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SilverMirror

IM Changes 5

Mar 13th, 2019
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  1. Event Horizon:
  2. 4000 -> 6154 Health Bonus (1846-8000)
  3. -50% -> -35% Water Damage (24-45)
  4. -150% -> -76% Elemental Defenses (53-99)
  5. 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.
  6.  
  7. Zephra Shredder:
  8. 100-270 -> 100-280 Air Damage
  9. 12% -> 15% Spell Damage (5-20)
  10. 15% -> 25% Air Damage (8-33)
  11. 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.
  12.  
  13. Tidebinder:
  14. 285-425 -> 345-425 Water Damage
  15. 20% -> 0% Spell Damage
  16. -70% -> 0% Earth Damage
  17. 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.
  18.  
  19. Noble Phantasm
  20. 0 -> 4% Spell Damage (1-5)
  21. 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.
  22.  
  23. Breakbeat:
  24. 1250 -> 1800 Health
  25. 23 -> 100 Raw Melee (30-130)
  26. 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”
  27.  
  28. Coursing Mail:
  29. -75 -> -60 Earth / Water Defenses
  30. 7% -> 10% Exploding (3-13)
  31. 12 -> 80 Raw Melee (24-104)
  32. 11% -> 13% Thunder Damage (4-17)
  33. 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.
  34.  
  35. Tarnkappe:
  36. 10% -> 12% Speed (4-16)
  37. -250 -> 0 Health Bonus
  38. 15 -> 75 Raw Melee Damage (23-98)
  39. -15% -> 0 Earth/Water/Fire Defenses
  40. Reasoning: Raw melee buff + minor ID clean-up
  41.  
  42. Alternator:
  43. 1 -> 2 Mana Steal (1-3)
  44. 38 -> 40 Raw Melee Damage (12-52)
  45. Reasoning: yes
  46.  
  47. Brace of the Ninth:
  48. 2 -> 0 Mana Regen
  49. 0 -> 3 Mana Steal
  50. 100% -> 20% Reflection
  51. 0 -> 15% Water Damage
  52. 50% -> 0 Water Defense
  53. 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.
  54.  
  55. Alka Cometflinger:
  56. 0 -> 10 Strength SP (3-13)
  57. 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.
  58.  
  59. Blindblight:
  60. -50 -> 0 Health Bonus
  61. 115 -> 95 Poison (29-124)
  62. Reasoning: The poison is brought down a bit to fit the more reasonable range for the item in exchange for the health boost.
  63.  
  64. Morph Set Bonus [8/8]
  65. 80 -> 0 Loot Bonus
  66. 0 -> 100 XP Bonus
  67. 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.
  68.  
  69. Phoenix Wing:
  70. 35-75 -> 25-45 Neutral Damage
  71. 45-75 -> 70-90 Fire Damage
  72. 30-50 -> 50-70 Air Damage
  73. 20 -> 40 Agility Req
  74. 30 -> 50 Defense Req
  75. 131% -> 150% Health Regen
  76. 5 -> 15 Agility SP
  77. 7 -> 0 Defense SP
  78. 2308 -> 3077 Health Bonus
  79. 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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