Arcane Odyssey v1.13 Balancing Changes WIP

He either will be actively taking damage from your DoT or in the worst case, his regen will be at least stopped by your DoT. And even then, poison would let you play more passively when compared to other DoTs, which would require you to be much more aggressive. Even on this case.

This is an interesting point. Maybe the two things could be separate. Replacing a DoT with a higher instance of itself and refreshing it. The refreshing part would still need the less than 2 seconds remaining.

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You need yours checked if you didnā€™t read my post and what I was saying.

Also, can you read the (needs more thought) part written on the doc? Or maybe you really need your eyes checked.

Hereā€™s a quick summary of a friends thoughts and suggestions for this document.
ā€œ While I agree with the Pulsar nerfs, I donā€™t agree with the whole mage class being nerfed in general, why the need to remove the 10% damage bonus on mages when you can just nerf the base stats of the specific magics that are op, while nerfing the whole class in general may seem like the easier route, it also creates alot of problems, especially for low-damage magics. Sure, the nerfs would make meta magics deal less damage but it also makes unpopular magics even more unusable.ā€

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There literally is no ā€œlow DoTā€ when DoT dmg is no longer based on impact

The needs more thought is for dots to do differing amounts of damage, dot will still no longer be based on impact

Nerfing magics would also nerf other hybrid classes, that donā€™t exactly need this nerf though.

The part about low damage magics, if nerfing your 10% buff as a mage would make you feel when using a low damage magic, this means other hybrid classes feel this low damage even more, since they donā€™t have the 10%. Maybe it might be worth thinking about buffing these low damage magics instead of making them only usable with the mageā€™s 10% buff.

Honestly personally I agree with this sentiment, I think at the very least a larger damage buff to certain lower damaging magic could help make things a little more even.

I mean lightning is getting a dmg buff and light is getting a self synergy, what else do you think needs to be buffed in dmg

As I said not my thought but my friends. But I think he believes compared to other magics the damage behind light is kinda pathetic

ya light is getting a self synergy in the doc (dmg buff)

Oh he saw, he just thinks itā€™s minuscule, personally I like the potential 10% self-synergy

gahh is lightning getting the charged effect or the damage buff? which one is it?

He however believes it should be more like, 30%

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wtf is bro on

He wants it to do more than metal on impact

thats bc its an explosion ult, size scaling on those is just broken

if the DoT change to be based on level goes through, all the DoTs do less (which is good) and bleeds would do the same across all bleed magic.

I still think metalā€™s 5% threshold for bleed is pointless and it should be 33% like earth just to punish for no bleed at all when blocked and it would help vitality builds since they would need to hit more than 5%.

Poison gets the duration change to 15s for faster dps and size buff to 1.15x.
Current DoT = 144* 5% = 7 dps of 20s for 140 dmg. (I assume we round down)
With new duration: Dot = 144 * 175/27% = 28/3 for 15s = 140 dmg (Have to buff the scaling for same dmg in less time)

30s of DoT = 280dmg

Plasma is still 3s and the new formula will make DoT = 144 * 9% = 12 dps of 3s for 36 dmg at max lvl.
30s of DoT = 360dmg

Melt/corrode = 144* 5% = 7 dps of 10s = 70 dmg
30s = 210 dmg

Bleed = 144 * 5% = 7 dps of 5s = 35 dmg
30s = 210

Burning = 144 * 7% = 10 dps for 5s = 50 dmg
30s = 300dmg

The DoTs do around the same for long periods but that requires perfect hitting right after it finishes. Or if the duration refresh is added. The only issue is the heavy magics and glass do bleed. Glass bleeds for free and heavy needs 5% which isnā€™t much because its heavy (metal, wood, other heavys should be increased to 33% threshold like earth).

Another issue is plasma needs to hit all the time but has 1x size and 0.8x dmg (the weakest fast magic because why does lightning get 0.9x). Plasma could get a small size/damage buff to make it somewhat easier or make the small impact damage slightly more rewarding.

Since thereā€™s no change the glass other than rubble size, make the rubble apply/refresh bleed, make more rubble, make more spread, give the rubble physics when glass breaks (clash, hit target, hit ground) shrapnels could also fly out and make more rubble and more hazards (similar to breaking glass it could fly out and injure you). Glass could have more speed since itā€™s sharp and pointed so less drag.

The rest are already getting changed except acid.

You mean Level? Heā€™s the one who started to suddenly judge what other people say as being ā€˜relevantā€™ or not to the discussion, saying that discussing what already is in the doc isnā€™t allowed & etc. Iā€™m just playing the same game as him :upside_down_face:

I was already called out for replying to him before. Iā€™m just trying to make it so he stops trying to bait me to reply to his nonsense and derail the topic lol

This is actually a GREAT idea! Rubble now feels totally irrelevant. If those changes were made, it would actually be way more impactful than it currently is.

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Your friend is dumb then, bro wants a fast magic that deals as much as like wood or smth

this is true lightā€™s dmg since wom has been kinda bogged slightly hence why uā€™d only really did the bare minimum power stat recommendation and specā€™d into other things as a higher priority.

which i liked it that way because i could go around w/ other stats


now this is just outright wrong of him from my perspective as a light user this is a pretty big deal

because i can now shift power lower as a stat priority now w/ v1.12

how i currently go
atk speed > def > power > agility

but now iā€™m even more inclinded to go:

atk speed > agility > def > power

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Ye Iā€™m honestly just hoping he was speaking in hyperbole tbhā€¦ cause thatā€™s a lotta damage

thinking about it now i might even throw in intensity at this rate and mesh it in alongside def and agility with the new longer blind changes paired w/ high atk speed on top of the new dmg stacking

heck this isn't even thinking about crystal too