Arcane Odyssey v1.13 Balancing Changes WIP

You’re not pointing out the primary comparison

Glass vs Acid

Glass and Acid have the same impact damage

Glass and Acid deal the same DoT dps

Glass and Acid have the same self synergy

Corroding lasts 10 seconds while Bleed lasts 5

Acid has better synergies

Acid has better clashes

Puddles are more accurate than rubble at actually dealing their damage

In exchange glass just gets a mere 10% size increase

Acid is just better glass

Wait… Do you know that this + number is not bleed… right? Besides, that dmg is only relevant for mages. Most other builds can’t get that much dmg. Also… YOU ARE USING METAL MY GUY…

Besides, you are aware that metal has a much higher dmg multiplier than glass? Which also affects bleed damage?

I don’t get why you think glass is so strong, when it’s just widely regarded as a worse acid.

Most fights last quite a decent amount of time, unless you both stand in front of each other trading blows. Especially due to that, poison is strong. Since you have a reliable way of dealing damage without needing to expose yourself that much.

But in the end, you are correct, right? I’m not the only one saying glass is weak. But you are indeed the only one that is right here. If you think glass is strong… why are you using metal? LOL

Glass is literally only usefull as a bleed-stick for mages who want bleed synergy. There is a REASON why absolutely no one ever seriously considers using glass as a primary element

Come on man. If you are saying I have double standard and bias towards glass, you have an even bigger bias than I do LOL

This is a pretty common scenario poison wins via clouds if mage.

Also no one’s bringing up poison conj as if poison on bleed weapons won’t be doing .9075 initial dmg which basically recovers its initial dmg in 2 seconds (not factoring if you did a high impact initial attack like silent blades Q or clouds and then proceeded using other moves) while ticking for 15 seconds.

That is true! Had completely forgotten about the clouds! Even more reason why poison is much better than glass. Especially since glass’ rubble is so little and so irrelevant to most combat situations.

Plus, we also need to point out that Glass imbuement is honestly just a self-nerf.

Exactly!
In exchange, Glass’ bleed can’t be overwritten, can’t be stacked and is basically the same thing weapons already inflict. So yeah.

That unit of measurement is extremely ambiguous, please elaborate?

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We need to measure it in percentages of prince Revon power
so id give pulsar a 0.5%

Wait, do we have a general consensus on which magics actually need buffs or nerfs? Because, not only are there 20 magics with different properties, but also synergies and stuff as well, so asking for changes on something might lead to repercussions elsewhere.

Or am I just not good enough at the game to know what needs buffs or nerfs?

Buff: Glass

Nerf: Hard magics (pulsar is the problem so maybe not)

How did you get .9075? Shouldn’t it be .75 base damage with a 1.1 multiplier which is .825

Multiply by 1.1x again cause bleed synergy

For now, only the changes that are already in the combat balancing doc:

Light and Lightning are both getting a sizeable buff according to the doc.
Ice getting a small size buff,
Magma getting a small dmg nerf, nothing for metal yet
Poison getting a small size buff
Explosion getting damage nerf
fire getting small size buff
glass is mostly unchanged getting only QoL fix for things it should already have (rubble spawn made bigger and more spread out)

If you’re stacking the poison synergy and bleed synergy it would be 1.05 and 1.1 respectively which is 1.155 making the damage .86625

If you could read what I actually post, I literally did the math on bleed and impact damage. You were right on the bleed multiplier which I miscalculated with metal’s bleed value, but that only made a crazy 12 total damage difference on bleed (75 to 63) which I corrected in the original post; everything else is pretty accurate.

If you want to bring in acid, you now have to consider its corroding DoT and puddles (which can be evaporated and removed unlike glass shards which are on its way of getting buffed already). They individually apply different statuses that enable other interactions (as bleeding and corroding synergies are not the same). That 10% increase in size is what enables glass to scale off any size bonus better than acid such as the Hammer magic shape and Destruction aura. Much more things different than glass being “worse acid.”

I’m using metal because I like earth but obviously in this meta, magics without status effect DoT are much worse because they don’t get insane free damage (hence why they are getting nerfed if you couldn’t tell). This leads to metal as its basically earth with a DoT.

Poison clouds (1.1x size) are pretty small and easily avoidable in comparison to ash with 1.25x size. Poison clouds are also much worse since they can be removed by magics or even have their ownership stolen by most heat-based magics. In reality, these clouds won’t be doing much realistic damage and I had a poison mage slot that definitely underperformed.

By who? Glass is obviously not the best magic, but its definitely not the worse in comparison to having no status effects like any DoT. You based everything off total damage then completely ignore the fact once I point out anything with less total damage.

No, all of conj dmg affinities are multiplied by 1.1x and then bleed synergy for 1.1x again. Didn’t even include poison self synergy

Oh ok my bad

I can count in my hand the amount of times I’ve seen someone else using glass and most of those times, they were using it as a 2nd element on a mage build, solely for the bleed synergy, my guy…

You’re acting like glass’ bleed is unique and isn’t applied by metal, wood, earth/crystal at high %s, weapons, iron leg, and cannon fist.

Literally all of them being better synergy tools than glass besides maybe cannon fis

It’s ridiculous you’re even trying to compare glass shards to puddles as if glass shards are even close to as effective. In my entire time spent on AO, acid and magma have done consistent chip while glass rubble literally never lands. Also puddles are dispersed throughout an attack while glass is only at the point of impact.

A 10% size increase changes next to nothing

Thankfully the dude was helping me farm Calvus but I’ve seen this dude deal like 400 damage per blast using metal

I never called it unique, but if you read what I said, it’s applying bleed. Not every magic have the same synergies for bleed and corroding.

Which is why the glass shards are getting buffed like I said if you can literally just read, dude.

A 10% size as a base value adds up when factoring in other multipliers which is why things like metal and earth do so much damage. The base damage difference between metal (1.0x) and glass (0.875x) is around 14%, and look where that leads to a world where you all deservingly complain about metal. This is how math works.