Arcane Odyssey v1.13 Balancing Changes WIP

wouldn’t earth be objectively better than metal in the current state? it is much larger, and slightly faster while dealing only a little less damage, still hits hard.

also poison seriously needs some kind of damage rework god damn the fact it’s better to wait an entire 20 seconds or so until you can use your magic again is so stupid bruh

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Its dps is getting increased by the duration reduction, but also the higher dmg but over time is the point of dot magics. Also dps will change if you hit them with a higher dmg hit.

It’d be nice if when you inflict poisoned onto your opponent, until the poison wears off, your magic can’t inflict it again, so it doesn’t reset the DoT timer.

then again I have no idea why I’m complaining since I’m a conjurer and I use weapon skills to wear down opponents while the poison eats away at em’

Countpoint: Not funny

wjat :question:

Refreshing statuses was meant to be this patch but it was too much so it’s being delayed to the next patch.

oh so that’ll help poison a lot too neat

yippee :poison_magic_var2: :tada:

I feel like self synergy should be for non dot statuses, cause their dmg is supposed to be dot. But also, dot should stop or reduce hp regen or just be higher.

really weird idea, DoT should be reworked so when you hit an opponent, the DoT scales with the target’s regen and vitality so it’s always slightly higher, resulting in a net positive damage gain.

Poison’s net gain would be a bit weak, but something shorter like plasma or whatever else could be much more noticeable.

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It is super weird that dot doesn’t just stop regen since it basically makes dot do no extra dmg if someone has enough hp regen

yeah it kinda defeats the purpose of what DoT is meant to be ngl

how are you getting any “damage over time” if all your damage just gets morbed by goofy ass regen

@Fluect Anything for dot to not get defeated by hp regen and not just be a regen canceler?

Also combined statuses (statuses created by synergy) from imbuements like stuns still have negative dmg synergies. For example, snow imbued onto sailor does 60% reduced dmg on freeze. Might be something like it thinking it was applied by the server and not the player?

I see no point in buffing water, When explosion is already planned for a huge 0.15 speed nerf. Plus its already balanced in stats from your own weightage chart. The whole point of explosion nerf was to get close to water magic’s stats. So why nerf explosion, then buff water.

I agree debuffs need to be fixed, Because all positivie interactions got halved so should negative ones.

Whats with snow only having 10% on its freeze synergies?

Similiar to ash to charred its 10% only. You could say fire,plasma is 20% but they are like bottom of the barrel in stats so in real terms its 10%.

More of saying change all of those clears to 10% or 20% for consistency, Also fire and plasma either need a dmg buff or dot needs to disable hp regen or something.

Funni, also it was a dmg nerf but a size and speed buff to keep it in the same balance with weightage. Being same size as metal, wood and magma is weird for the drink. I thought it was weird for water to have same dmg as explosion.

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Imo size/dmg are worth the same weightage, speed 70% weightage. a mere 0.025 lost doesn’t justify anything imo, I rather lose the 0.025 dmg then the 0.05% speed. but the explosion lost of 0.15 speed already made it the same as water, or even worse depending on how endlag will look on explosion once implemented.

what about water same dmg same speed but 1.25 size so .2 more speed than explosion but .05 less size instead of .1 less size

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I still believe this is extremely one sided, I don’t believe their dots shouldn’t stack however the buff for a non dot needs to be different than double duration. As the argument for stacking dot was dots losing dmg due to not being able to stack dot as another dot magic might, non dots also need something if this is the argument since they are losing synergy dmg by stacking the same status. For example, using double water gives up stun synergy with 10-20% dmg boost or bleed dot synergy with 10% dmg boost. Same sort of thing for explosion and triasta when conjurers can use it.

I propose that a non dot gains 10% or 7.5% self synergy to award using the magic alone, aggressive play, and make up for lost synergy potential. Also, all statuses should stack on imbuement and stacked statuses should increase the synergy like it is planned to with light (buff that past 10%, lights dmg is low enough). To balance it with dot, dots should prevent or reduce hp regen (also so they aren’t just defeated by hp regen).

By changing this to be stacking statuses for all status it can be uniform. Also, due to synergies being half as effective on imbuement it won’t be a full 20% and would instead be 10%. This would make dot, especially long dot more valuable and make a stacked non dot status closer to a standard bleed synergy build with it having slightly more synergy, but no dot.

its 0.05 size diff for 0.2 speed diff, thats 4x. th current 0.1 size for 0.2 speeed for 2:1 is balanced as is