Arcane Odyssey v1.13 Balancing Changes WIP

Just be careful with that statement.
While it’s true that burn/plasma has the most burst damage among all other DoTs, both melting and poison have a much higher total damage. Even if you argue that a shorter DoT can be reapplied, the higher total damage from the other DoTs is still something to be taken in consideration, as it’s basically guaranteed, continuous damage dealt to your enemy, after hitting only one big-ish attack.

This is only an issue for mages, due to their damage bonus. It’s not exactly a problem with the DoT or the magic itself, but the way DoT damage in general is calculated and damage buffs that mages have right now. Plus, the size nerf won’t affect magma puddles that much. Imo it won’t be THAT noticeable.

This might be honestly something that might be worth taking a second look at. Maybe make weaker DoTs be able to be overwritten by stronger ones. This would benefit all dots. More of a QoL thing than a ‘buff’ per se

Be careful with just judging everything by a ‘DPS’ mindset. Even if it takes a bit longer for the full dmg to be applied, it is still guaranteed damage once it gets in.

While burst damage shouldn’t be 100% overlooked, total damage is much more important IMO.

Total damage would matter more if regen wasn’t always on, in pve total damage is all what matters but in pvp dots exist to stop regen (or slowly chip away health if you hit a good one) technically magma is at a disadvantage because it gets rid of the most common dot on impact (bleed) so its chip damage potential is lower than others for example acid when you factor hybrids, obviously this is kinda circumvented by being a mage but in a mono/hybrid context magma is fair (and might even need some buffs in some circumstances) while in a mage context it needs nerfs, this is why I feel like mage needs a nerf first before the magic is considered for a complete gut (it could use some drawbacks for some of the things like i said above)

Plasma base damage is 0.8x, only higher than poison’s 0.75x, and according to the wiki the scorched DOT is 27% over 3 seconds (9% of original dmg/s).

Fire isn’t much better, same damage as light with 0.825x(+ 0.28875x [Burning] = 1.11375x total straight from wiki) other two mentioned earlier. Your burning calculation is right and I would say it is balanced with the low impact damage, low size (1.05x, will be 1.1x in patch), average speed 1x.

For the shortest DOT in the game, plasma has low impact damage 0.8x( + 0.216x (scorch) = 1.016x), slightly above average speed (1.2x), bad 1x size.

Comparing it to the other heat magic cousin, magma with high impact 0.925x (+ 0.4625x (melt) = 1.3875x), once the nerf comes it drops to a staggering 0.9x (+ 0.45x = 1.35x), still keeping it’s position of 2nd highest total damage below poison with the 2nd highest duration of only 10 seconds. High size (1.2x), large hazard puddles, slow speed (0.6x) with speed being the only disadvantage.

speed will become more important once startup and endlag is properly affected by it and once aoe and damage nerfs happen, until then yes magma is op for mages.

Don’t overestimate regen or underestimate what a GOOD DoT can do.
DoTs, most of the times can and will deal more dmg than the natural regen (depending on the DoT, of course and if it was a ‘good’ hit and not an imbued m1)

Magma isn’t at a disadvantage. Bleed is the weakest DoT. Magma doesn’t lose anything by getting rid of it. Or did you want bleed to work together with melting, which already has insane damage?

Even if you disconsider mages, Magma still comes ahead by a FAR margin when compared to other elements. Even for warlocks or conjurers.

Lets say you have exactly 200 base damage due to your level and no power.
Fire deals 165 damage with a blast, magma does 185. For every point of power magma gains MORE damage than fire does due to this difference as well.
Fire’s DoT does a total of 47.6 damage over 5 seconds from a blast, while magma’s DoT does a staggering 85.56, boosted again more than fire’s by each point in power.
This totals in 212.6 damage for the fire blast, and 270.56 for magma.
Keep in mind fire is supposed to be a high damage magic.
As the level cap rises, synergies are introduced to the equation, and other damage multipliers become available, the gap between magma and fire increases further and further.
If I wanted to make it impressive I’d do the math behind max power/intensity builds with synergy to really show off how insane it gets, but I hope you can get the point here.
If you want to talk current patch you also need to consider the self synergy bonus and awakening bonus, which even further drift them apart and probs puts magma into the 300+ range off of a basic blast.

Oh and don’t get me started on ultimates or how magma also gets bonus damage from the puddles.

True lol.
There is also ultimates, which apparently apply 2x the DoT of the magic.

If that’s actually true then the problem can be solved by just… removing that.
I don’t know why that’s a thing because it sounds absolutely bonkers busted, especially with magma (it’d add like 150 bonus damage to an ulti- oh god.)
Wow that actually… Yeah that explains a lot if that’s an AO change.

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Outside of that, Ultimate Arts apply two of the magic’s status effect if the status effect can stack. If parried, only 1 status effect will be applied. In addition, an Ultimate Art only requires half the regular health threshold to apply its status effect. (Such as Paralyzed applying at 16% damage dealt instead of 33%)

According to the WIki text about Ultimate Spells

no it isn’t, that .6x speed multiplier cripples your entire moveset especially on conjurers. also it’s just that more than half of the magics when embued are just straight up downgrades because they have average stats and just lower damage affinity. All dots quite literally have the damage damage it’s just that magma does a bit more so it’s a little easier to do more damage, ok lets go for that same 200 damage example but i’ll multiply it by the damage affinity (i’ll use a weapon for bleed)
Bleed: 25% over 5 seconds: 50 damage 10 dps
Burn (165 damage) 35% of 5 seconds: 57.75 damage rounded down to 11 dps
Plasma (160 damage) 35% over 5 seconds: 56 damage rounded down to 11 dps
Acid (175 damage) 50% over 10 seconds: 87.5 damage rounded down to 8 dps
Magma (185 damage) 50% over 10 seconds: 92.5 damage rounded down to 9 dps
Magma (post nerf) (180 damage) 50% over 10 seconds: 90 damage 9 dps.
Poison (150 damage) 100% over 20 seconds: 150 damage: 5 dps.

Magma might be doing more damage but its dot is more in line with other magics, I don’t understand how you think total damage is an issue when they quite literally all do about the same dps and it’s just a matter of reapplying.

Holy cow!
No WONDER DoT is being seen as such an issue!
JEEEEESUS CHRIST.

Maybe move that to fully charged ultimates or… Don’t put it on every ultimate in the game?

Like i said mage issue, not the magic issue, nerf mages not the magic

I think the double status on the ultimates being removed would fix the problem since that’s just outright dumb.
That makes metal ultimates do 50% more damage from bleed alone.
It makes magma ultimates do double damage

The DPS part on your calculations aren’t as relevant as you think them to be. Total damage is, most of the times, more important than ‘dps’, considering how pvp fights normally go (not just ‘duels’).

The argument that low duration DoTs can be refreshed faster by a higher dmg one also works in the opposite manner, with longer DoTs dealing a GUARANTEED damage for a good deal of time after a GOOD, SOLID hit.

DoTs might be an issue for Mages, but for most other classes, they are irrelevant. lol

Mages really need to receive some balancing if you compare them to… well… pretty much everything else

yes but what if you don’t get a solid hit? what if they block or parry. each magic has strengths and weaknesses in that regards so I think dot wise it’s balanced.

This is an issue for everything else that deals damage in the game…

If you compare DoTs each magic has, it’s a fact that Magma is a bit too unreasonable. Raw stats, high impact, good duration, high damage DoT… Magma is a bit overloaded. If you put it on a mage, it only becomes even more apparent, due to how mages are right now.

I think DoT’s might be more balanced than we thought, it’s just that ultimates apply it twice and break the no stacking rule for no reason.
This results in the bonus damage from being an ultimate spell stack twice, causing, what, 240% more status damage than a normal version of the move? :face_with_raised_eyebrow:
Like good god man that makes magma’s damage multiplier close to 2.0, if not higher, on ultimate moves.

The reason why its stats are good because on mages (and i think berserkers) speed doesn’t mean anything (on classes like conjurer it means a lot). size is only op because of how huge aoes get and that bonus 20% really means alot when you have literal nukes. High damage is reasonable for its low speed stat but since speed doesn’t matter for mages it’s just high damage. Again duration is a double edge sword depending on the situation.

Mages are fair and balanced!!!