Arcane Odyssey v1.13 Balancing Changes WIP

LITERALLY HIT FROM THE OTHER SIDE OF THE ARENA
TOPKEK

boxing can have all the speed in the world it wont matter since its design is counterproductive. As a strength build you want to be close to your opponent to do the most damage and string combos together but boxing pushes your opponent away for some reason and it does no damage so the issue becomes even worse. There’s literally 0 reason to use boxing for PvP OR PvE rn cause the other styles are just fundamentally better or more useful. Even basic combat is better than boxing rn

At least for the time being, while you’re still lower leveled and havent unlocked the rest it should be worthwhile using.

As of now, there’s virtually no difference on the speed of boxing and basic since you don’t have that much attack speed early on. And since you do less damage than basic, the speed buff has to be noticeable enough

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One shot every time I say it, starting now. Ready?

LOL

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I don’t see how this is supposed to solve this specific issue. Crashes only have the same endlag as a magic blast, so this small amount of resistance only really matters for less than half a second (not enough time to really change anything).

What if, instead of this, damaging someone with crash gave the user a positive status effect that buffed their damage resistance for a few seconds? This would allow the user to actually stay inside of the player or crowd they just crashed into for a meaningful amount of time, and get to work with their smashes and rushdowns, thus fitting the playstyle better.

(unsure if intensity should affect how long this lasts for, but it could be a cool interaction)

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You miss, you get punished
You hit, you get punished
dont really think theres any way to do it else

Ok so you dont seem to understand, i did the math and yes obviously the long dots will do more total damage but when compaired to other dots they do around the same damage a tick (they all do around 5% of their total damage dealth a second and i did this math by doing 200 * their damage affinity * %damage dealt / duration) dots are balanced and total damage doesnt matter because its a matter of just duration. If you have a long dot it is more favorable to land big heavy hits while with a short dot youre better off just popping off the dot when you can. This total damage stat is purely bs and is only really applicable to pve where mobs dont have regen.

Its possible on other magics, magma only has a 1.2x size multipliers

That’s what I’m saying. Damage epr tick is NOT as important as you think it is. Total damage in the end is way more important.

It’s not about DPS, but how reliably you can make use of your DoT.
Shorter dots need you to reapply them frequently, with frequent solid, good hits from strong magics. Longer dots need you to apply them once and the damage will just be there. Regen has nothing to do with it. It’s just about how reliably you can make FULL use of your DoT.

You get it now?

The entire dot thing is situational, what if they block or parry or you land a weak hit with a long dot you’ll have to wait for your dot to end before you can land a better dot. Youre talking like youll always land a high damage attack but that isnt always the case especially in pvp.

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Just think about it like this:

How much total damage does your DoT deals per application? How much are you being ‘rewarded’ for each solid, good hit? You get it?

Having your attack parried or blocked is something all magics have to deal with. Regarding DoTs, each one has your advantage and disadvantage in this very scenario.

Longer DoTs have higher, GUARANTEED damage after a good hit but you’ll have to wait longer if you get blocked or parried.

Shorter DoTs have much less guaranteed damage and you need to be hyper aggressive in order to make the best out of them. But in exchange, if you get parried or blocked, the DoT can be reapplied sooner.

Overall, imo, having a higher guaranteed damage, regardless if you were blocked or not is much better than having to keep landing solid hits for your DOT. Makes your overall damage higher.

This problem could be solved if something like what I suggested earlier was used: DoTs being able to overwrite lower instances of themselves. This way, you won’t be stuck with a low DoT for it’s entire duration just because you were parried, blocked or used a lower damage magic (or conjurers using some weapon skills and M1s)

Ex:
You struck your enemy for X damage. Your DoT is ticking by 7 DMG per second. If you hit your enemy again, dealing 2x damage, the DoT from your better, second hit won’t be discarded and instead will replace the previous, lower one.

In the end, this wouldn’t change how effective DoTs are in general, nor it would change the strategies needed to make best use of longer and shorter DoTs. It would be just a quality of life update for the magics that use DoT

You do know dot itself is being changed right

Yes.

You know that the whole ‘should it be better to change DoT or not’ discussion has already been talked about here
 right?

It’s possible with a lot of magics, most obnoxious on wind actually

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Either way a pointless argument since dot is changing

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The change only mentions ‘refreshing’ the timer of the DoT. but it doesn’t mention what would happen if you inflict a low DoT and follow up with a bigger hit, which would inflict a higher DoT.

Would that only refresh the low DoT duration? or would it be replaced by the higher DoT and it’s duration refreshed?

So yes. It’s a valid argument.

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even bigger thing:

If a status has ≀2sec remaining, hitting someone with an attack that inflicts said DoT will refresh the timer

plasma has like 3 secs scorch, it’s basically ALWAYS going expire in 2 seconds or less

meanwhile poison’s NEVER getting a full refresh

poison user hits opponent when they have 3 seconds of poison remaining? oops! they hit too early to get ≄13 MORE SECONDS―aka 13/15 = 87% complete refresh of the same status effect! dps race: fail!

Instead of a set ammount of time thats the same for all statuses, I think it should be based around a percent of time left. Im not going to come up with a percentage off the top of my head but i could see this working, although some statuses might need individual adjustments so youre not refreshing poison every other hit

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The higher DoT duration for poison would allow you to play more passively instead of having to be hyper aggressive like other short DoTs.

It would give you time to dodge and run, wait for your regen to put you in an advantageous position while your DoT is STILL eating away your opponent’s health.

It’s not JUST about DPS. Not everything is a DPS race.

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what if with poison’s dot, the other guy STILL has more regen than you? or can keep hitting shots with better impact damage magic (or magic with faster dot so it doesn’t interfere with preexisting dot stacks as much) to outpace your non-poisoned regen?

also, wouldn’t the opponent get a free shot at playing more aggressively once they get hit with poison or another long dot because they know the dot won’t stack and your damage is reliant on dot?

(plus i think even if higher-damaging dot overwrote lower damaging dot, it would still have to pass the dumb “uhhh the dot needs to have less than 2 seconds remaining for it to be reapplied lol” test)

You need your eyes checked if you can’t read 1 line below

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