Arcane Odyssey v1.13 Balancing Changes WIP

I am using magma magic with sailor fist together. Am I metamancing?
  • Yes, it’s magma magic dude.
  • No, you’re not metamancing, you’re just stupid.
  • No, you’re not metamancing. Frankly, using a scald combo with a relatively mediocre choice for of combat (fighting styles) is a Chad move.

0 voters

i have a skill issue but fighting styles are soo hard to play (i use light thermo fist ignore me)

better aim or more size helps. Thermo at 20% is a little too good.

I literally listed scenarios where it would be un-imbued, because right now magic imbues are incredibly skewed since the magic damage multiplier stat is balanced around like 0.8 as a median and no magics have above a 1.0 damage multiplier

The point of hybrids is to have some of both styles, and combine them when you want to, that’s why the option to un/imbue is there, and why it’s so fast to switch

Good conjurers will almost always run at least 1 or 2 weapons un-imbued as their main source of damage because 99% of imbues either LOWER your damage, or KEEP YOUR DAMAGE THE SAME WHILE REDUCING SPEED.

Magic imbued are incredibly unbalanced and that’s just a function of the magic damage stat being balanced around a zoner playstyle, which imbues really aren’t a zoner playstyle. You’re just projecting your own build and playstyle onto what is “meant” for a hybrid build. Cope.

So true

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yea im pretty sure imbues are already going to be changed but if not they should always end up being a positive damage change

Poison should get a base dmg buff since it has the lowest magic multiplier out of all magics which seems unfair. Sure it’s a dot focused magic, but other dot magics have higher base dmg which is just unfair. Keep in mind that dot is only useful against npcs, but on players it doesn’t do shit cause people just regenerate faster than the dot can deal dmg.

I’ll start replying here with any new changes now.

Note not to suggest things for Attack Speed on Weapons as the bug is pretty much known now.

This change is to balance out enchants and their amulet counterparts, as secondary stat amulets have been outclassed by enchants.
image

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I feel like intensity really should lower the timer on poison and not increase it
But keep the damage so you generally get faster damage output

Also a stupid visual idea for berserkers that i thought they atleast needed
Sailor fist + Thermo fist with heat will produce Steam from your hands

Iron Leg + Cannon Fist will make it so you kick the cannonballs and not throw them
Something simular to warlord using cannonball infusion

Iron Leg + Sailor/Thermo should display effects on your right leg (or where the coating is)

Boxing + Iron leg could give you those Knee pads boxers use in practice

Its probably offtopic here but it was just my head wanting more stuff for berserker

I don’t even care about glass, but this is just wrong. High end pvp that isn’t just two idiots throwing blasts at each other until one of them dies can take a long time, and that’s not even considering that people will retreat and run when they get low.

@Inferno Just curious, what’s the bug with weapon and attack speed. Does it just not apply at all? Or is it something else, because I swear it does something and if I’ve been placeboing myself all this time I’m going to be sad.

Not all magics. Only a few of them will actually deal more damage. Others will end up dealing the same damage and most will still nerf your damage, only a little less than before:

  • Multiply all magics damage multiplier by 1.1. This will make sure magics like Earth do more damage while imbued, in addition to making up for the size loss.
  • Fire: 0.825x → 0.9075x
  • Earth: 1x → 1.1x
    No Imbue: 1x (Default)

The buff for amulet will affect all amulets right? Or will it affect only the ones dropped after the change?

Just out of curiosity.

The DOT duration is changing to 15s (more dmg in less time to reach the 100%). Size increase to 1.15x from 1.1x. Yes it has low impact damage but it’s gimmick is DOT. The whole DOT formula might be changed to make the damage even lower since it’s flawed to nerf all DOTs that build power (currently all) but to change scaling to level.

There’s also plasma with 0.8x damage and 1x size so it only has it’s 1.2 speed going for it as it’s fast scorched DOT does 27% of the damage over 3 seconds which looks nice then you remember it has the second lowest base damage and bad size

Whenever I hear about DoTs and the strange way they function, I can’t help but to think how much simpler and easier would it be if DoTs could be overwritten by higher instances of itself.

It would make shorter duration DoTs easier to use and longer duration DoTs less ‘punishing’ if you end up hitting a ‘bad’ hit instead of a solid, high damage and unparried magic

as a person who is going to use sailor fist with magma i agree that you are a chad

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it MIGHT be because of how the game is written because the testers weren’t even sure if it would be possible for light to have a stacking damage increase based on blind stacks (not sure if they meant it like vetex would reject it or vetex doesn’t really know how to code that)

True. there is also coding limitations. But if it can be coded, such QoL change might definitely be interesting.

It won’t exactly change the dmg potential of DoTs, it would only make it easier for us to use them.

Also, I, pretty much the only main glass user on the entire game (LOL) continue praying for glass to have a bleed stack or unique, different bleed mechanic or some kind of buff

I think ‘shockwave’ smash, the alternate ‘non-slam’ variation of the move is in need of some buffs.

This move is often ignored and can be considered nigh-impossible to land, with it additionally dealing less damage than ‘slam’ smash itself.

There isn’t a whole lot of focus on berserker buffs in the document I believe partially because nobody really uses it, a lot of the adjustments seem totally unnecessary and that they’d only matter in incredibly specific situations or that they would absolutely destroy the fighting style if the changes were pushed (i.e. the “.5 second grace period” change on thermofist)

Shockwave is probably one of the most ignored and underused skills in the game under berserker primarily because it is just an objective downgrade to ‘Shot’ and shares cooldowns with ‘Slam’. Here’s a draft of ideas that I think could prove useful for its continued existence:

  • Shockwave is no longer a variation of Smash, it now shares cooldowns with Shot and can be modified in the same ways as Shot.

  • Shockwave receives damage buffs according to the same formula as shot as well, with a higher base damage. This would make it a close range alternative to shot that could potentially be useful when shot is normally impossible to aim.

  • Shockwave now possesses intermediate knockback by default that cannot be turned off, HOWEVER this knockback’s direction can be changed depending on the specific animation used similar to ‘Crash’ or ‘Axe-Slash’.
    I think that this change specifically is especially needed as berserker versus berserker fights either amount to bungee jumping competitions or sawmill “Who can out-DPS the other” 1v1’s, and it would support the whole rushdown combo oriented idea that berserker is centered around.

  • Shockwave could have its casting speed a little bit quicker and its endlag heavily reduced as well, especially if any of the ideas posited above this are added.

Thank you for reading my wall of text, berserkers have a lot going for them but a lot of their potential just isn’t realized. These changes to shockwave specifically would discourage the infinite airtime bungee jumping nonsense and give berserkers an actual close range combat option that is not just their M1 combo.