrus:
- 200 -> 140 Spell Damage(42-182)
- Reasoning: Raw spell adjustment.
- Wildfire:
- 30 -> 70 Spell Damage
- Reasoning: Raw spell adjustment.
- Murk:
- 65 -> 85 Spell Damage(26-111)
- Reasoning: Raw spell adjustment.
- Vortex:
- -150 -> -120 Earth Defense
- 9% -> 16% Speed(5%-21%)
- 50 -> 100 Spell Damage(30-130)
- 0 -> 30 Damage Bonus(9-39)
- Reasoning: It was a bit weak, so in addition to the raw spell/melee adjustment, it got some other buffs.
- Rapids:
- 192 -> 160 Spell Damage(48-208)
- Reasoning: Raw spell adjustment.
- Garland:
- 250 -> 180 Spell Damage
- Reasoning: Raw spell adjustment.
- Dark Channeler:
- -200 -> -100 Air Defense
- -50 -> -100 Earth Defense
- 300 -> 193 Spell Damage(58-251)
- Reasoning: You're welcome.
- Audacity:
- 25 -> 15 Spell Damage(5-20)
- Reasoning: Raw spell adjustment.
- Hiker's Boots:
- -4 -> -8 Spell Damage(2-10)
- Reasoning: Raw spell adjustment.
- Mystic Sandals:
- 8 -> 15 Spell Damage(5-20)
- -4% -> -6% Thunder Damage(2%-8%)
- Reasoning: Raw spell adjustment.
- Abysso Galoshes:
- 120 -> 100 Spell Damage(30-130)
- Reasoning: Raw spell adjustment.
- The Silent:
- -5% -> -8% Damage Bonus
- 30 -> 40 Spell Damage
- Reasoning: Raw spell adjustment.
- Groundshakers:
- -30 -> -55 Spell Damage(39-72)
- 30 -> 55 Damage Bonus(17-72)
- Reasoning: Raw spell/melee adjustment.
- Thunderous Step:
- 75 -> 125 Spell Damage
- Reasoning: Raw spell adjustment.
- Boots of Blue Stone:
- 150 -> 100 Spell Damage(30-130)
- Reasoning: Raw spell adjustment.
- The Stokers:
- -50 -> -90 Spell Damage(63-117)
- 10% -> 12% Fire Defense(4%-16%)
- Reasoning: Raw spell adjustment.
- Soul Signal:
- 2800 -> 2600 Health
- -9% -> -15% Damage Bonus(11%-20%)
- 250 -> 230 Spell Damage(69-299)
- -9% -> -80% Earth Damage(56-104)
- 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.
- Bourreau:
- 3 -> 4 Spell Damage(1-5)
- Reasoning: Raw spell adjustment.
- Gloomstone:
- 35 -> 20 Spell Damage(6-26)
- Reasoning: Raw spell adjustment.
- Anarchy:
- 38 -> 30 Spell Damage(9-39)
- 7 -> 20 Damage Bonus:(6-26)
- Reasoning: Raw spell/melee adjustment.
- Destrortur:
- 32 -> 48 Spell Damage
- 16 -> 24 Melee Damage
- Reasoning: Raw spell/melee adjustment.
- Steady Grip:
- 40 -> 50 Spell Damage
- Reasoning: Raw spell adjustment.
- Sting-Glass Necklace:
- 25 -> 15 Spell Damage
- 5 -> 12 Melee Damage
- Reasoning: Raw spell/melee adjustment.
- Luminis:
- 30 -> 15 Spell Damage(5-20)
- Reasoning: Raw spell/melee adjustment.
- Sterling Silver:
- 16 -> 25 Spell Damage
- 12 -> 15 Melee Damage
- Reasoning: Raw spell/melee adjustment.
- Kernel:
- 100 -> 70 Spell Damage(21-91)
- Reasoning: Raw spell adjustment.
- Sylar:
- 20 -> 25 Spell Damage(8-33)
- Reasoning: Raw spell adjustment.
- Electrolytic:
- 100 -> 70 Spell Damage(21-91)
- Reasoning: Raw spell adjustment.
- Stringhollow:
- 45 -> 60 Spell Damage
- Reasoning: Raw spell adjustment.
- Crwth:
- 77 -> 140 Spell Damage(42-182)
- Reasoning: Raw spell adjustment.
- Torrential Tide:
- 500 -> 400 Spell Damage(120-520)
- Reasoning: Original flavor.
- The Rainmaker:
- 100 -> 150 Spell Damage(45-195)
- Reasoning: Memes.
- Regrets:
- 10% -> 12% Spell Damage(4%-16%)
- 8 -> 21 Spell Damage(6-27)
- Reasoning: I hope I don't come to regret this.
- Ghostly Blades:
- 40 -> 30 Spell Damage(9-39)
- Reasoning: Raw spell adjustment.
- Repulsion:
- 90 -> 55 Spell Damage(17-72)
- Reasoning: Raw spell adjustment.
- Locrian:
- -5 -> 0 Strength/Defense
- 150 -> 125 Spell Damage(38-163)
- -15% -> -40% Fire Defense/Earth Defense(28%-42%)
- Reasoning: Raw spell adjustment, and cleaning clutter.
- Palette:
- 75 -> 50 Spell Damage(15-65)
- 25 -> 50 Damage Bonus(15-65)
- Reasoning: Raw spell/melee adjustment.
- Icicle:
- 40 -> 100 Spell Damage
- Reasoning: Raw spell adjustment.
- Regar:
- 45 -> 65 Spell Damage
- -20 -> -70 Damage Bonus
- Reasoning: Raw spell/melee adjustment.
- Black Ice:
- 60 -> 80 Spell Damage
- Reasoning: Raw spell adjustment.
- Arma Gauntlet:
- 15% -> 0 Thorns
- -60 -> -80 Spell Damage(56-104)
- Reasoning: Raw spell adjustment and clutter cleaning.
- Plasma Shear:
- 80 -> 125 Spell Damage(38-163)
- Reasoning: Raw spell adjustment.
- Shale Edge:
- 60 -> 100 Spell Damage
- 8% -> 15% Earth Damage
- Reasoning: Raw spell adjustment.
- Fir Needle:
- 40 -> 80 Spell Damage
- 10% -> 12% Air Damage
- Reasoning: I keep accidentally typing this Fir Needlr...
- Brass Brand:
- 100 -> 150 Spell Damage(45-195)
- 35% -> 40% Thunder Damage(12%-52%)
- Reasoning: Raw spell adjustment.
- Volcano:
- -350 -> -200 Spell Damage(140-260)
- Reasoning: Raw spell adjustment.
- Cyclops' Spear:
- 8 -> 15 Spell Damage(5-20)
- Reasoning: What if a Cyclops needed to wear glasses? Monocles are too classy for them.
- Ocean Blade:
- 10 -> 25 Spell Damage(8-33)
- Reasoning: Raw spell adjustment.
- Current:
- 10 -> 35 Spell Damage
- Reasoning: Raw spell adjustment.
- Blade of Purity:
- 10% -> 15% Spell Damage(5%-20%)
- 75 -> 175 Spell Damage(53-228)
- 100 -> 140 Damage Bonus(42-182)
- Reasoning: Raw spell/melee adjustment.
- Glitchtean:
- 5% -> 26% Speed(8%-34%)
- 50 -> 131 Spell Damage(39-170)
- 26 -> 104 Damage Bonus(31-135)
- Reasoning: W̸̧҉̛H̡̛́͡À̴̛̕T̸̶̡̡ ̡̡̀͢͜Ţ̨͢͡H̵̛́͢͞É̛̕͟ ́̕͡F͡͝͠Ų̴̕͢C̵͜͏Ķ̸̴̸́ ̸͡Į͢͢S̴̨̢͘͠ ͞T̵̡̛Ḩ̶͢I̶̡̛S͠ ̵̢̛͜I͢͏̢̢͞T̛͝E̶͜͡M̨̛̛ ̸̷̷̡S̷̢͡À̶Ĺ͜T̶̕E͟͡D̶̡̀͜͞.҉̸̡͡͝
- Sheet Ice:
- 100 -> 120 Spell Damage
- Reasoning: Raw spell adjustment.
- Heartache:
- 100 -> 145 Spell Damage(44-189)
- Reasoning: It's still not above baseline.
- Reticence:
- -50 -> -25 Spell Damage(17-33)
- 31 -> 20 Damage Bonus(6-26)
- Reasoning: Raw spell/melee adjustment.
- Sorcerer's Stick:
- 12% -> 14% Spell Damage(4%-18%)
- 7 -> 50 Spell Damage(15-65)
- Reasoning: Raw spell adjustment.
- Layton:
- 100 -> 140 Spell Damage(42-182)
- Reasoning: You should expect no less from a gentleman.
- Genetor:
- 75 -> 125 Spell Damage
- Reasoning: Raw spell adjustment.
- Morrowind:
- 115 -> 165 Spell Damage(50-265)
- Reasoning: Raw spell adjustment.
- Blasphemy:
- 0 -> 15% Spell Damage
- Reasoning: Apparently it was kind of weak?
- Mighty Pants:
- 900 -> 1000 Health
- 15% -> 10% Spell Damage(3-13%)
- Reasoning: The better Mighty Pants got nerfed, so this had to come with it.
- Kratke:
- 1200 -> 1000 Health
- 15% -> 10% Spell Damage(3%-13%)
- Reasoning: IMs thought it was too strong, specifically citing spells. I originally wanted to nerf it in a different way.
- Unspeakable:
- -179 -> -239 Health
- -2 -> -1 Mana Regen(1-1)
- 2 -> 1 Mana Steal(1-1)
- 3% -> 7% Spell Damage(2%-9%)
- 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.
- Stillwater Blue:
- 3 -> 4 Mana Regen
- Reasoning: Was a tad subpar...did anyone ever use this over Aquarius?
- Razor:
- 3 -> 4 slots
- 30-80 -> 30-70 Thunder Damage
- Reasoning: W̜͆̀̐ͦ̈́̚Ḩ̦̰̜̓A͉̜͙̜̬̼̲̥̎ͪ͒͟T̢̗̼̻̭͔͋͗͆ͅ ̶̸̺͎͇͕͕͎̽̌ͮͣ̃ͨ͞T̡͖̹̱͉̝͇̩͍̠ͣ̓Ḣ̵̊ͭ̃̃͒̎͞҉̬̮̘Ĕ̏ͫͭͥͦ̈́҉҉̴̱ ̸̺̲̗̞͒̿̊̄͜ͅF̧̘̦̥̽̇̆͊͂̉U͙̪̣ͪ͑͋͊̾̑̚C̨͔̭̳̹̬̖͈ͥ͛̍̄ͅK̢͉̤͋ͫ̎́̀ ̵̴̤̹̺̹̳ͬ̆́̍ͪ̅̍́Ȉ͚͇͓ͫͥ̀S̴̶̹̜͎͇̥̳̃͊̀ ̛̲͈̞̲̭͍̀̍̋͒ͮͥ̉̿͟T̶̤̊͋H̵̥͙ͪ̿̒̓̓͑̓ͨ͜I͚͕̺ͪͣ̈̍ͭ͞S̶̷̝̘̖͒͐͋̎ ̮̠̪̻̜̟͕͕̒ͩ̊͐͊̈I̲̫̬̤̹̻̦͚̾̋̍͂͢͞T̷̲̣͓̫̬ͯ͛̒͐ͭͫ̎͛͘͡Ẹ̝̳̇̿ͩM̢̬͙̫̳̠͎͈̰͌͋ͮ ̵̧̦͚̫̩̝̻͈̊ͯ̾̏̑͗̔̃̚S̶̺͚͖̝͉͚̟̳͕ͮ͑̽͌̐͢A̷̧͔̯̣͍͕̜͉ͩͩ̃ͣ͗̚L͓̟͔̹̫̦͔͆̾̍ͅT̗̫̜͌̄̔E̛̊ͬ͒̽̂ͨ̔̓̌҉̲̺͉D̞̼̲ͫ͋͛͌̌̉̒̉
- Inferno:
- -8 -> 0 Agility
- Reasoning: Item cleanup. What was that -agi even supposed to do...?
- Mixolydian:
- 10 -> 5 Agility(2-7)
- 5% -> 10% Air Damage(3%-13%)
- Reasoning: Whoa, that's a lot of agility there. Slow your roll, friendo.
- Soarfae:
- 2800 -> 2350 Health
- 12% -> 23% Air Damage(7%-30%)
- 12% -> 10% Air Defense(3%-13%)
- Reasoning: Xavier insisted that we needed an air damage chestplate, so we made Soarfae get a new job.
- Minor:
- 8 -> 5 Spell Damage(2-7)
- Reasoning: Raw spell adjustment.
- Major:
- 6 -> 5 Damage Bonus(2-7)
- Reasoning: Raw melee adjustment. Funny how that turned out, actually.
- Chill:
- 12 -> 8 Spell Damage(2-10)
- Reasoning: Raw spell adjustment.
- Malachite:
- 30 -> 18 Spell Damage(5-23)
- 6 -> 15 Melee Damage(5-20)
- Reasoning: Raw spell/melee adjustment.
- Shiny Mask:
- 20 -> 10 Spell Damage
- Reasoning: Raw spell adjustment.
- Strategist:
- 20 -> 40 Spell Damage
- Reasoning: Raw spell adjustment.
- Ajax:
- 0 -> 30 Earth Defense
- 15 -> 30 Damage Bonus(9-39)
- -15% -> 0 Air Damage
- -5% -> 0 Air Defense
- Reasoning: Raw melee adjustment and ID cleanup.
- Shinespark:
- 70 -> 60 Spell Damage(18-78)
- Reasoning: Raw spell adjustment.
- Battle Bishop:
- 8% -> 15% Water Damage(5%-20%)
- Reasoning: Its raw spell was fine, but following in Bishop's footsteps means it needs a bit more healing power.
- Cooler:
- 35 -> 55 Spell Damage(17-72)
- Reasoning: 57% cooler than ever before.
- Heliophobia:
- -12% -> -18% Thunder Damage(13%-23%)
- 12% -> 0 Fire Defense
- Reasoning: Its raw spell was okay but it was still a bit too good.
- Silencer:
- -50 -> -100 Spell Damage
- Reasoning:
- [ATTACH=full]131351[/ATTACH]
- Executioner Helmet:
- 50 -> 100 Spell Damage(30-130)
- Reasoning: Raw spell adjustment.
- Info Visor:
- 45 -> 75 Spell Damage
- Reasoning: Raw spell adjustment.
- Quartzite Helm:
- 150 -> 135 Spell Damage(41-176)
- Reasoning: Raw spell adjustment.
- Tinderbox:
- -40 -> -140 Spell Damage(98-182)
- Reasoning: Raw spell adjustment.
- Chain Link:
- 5% -> 10% All Element Defense(3%-13%)
- Reasoning: Its raw spell was fine, but for a rainbow item it didn't give much.
- Racer's Shoes:
- 725 -> 950 Health
- -20 -> -25 Spell Damage(18-33)
- Reasoning: Raw spell adjustment. It also was a liiiittle pathetic.
- Demon's Will:
- 80 -> 185 Spell Damage(56-241)
- Reasoning: THIS STILL ISN'T ENOUGH TO MAKE ME WORSHIP YOU, SATAN, STOP TRYING
- Phantom Blade:
- 16 -> 25 Spell Damage(8-33)
- Reasoning: Raw spell adjustment.
- Ricin:
- 75 -> 125 Spell Damage(38-163)
- Reasoning: Raw spell adjustment.
- Slider:
- 110 -> 220 Spell Damage(66-286)
- Seasoning: Raw spell adjustment.
- Onenya Hronkas:
- 60 -> 50 Health Regen(15-65)
- -5% -> 0 Water Damage/Air Damage
- Reasoning: ID cleanup.
- Blade of Shade:
- -7% -> 0 Water Defense/Earth Defense
- Reasoning: ID cleanup.
- Aldorei's Vision:
- 16 -> 60 Melee Damage(18-78)
- Reasoning: Raw melee adjustment.
- Arakadicus' Maw:
- -7% -> -10% Speed(7%-13%)
- -7% -> 0 Water Damage
- -15% -> 0 Air Damage
- Reasoning: ID cleanup.
- Awakening:
- 11 -> 10 All Skill Points(3-13)
- 7% -> 8% All Element Damage(2%-10%)
- Reasoning: Just felt like it needed a little adjustment here.
- Backburner:
- -12% -> 12% Spell Damage(4%-16%)
- 12% -> 0 Melee Damage
- -20% -> 0 Water Damage
- -8% -> 0 Earth Defense
- Reasoning: ID cleanup.
- Bedruthan:
- -10 -> 0 Dexterity
- Reasoning: ID cleanup.
- Belcon:
- 40-70 -> 55-85 Earth Damage
- 5 -> 0 Intelligence
- 10% -> 0 Water Defense/Earth Defense
- Reasoning: ID cleanup, and an item shift to make Belcon more offensively tilted.
- Blues Whistle:
- -10% -> 0 Water Damage
- Reasoning: ID cleanup.
- Dark Mage Robes:
- -5% -> 0 Soul Point Regen
- Reasoning: ID cleanup.
- Djinni:
- 10% -> 0 Reflection
- Reasoning: I wish for Djinni's IDs to look better!
- WAIT SHIT THAT ISNT WHA
- Ethereal:
- 15% -> 0 Reflection
- 10% -> 0 Water Defense
- Reasoning: ID cleanup.
- Fissure:
- -7% -> -12% Air Defense(8-16)
- -7% -> 0 Water Defense
- Reasoning: ID cleanup.
- Gale's Force:
- 7% -> 15% Soul Point Regen
- 10% -> 0 Air Defense/Thunder Defense
- Reasoning: No, Gale's Tomb is not open yet.
- Hellkite's Wing:
- -220 -> 0 Health
- -5% -> 10% Water Defense(7%-13%)
- Reasoning: ID cleanup, plus a buff!
- Heroism:
- 5% -> 0 Soul Point Regen
- Reasoning: Heroes make dumb, preventable sacrifices, not consume the souls of the fallen to recover from said sacrifices! Get it right, god!
- Ik-El-Van:
- 7% -> 0 Fire Defense/Water Defense
- Reasoning: ID cleanup.
- Ivory Bow:
- 145-175 -> 165-195 Neutral Damage
- 15 -> 5 All Skill Point Requirements
- Reasoning: It was a little bit weak and restrictive, considering its weird gimmick.
- Joker:
- 1 -> 2 slots
- Reasoning: Hey, I have a two-pair!
- Opalite:
- 5% -> 10% Soul Point Regen
- Reasoning: I,.
- Silver:
- 10% -> 0 Reflection
- -15% -> 0 Thorns
- 4% -> 0 Soul Point Regen
- 10% -> 0 Water Defense
- Reasoning: ID cleanup.
- Spear of Sin:
- -5 -> 0 Intelligence
- 210 -> 0 Poison
- -13 -> 0 Air Defense
- Reasoning: Swing, you sinners.
- Thunderbird:
- 9% -> 0 Reflection
- Reasoning: ID cleanup.
- Olux's Prized Weapons:
- -10% -> 0 Fire Damage
- -10% -> 0 Air Defense
- Reasoning: ID cleanup.
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