Arcane Odyssey v1.13 Balancing Changes WIP

I’m actually leveling one right now… I know i’ll regret it but I still want to try one lol

Saw it, seemed like you don’t really place as much value on that and prefer to harp on size.
Speaking of, when it comes to the size nerf are you referring to the attack size scaling change?

Change all size modifiers to add to eachother before multiplying base size, rather than being separate multipliers. (exceptions: natural size affinities, size slider for customization)

  • Example: Hammer Shape(+25%) + Destruction Aura(+15%) + 25% worth of Atk Size
  • Currently: 1.8x size (1.25×1.15×1.25)
  • After Change: 1.65x size (1 + 0.25 + 0.15 + 0.25)

If you are referring to this, it affects everyone. As for the size nerf itself, it’s just putting conjuror in line with warlord imbuements (they never had a size boost to begin with). Also can you tell me which magics are an overall net negative?

I didn’t like it but I also didn’t build for attack size so my shockwave and smash were as big as a player with my shadow imbuement and 150 strength.

echoing this post, either one of these changes in the image is fine, both at the same time is not fine

Honestly parrying could be a way to initiate a grace period of 1 second and refill the bar a bit. Encouraging last minute but aggressive play (since every other grace period is still 0.5 seconds). Also it should be noted that the doc never said that m1’s can’t refill the heat bar, just that it doesn’t initiate the grace period (meaning they could slow down the drain or they just refill it less efficiently).

Glass for example. There is little to no reason to imbue your weapon with glass. The only positive status it gets is size with 1.1x . The rest of the stats are just a nerf. Sure, it has the bleed self synergy, but that’s getting removed and the bleed from the weapon and the glass imbuement do not stack.

Other than the minor size buff, there is very little reason to imbue your weapon with glass.

Also, the damage buff won’t honestly make that much difference for magics that already have a low-ish damage multiplier. Hence why I’m talking about the size nerf.

Glass is one good example of a net nerf, maybe it could inflict gouged with sharp weapons? With the damage buff it’ll be an affinity of… 0.9625x which is a 0.4x damage nerf, so gouged + the bleed on every other weapon could offset it slightly, def still a D or F tier magic to use as a conjuror though.

Any other examples? (Gonna be afk for a bit potentially)

To be honest, glass is quite a low tier magic overall. Most builds only use it as an easy way to inflict bleed on your secondary magic. Also, would the weapon bleed stack with gouged? They would technically be two different types of DoTs, so in theory they should stack… right?

Fire might be one. Lower damage even than glass (although it’s DoT is higher and has positive synergy with bleed. I’m not sure if it’s enough to offset the low raw dmg though). all of it’s stats are only 1x, with the exception of magic size (1.05x).

Poison might have low raw stats, but it’s huge DoT is a VERY good reason to imbue your weapon, so it’s probably the exception, together with Acid, which is basically the same thing. Low raw stats, very good DoT and synergy with bleed.

Plasma has very low damage stat, even lower than glass. It has a decent size modifier (with 1.2x) and it’s DoT has a positive interaction with Bleed so this one might not be THAT bad.

Still, it’s a bit weird that while most classes have an awakening with positive effects, Conjurer’s awakening has quite a few negative interactions.

Theoretically they could.

I believe the bleed synergy is 10% so fire has a 0.825x damage affinity, 1.1x that is 0.9075x, and 1.1x that is 0.99825x which makes it nearly a 1x boost with burn DOT. We could include the high temp buff, but I’m not sure how applicable this’ll be (if it is: 1.1x 0.99825x is 1.098075x). High temp could be more reliable with an intensity build.

I’d place poison in the same boat, and add on that it would benefit the most from an intensity build as it is buffed by bleed (doesn’t remove either), and it does poison which is in the equation could be a 0.75x affinity. So while the initial hit damage would be low, the poison damage over time COULD make up for it like you said.

Plasma when you factor in the aforementioned damage buffs (bleed and the 1.1x) is a 1.056x damage affinity with sharp weapons that inflict bleed. I probably should mention most of the bleed synergies would NOT work with blunt weapons, nerfing their overall potential (thus making heavy magics better for blunt weapons too).
I forgot but apparently the trello also says that plasma has a 1.2x damage boost to high temp targets, if this is true then plasma’s 1.056x damage affinity from the previous calc is a broken 1.2672x damage affinity.

This is looking at things purely from a damage perspective, when you factor in other things the main one lacking is honestly glass. Blunt weapons work better with heavy magics or shadow over most other magics.

Oh yeah this is all assuming it’s multiplicative, if it’s additive then for lower damage magics the buff is more extreme until it goes over 1x.
I also did the fire calc wrong, it’s actually 1.1479875x (heat is 1.15x, not 1.1x)

Additive versions:
Fire - 0.825 base * 1.1 + 0.1 (Bleed) + 0.15 (Heat) = 0.9075x + 0.2 = 1.1575x + Burn DOT
Poison - 0.75x * 1.1 + 0.1 (Bleed) = 0.825x + 0.1 = 0.925x + Poison and Bleed DOT
Plasma - 0.8x * 1.1 + 0.2 (Bleed) + 0.2 (Heat) = 0.88x + 0.4 = 1.28x + Scorch DOT

True. Other than glass, most other magics, even if they end up with an overall net negative, is only by a little. But the fact that they still end up having a negative total still doesn’t sound right, considering the imbuement should be your awakening.

Although it’s still strange how Conjurers get so many negative points from their awakening. wouldn’t it be easier if the imbuement simply didn’t factor negative modifiers? Either a buff or just keep it 1x (how the normal weapon would act).

That might honestly be a good idea. Maybe not with the same values, but treating the buffs as additive other than multiplicative, it would help even out the disparity between ‘good’ magics and the lesser used ones.

Additive is honestly just a straight up giga buff for status buffs. In all honesty, when the game updates and the new change is applied:

Apply bleed synergies immediately (This is a bug)

A ton of magics that benefit from bleed will just become ridiculous.

In fact, @Fluect I’ve seen you in the topic before, and as a tester I gotta ask…
How do status buffs apply? Is it additive or multiplicative? Do they stack or is the best one used?

Every consecutive synergy seems to be half as effective

Glass might honestly be a lost cause. Unless it receives some sizeable buffs, it honestly will still continue being a weak magic for mages and a VERY weak magic for hybrids. Especially since the self synergy from bleed will be removed from every magic, glass won’t even benefit from this change.

Next batch of updates
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Two questions, one related and one unrelated…

  1. Vitality builds since regen is based on level, why not move slide in a regen scaling buff?
  2. How do statuses scale? If you read what I said higher up, what does this mean for conjurors? Those who primarily use weapons that can inflict bleed?

I wonder if it could be a thing where hp given by vitality affects regen, while hp given by defense stats doesn’t

Still being discussed if vitality should increase regen. We’ll see though. A vitality buff could be considered from 4 → 5.

Will Ravenna Greatsword get a nerf ever e.e
It’s basically warrior pulsar