Arcane Odyssey v1.13 Balancing Changes WIP

New changes

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WOOOOOOO, 2% did seem low

Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy…
Why is it green and not red, also without being a berserker with high tiers the size is ass. Not sure it needs a nerf cause of size, maybe cause of dmg?

Not gonna make any strong opinions on this yet as the balance is new and most people have still not realized pulsar is still strong.

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I guess halved imbuement synergy compensation?

Scalded changes yay

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oooo

@SpectreTheFox they’re giving your magic buffs

Not really? Instead of halving it, all above 15% is reduced to 10%. So only 10% synergies for warlock and conj

This is the how it works currently as it is bugged, it should be halved to 7.5%

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Oh thanks for clarifying

What if

Water/Sailor:
Dmg: .925 → .9
Speed: 1.0 → .9
Size: 1.2 → 1.3

or

Water/Sailor:
Dmg: .925 = .925
Speed: 1.0 → .9
Size: 1.2 → 1.25

Would be consistent with the values that current explosion vs water seem to follow
.025 dmg = 1 point
.1 speed = 1 point
.05 size = 1 point


Really hoping Earth, water, wind, lightning, ice, Ash, shadow, and explosion get something actually useful for their status existing alone. Movement slows, Attack speed debuffs, Regen reduction debuffs (energy/Health/Stamina), Shellshock for explosion (shown as attack speed debuff)

Wish stacking statuses increased synergy (sand and snow would need their single stack synergy greatly reduced). Could provide more use to stacking certain magics.

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Would it be possible to make the airstall for cannon fist something you can toggle on or off? it severely limits cannon fist’s mobility since you can’t dash and throw cannon balls at an enemy to close the distance and deal damage at the same time anymore, if you try to do it now the airstall stops you halfway into the dash which also makes your cannon ball easily avoidable because of how much distance your cannon ball needs to travel before it can get close to where you were aiming at.

@ThatOneGuy

major skill issue

thermo fist is literally skill spam lol

I have a silly idea for cannon fist, but how about we make it so when you defeat an opponent or an NPC, you get some cannonballs back.

I mean logically you’d assume you’d just pick up the cannonballs you threw and re-used them for later (explosive balls are a bit confusing since these blow up but we’ll say for all intensive purposes that coincidentally you might find some explosive balls while foraging for the others you threw)

this just kinda acts as a reward for triumphing an opponent by giving back losses, and helps keep Cfist users from going too bankrupt at lower levels.

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Does anyone know if steam imbue base damage is a fixed number or does it depend on the magic used?

Pretty sure steam is its own magic (just not usable alone) considering it says imbuement: Steam magic instead of imbuement: fire or water. Likely a clone of another magic’s stats

Hypothetically, if we did add it
how would you switch between airstall and freefall.

I want to know the number tho

Fire and by proxy steam is
Dmg: .825
Speed: 1
Size: 1.1 (Might still be 1.05, might not have been changed like fire was in v1.12)
Scald = burn
Same synergies

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its just burn, deals damage based on impact dmg

Hes wondering about steam’s magic stats

wouldnt that be the same as the magic that youre imbuing with

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