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- Event Horizon:
- 4000 -> 6154 Health Bonus (1846-8000)
- -50% -> -35% Water Damage (24-45)
- -150% -> -76% Elemental Defenses (53-99)
- Reasoning: The concept of Event Horizon was initially made for something else, when we migrated it to its current form we kinda have to mess with the balance of it last minute before the update was supposed to be dropped (similar story with Quinque actually). The result for event horizon proved to be difficult to use both on paper and in practice so here’s a buff.
- Zephra Shredder:
- 100-270 -> 100-280 Air Damage
- 12% -> 15% Spell Damage (5-20)
- 15% -> 25% Air Damage (8-33)
- Reasoning: Zephra is one of topical weapons for the longest amount of time. Since it was so anticipated and had a meme made out of “add air spear” a while ago, the expectations were sky high, and the results seemed controversial as the weapon was themed to give full usage penalty in whatever play style, as seen with penalty for melee, spell and hybrid play, in exchange with exceptional damage. The awkwardness of it made for underwhelming performance. So here’s a long overdue compensation.
- Tidebinder:
- 285-425 -> 345-425 Water Damage
- 20% -> 0% Spell Damage
- -70% -> 0% Earth Damage
- Reasoning: Tidebinder is a defensive weapon yet it has spell damage as well as a useless negative earth damage. The damage potential is corrected by putting it to base damage.
- Noble Phantasm
- 0 -> 4% Spell Damage (1-5)
- Reasoning: So noble phantasm was made to slots in the community demand of a “spell-viable fire dagger”. While it doesn’t look like it, the damage largely comes from the added effect of the defence skill points and decent base damage. However, it would seem the community did not view it as “offensive” enough or “spell-viable” enough due to the lack of “spell damage” related IDs in front of its face, so here is a tiny percentage of spell damage for that sole purpose.
- Breakbeat:
- 1250 -> 1800 Health
- 23 -> 100 Raw Melee (30-130)
- Reasoning: The health was overcompensated with the damage gimmick it got going on, it now follows the no slots glass item rule of “no slots, bad elemental defence but with good health and good damage”
- Coursing Mail:
- -75 -> -60 Earth / Water Defenses
- 7% -> 10% Exploding (3-13)
- 12 -> 80 Raw Melee (24-104)
- 11% -> 13% Thunder Damage (4-17)
- Reasoning: It was one of those random uniques that were underpowered for no reason. While this fix doesn’t change it a whole lot, it gave back some of its lost power.
- Tarnkappe:
- 10% -> 12% Speed (4-16)
- -250 -> 0 Health Bonus
- 15 -> 75 Raw Melee Damage (23-98)
- -15% -> 0 Earth/Water/Fire Defenses
- Reasoning: Raw melee buff + minor ID clean-up
- Alternator:
- 1 -> 2 Mana Steal (1-3)
- 38 -> 40 Raw Melee Damage (12-52)
- Reasoning: yes
- Brace of the Ninth:
- 2 -> 0 Mana Regen
- 0 -> 3 Mana Steal
- 100% -> 20% Reflection
- 0 -> 15% Water Damage
- 50% -> 0 Water Defense
- Reasoning: Ninth was made to be the offensive spell spear option but somehow have more defensive IDs than offensive. The shift in IDs especially mana steal is to entice an aggressive playstyle.
- Alka Cometflinger:
- 0 -> 10 Strength SP (3-13)
- Reasoning: The reason it didn't have it in the first place is due to the design concept surrounding the four uth weapons, the reason it now has it is also due to the design concept surrounding the four uth weapons, just with different interpretations.
- Blindblight:
- -50 -> 0 Health Bonus
- 115 -> 95 Poison (29-124)
- Reasoning: The poison is brought down a bit to fit the more reasonable range for the item in exchange for the health boost.
- Morph Set Bonus [8/8]
- 80 -> 0 Loot Bonus
- 0 -> 100 XP Bonus
- Reasoning: Now that the level cap has increased, the xp bonus is more reasonable to be put back in for the 8th piece set bonus.
- Phoenix Wing:
- 35-75 -> 25-45 Neutral Damage
- 45-75 -> 70-90 Fire Damage
- 30-50 -> 50-70 Air Damage
- 20 -> 40 Agility Req
- 30 -> 50 Defense Req
- 131% -> 150% Health Regen
- 5 -> 15 Agility SP
- 7 -> 0 Defense SP
- 2308 -> 3077 Health Bonus
- Reasoning: Overall all-rounded buff for phoenix wing. The damage is massively increased in order to meet the demand of this weapon being too weak despite it being a defensive item. The health bonus is also massively increased for increased tankiness and heals. Requirement is increased to cement this weapon as a viable primary weapon instead of being used as a secondary
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