Arcane Odyssey v1.13 Balancing Changes WIP

Not even what you said but yes, every build also actively uses magic. It’s not just interactions, it is in fact magic that’s making you crash 90 meters forward propelling off of air.

Ya bro, it’s definitely not magic for me to be able kick a flying crescent out of my leg that behaves the exact same as a blast

When I said MAGIC, i was referring to the actual magic spells.

These corrections are about VERY MINOR details that are only relevant for the lore and not the gameplay…

It was pretty obvious I was referring to MAGIC, like spells & etc. and not the fact that you can jump 30m off the ground.

There is a clear distinction IN GAME from Magic, Fighting Styles and Weapon skills…

Besides, I don’t even get how such ‘corrections’ are relevant to the current discussion…

are yall done ur magic balance conversations holy crap bro

You can message privately to not make the last few messages not be about the forum

They are literally magical in game, idk how you think any of the fighting style moves are not magic.

I’m pointing out that they literally use the same magic

Magic high jump is a spell that let’s you jump 30m off the ground. Is that not magic by your definition? Seems arbitrary

Agreed.

Sorry for derailing the thread by replying to Level’s… ‘Corrections’?

I was honestly talking about balancing until one or two replies ago, where Level started speaking about how ‘the world is magic’. I thought he was referring to the previous conversation of how ‘mages’ need some balancing, trying to say they’re fine by using the argument that ‘everything is magic’.

mages need balancing but everything uses magic he’s got a point there

It’s probably still ongoing but the main takeaway is that status’ are out of control because for some reason ultimate spells apply them twice, breaking the rules of how status’ work and resulting in, for example…
Magma ultimate’s doing ~140% more total damage than their not-so-ultimate counterparts without charging them :smiley:
(The intended damage increase is 20%.)

The proposed DoT rework won’t fix it, and probably will just make the problem worse on intensity builds.

Since ultimates apply status twice, does the self synergy also apply twice?

Magma is just problematic with 0.925 + 0.4625…0.9 + 0.45 for whoever will say it’s getting a 0.25x nerf. Overtuned with puddles as well.

Metal is similar with the bleed (earth is debatable)

Acid is similar to magma with corroding but smaller size and slightly lower damage.

Can we please just have better keybinds already? I really wanna be able to block easier with just M2 and not have to deform my index finger so I can reach the G key

You do know this is not the case for dot magics right, it applies shit like sandy, blinded, crystallized, snowy, etc, twice.

After not reading half the messages I’ve come to realize that people were arguing about an imaginary feature

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Yeah I haven’t used ultimates myself but I was pretty sure it was only for stackable effects and not every effect

There is also a topic that was discussed earlier about some magics having imbuements that have literally no reason to be used, such as glass.

It’s DoT doesn’t get stacked with normal weapon bleed and one of the two bleeds just disappear.
It’s imbuement is just a direct DMG nerf too, since most of its stats are quite average.

Also, a QoL update for DoT status, making DoT status being able to be overwritten by higher instances of itself.

Ex. A weaker poison, burn or bleed being replaced by a stronger one if the user hits a stronger spell while the previous DoT is still in effect.

To be fair, there isn’t much info about ultimates as well on the wiki.

I also have no idea of which status can be stacked (I was under the assumption that status stacking was something that never happened… Until I read about ultimate spells on the wiki)

Pretty sure it does apply for DoT, I hit a ravenna npc with a poison ultimate and watched the damage tick.
He took a lot of damage total over a very long period of time. Definitely more than double the initial hit. At around half the duration I noticed it ticked once with almost no delay without me hitting him again, which I think is stack 1 expiring and being replaced with stack 2.
If I’m wrong let me know, I don’t have any other files with ultimate spells to check but I’m pretty sure what I saw lines up with the what the wiki says.

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You’re wrong

The wiki says very clearly “if the status effect can stack”

It also literally states dot effects don’t stack in the status effects page

I’m not
image
(This is with intensity to shorten the duration)

Doesn’t intensity raise the duration?

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