Arcane Odyssey v1.13 Balancing Changes WIP

@Fluect how could I balance a jellyfish shield suggestion for crafting. I was thinking poor block stats but higher attack size and lightning like effects

paralyze on parry :smiling_imp:

I said how to balance it not unbalance it

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on a more serious note, do you and other testers know how the stat affinities/multipliers/whateverthey’recalled actually work? like, why is the highest damage for magics 1x meanwhile the highest speed for them is 1.8x, while 1x speed is the most common speed on magics? (this phrasing might be weird but its hard for me to put this into words without redirecting you to another topic which would feel weird)

Ok I’m just gonna give it lightning like effects and justify it with magic pollution and ptd alraedy existing

I love magic pollution. Easy catch all for unrealistic things

confused on what this means

I had no idea cold magics are now creating scalds… why? Some odd attempt to make everything synergize with everything for “equality”? At this point you may as well make every magic benefit off a DoT, lmfao. Instead of giving a temperature it’s own identity you make them “basically heat magics but cold reskins”. Believe it or not, it’s possible to have a general identity in a game with 20 elements.

Why? Genuinely what the fuck is the purpose of a cold magic then? Heat is for damage, cold is for hindering. Having both should not benefit you more than sticking to one temperature. Water should be the middle ground for these temperatures. You have about what, ~10 elements that relate to temperature? The hold-off on this is stupid.

Sorry if this reads as attacking you, just genuinely confused on what the team wants the fate of cold/hot synergies to be

Meant debuffing

it’s a universal standard

as in 1x would probably mean that part of damage calculations is unchanged

basically every stat is a multiplier of this

https://forum.arcaneodyssey.dev/uploads/default/original/3X/0/7/07bb80fda864f1aec8b2e19c9ca655805063e4d3.png

Thanos idk gif that failed to embed

I had suggested it for parity, but meant for it to actually buff cold magics instead of just applying scald. I guess they didn’t get that.

It’s because the speed affinities were based around projectile speeds, and having projectile speeds vary from 1.8 to 0.5 isn’t very crazy.

The effectiveness is halved for the vast majority of spells though since having that big of a speed-disparity literally only works out well on blasts.

Me as a glass user:

:frcryin:

I mean consider the fact that there are games that already do that.

For me, the speed makes sense and is nice. You have a good variation to show the difference between magics.
For damage, it’s just… weird. The HIGHEST that’s shown is 1x. Everything is lower than that. The actual most common thing seen is, like, 0.925x, so it might throw people off if they’re trying to see the actual difference. It’s the same with size, I’m pretty sure that most of the magics have a size of above 1x.

note: i’m not saying “buff the damage of all magics”, that’s horrible

I kinda wanted to make cold have higher direct dmg and synergies than hot since hot had dot which basically gives +5-7% minimum dmg boost

@Fluect He’s got a bit of a point here. Looking at the way the build system works right now, classes like conjurer are almost actively hurt by imbuing weapons with magics due to the way the multiplier works. Now the most effective way for this to be changed would be to re-do the equations, that way metal would be like 1.1 and light would be like .9. Or the average damage multiplier becomes the new 1x. The problem with this is remaking the damage equation to work like that. But it would fix the problem with imbuements; as of right now, imbuing with anything that doesn’t have a bleed synergy actively hurts damage, and the game is pretty much built around damage and size. Problem is speed actually matters with conjurers due to the lack of hitscan or placed explosion attacks, so imbuing with metal might not hurt your damage, but it ups the size just a little to eviscerate your speed. You beginning to see what i’m getting at?

That’s probably because with the damage scaling system Vetex has you’d have to make it pretty arbitrary (from the math perspective) for 1x to be the average. You’d have to add a downscale in damage/level-scaling in order to keep things the same, rather than having a formula as simple as (Level + 19) × Affinity for the first two spells, and just halving it on beams.

Would probably be better for the user perspective if the average was 1x tho

yeah it definitely would be a little difficult to implement, but it could definitely solve problems down the line.

Beam range should not scale off of magic speed, it’s completely rediculous how slow magics (like magma) basically just get a placed explosion with less aoe and similar damage while normal magics can just get a free punish for whenever somone is standing still, all beams should have the same range so it’s actually viable on slow magics

slow magics do not need a buff right now.