Arcane Odyssey v1.13 Balancing Changes WIP

yo is glass conjurer bad or nah

Ask Borg

Jk it is pretty bad rn since all glass does is bleed which weapons already do

what the hell happened to my plasma :frcryin:

It didn’t change speed just became more valuable

I mean speed effectiveness is halved for evertything besides projectile travel speed so it’s really 10% more speed for 5% size nerf vs -10% speed nerf for 5% size buff

speed effectiveness is halved for Conjurer. You can’t just expect a magic to be good/bad simply in the view of a certain build/ awakening route. A item’s stat should be looked into their respective pure-build stats, because thats where it matters most and amplified the most.

Even then, it would be “balanced” for imbuements to your exact weightage. Then what would happen to the mage user? Just suck it up for conjurer users? It really doesn’t need a change currently, with it already being in centre of the pack in stats. And better more once all the sea-based activity is added.

It is halved for everything besides projectiles.

Nah this is just cause I want water buff or self synergy so it can be useful for water + sailor or water + sunken and not just give 20s of a soaked effect I can’t take advantage of. I am severely coping after dots got dot stack since they lost dmg but synergy effects got 20s of an effect they can’t take advantage since they give up synergies for that like how dots used to give up a dot.

Instead of more damage, light should slow down the enemy with each application of blind.

Vetex is opposed to slow statuses. Personally I think it should be 4% per stack since light doesn’t have dot or good dmg. Max 20% dmg and incentivize aggression

Savant Dmg Reduction?
Can’t remember where or when i read it, But does savant have Damage reducing after their awakening? If so it should be removed, to give it a chance of having some builds savant builds to see the light of day.

Damn. Would have been cool, too…

No it’s just vitality has dmg reduction at a rate of half of the percent of stats in vitality so 25% reduces dmg by 12.5%

Would The vitality dmg reduction become addative or multiplicative after the dmg calculation change? I think it might be overlook/forgotten to be changed.

Prob multiplicative

I understand the worry, combo statuses got overlooked in the no dmg reduction thing like snow + sailor doing 60% reduced dmg

Scalded?
If a user is soaked the Burning/fire is applied, will they be scalded or only if they are burning then water is applied? Or will it be both ways.

The Crystallized status going from 35 > 30 is a lot more reasonable then its previous written nerf of 35 > 25. Though, I am not sure how to feel about its interaction shatter now just being on par with its normal shatter. I mean I guess if the interaction magic used just has a noticably higher base damage it’ll encourage using a different magic to shatter. I personally don’t know though if the standalone stats of the shattering magic will make that much of a difference from just shattering it like normal.

Dot stacking and Magic interactions
Would magic interactions increase in damage, if the user has stacked dot? If not it would make synergies with dot magics unfavorable.
Scenario 1:
3x burning Dot is applied on a user, And the Ash is then applied. You would lose out on large amounts of damage from the dot you have built if you used your ash magic. It would also be a buff to Dot magics to have increase synergies dependant on dot stacked.

I don’t think it’s possible to have that, but as as I know it only applies the synergy as if one stack was applied unless they are seperate statuses. Part of the reason a stacked non dot is also rather useless.

Currently on the doc scalded is only applied when water/cold hits heat dot. Scald does apply however when a heat magic is used with sailor fist or sunken sword. Doesn’t synergize with cold magics though which is super weird.

I’m in favor of applying this to all statuses and giving non dots self synergy to be usable better alone. Light self synergy should be doubled though instead since it’s base dmg is so low and blind is short. In exchange for non dot getting self synergy though, dot should prevent hp regen so it is actually doing dmg but lose its 5% self synergy (since their dot would actually be doing dmg now). Dots really need to stop hp regen cause with regen being 1% of health anyone with 2k hp out heals any dot below 20