Calvus also has a higher level cap so it’ll eventually just be better regardless once the cap reaches level 200.
Eventually? It’s better now. Elius armor has no purpose and carina is only used in atk speed builds ![]()
I mean better in those specific stats, even after the nerfs
The stat nerfs are only for the accessories so they match boots like other armors. There’s no real nerf other than the power and size scaling change which affects everything
Speaking of stats, 1.75x where x is a whole number of pl level divided by 10 (final value is rounded down) is how we can calculate the stats for a hypothetical level 160 vs 200 piece of armor for Elius vs Calvus in stats.
Gotta find the general pattern for size and agility for both but we can guesstimate that Elius at level 160 will have ~28 power while Calvus at level 200 will have ~35.
Calvus chest piece is 1.5 for agility and size
level 200: Agility = 30, Size = 30
Calvus Boots (and later the accessories)
Power: 1.3 per 10 levels (level 200 = 26)
Agility and Size: ~1.09 per 10 levels (?) (level 200 = ~21)
Elius chestpiece is 2 for agility
Level 160: Agility = 32
Elius Boots & Accessories:
Power: 1.3 per 10 levels (level 160 = ~20)
Agility: 1.5 per 10 levels (level 160 = 24)
As for the nerfed Calvus stats I won’t know since I don’t know the general pattern on a stat spreadsheet. Mostly got these by comparing level 100 values with ±10 to 20 level stats (80, 90, 110, 120).
Guessed at the value for agl and size for Calvus boots so it matches the table on the wiki.
logistic growth
mmm i guess that would work even though i really prefer everyone getting options like
- 50 defense and +50% magic size
- 100 defense and +25% magic size
- 175 defense
for armor
It’s logarithmic, not exponential, also level scaling isn’t linear either
Working on something for this alraedy.
It is. It’s affinity * (level + 19 + power) * multipliers. But the level buff is linear.
Logistic prevents any sense of power scaling though.
You do know that was referring to attack size right? Illiterate forumers I stg
Levels don’t give attack size though? only tiers do.

Logistic growth scaling for equipment stats. It kinda doesn’t show any power scaling though then.
Which isn’t linear, it works on a step function based on points
Considering that Spiraling Fury is having its mobility nerfed, can its attacking part be buffed? It should be able to deal damage throughout the entirety of its travel duration, not just at the very end of it. Would also make the visual less confusing.
imo this would make spiraling too strong, its already getting a hitbox buff
also because attack speed affects the movement speed of spiraling ur still gonna go pretty far as ur momentum is kept at the end of spiraling
it does like 0.6x damage though lol it should at least be able to do some minor chip damage rather than just not hitting at all and exclusively being a mobility tool
kinda agree with this. spiraling fury is very inconsistent when it comes to actually dealing damage and it’s not really a hurtbox issue, even though that’s part of the problem. I think it should have a hurtbox throughout, even if it takes a damage nerf as compensation, either that or nerf its clashes.
Logistic growth would be better used for the combined multipliers applied to your attacks
For example:
(This is for damage multiplier, but its basically the same for size except a lower value)


Combat at level 500 to level 1000 will be nothing like what it is currently
If you played arcane adventures you might remember the higher level clashing mechanics and whatnot.
Aight so, this is a question relating to Warlock, imbuements, and how do they work with it.
So Conjurer it’s pretty simple, all weapons are a 1x multiplier, and imbuements are a multiplier onto that. So we add 0.1 to say, shadow, and I get a 1.05x damage multiplier to my attacks.
Warlords being another weapon using class get a 0.15x boost (on average styles seem to hit a tad less hard multiplier wise so this makes sense.
Now warlocks, they seem to get the same status treatment as conjurers but no actual buff to magic imbuements. Now, the question here is if the buff itself is actually necessary, but when you’re say, imbuing a hard hitting but slow magic. This becomes the same situation as conjurers where you’re not gaining any actual benefit from imbuement. Although I realize things can probably get wonky considering fighting styles can have a greater than 1x multiplier to speed and size, meaning magics would stack with this theoretically if they are multiplied together.
Although I’d recognize the potential for synergies being more readily available as an argument for the reason why warlock doesn’t get the 0.1 treatment conjurer gets. However, a counter point would be that conjurer would get these options eventually too.
There is also the fact that fighting styles are customizable whereas weapons are more fixed. Maybe that’s why warlocks are just getting the status changes, additionally, there will likely be more rare spells that can be used by both style and magic sides.
Anyways that’s about it.
TLDR: Warlock no have damage boost, curious on why. Is it synergies, customizability, or something else?

