Arcane Odyssey v1.13 Balancing Changes WIP

Gonna use plasma because it’s the craziest, and use multiplicative since it seems to be weaker when stacking (until you begin to stack more and more). It’s also the same 1.2x synergies, so lets do the equation:
0.8x * 1.1x is 0.88x
0.88x * 1.2 * 1.1 = 1.1616x + DOT
Speed also gets a 1.2x buff and size stays the same.

most wild thing ive ever heard

Okay, let me see if I understood. The first 1.1x, on the first line is the buff conjurers will receive.

On the second line, the first 1.2x is from high temperature synergy (even though it won’t be 100% of the time relevant. Unless the scorch DoT actually raises the target’s temperature)

And the last 1.1x on the second line is from bleed synergy, right?

If we consider that self-synergies are being removed, glass will only receive the first 1.1x buff, since it doesn’t have heat synergy. I’m starting to get even more surprised by how far behind glass is from other magics… O_o

Is there a reason? You can barley land it unless it up close.

Should soaked do something? Like a 5% movement speed debuff

Soaked’s entire purpose is to be very good to synergize with

Bro ain’t know how to aim. Genuinely have never seen any complaints about magic blast of all things

magic blast is just goofy

I can see why he’s complaining, because I despise blasts too

Hello DoT enjoyer is back

Some people don’t want it to be. (The new formula part to be specific, the refresh change should be quite good if handled right.) Especially me, who uses poison magic and doesn’t want to see it receive a heavy indirect nerf for no reason.
The rework would make moves stronger than a default blast (or even charging moves) do nothing if you have intensity, and nerfs status-dependent magics like poison a lot for is ultimately no reason.
Pretty sure it also removes all synergies from status’, too.
Mages ultimately need a damage down if the default blast is apparently so strong that ALL DoT caps out at it’s amount of power, then more actually strong moves can be implemented later down the line without being crazy oneshot machines.
Seriously the future status meta is going to be really sad if the basic blast is peak for damage.

Completely reworking DoT is an extreme reaction to a problem created by four magics that have one thing in common:
Very high damage combined with very potent status effects.
They still get 20% more base damage from ultimate spells (which equals 40% more status, often have self synergy, and get the awakening damage bonus.
These four magics are:
Magma, acid, metal, and crystal.
Magma and acid need either a significant damage down to justify 50% bonus damage on their attacks as DoT, or for said DoT to be nerfed. Currently they have near-metal amounts of damage with a status effect that further raises their damage by 50%.
Metal could either have a reasonable bleed threshold, nerfed bleed, or no bleed. (Maybe a new “bruised” status effect?)
Crystal ultimates shouldn’t stack the crystalized effect twice, it makes multi-hitting ultimates, specifically 5x explosions, proc the heavy damage bonus several times with no prior setup required. Reminder that crystal does almost the same damage as metal (0.025 lower multi) and will be completely unaffected by the DoT changes.
Earth might also need to be watched but at least it’s bleed threshold is a lot more reasonable and could be fixed by making ults not apply percentage status’ so easily.

If DoT is STILL a problem, then further solution is to, as I’ve mentioned before, nuke it’s synergy with power.
Best way to do that is make it based on the strength of the status.
If a status does 30% of your impact damage, then it’ll only get 30% of the damage bonus you got from power. 20% gets 20%, ect. I ran some math on it a few days ago, you can find it higher up in the thread.

As for refreshing status’, this guy’s message is a pretty neat solution.

Could work pretty nicely, makes stacking quick burn status’ for infinite bonus damage less relevant while making it more so on long duration ones, especially with how intensity increases the duration of status’.
Oh yeah and it helps prevent any future crazy light magic blind shenanigans with a magic speed/intensity build.

Sounds like either A. Warden is extremely unbalanced (If you could achieve greater than default regen while being poisoned by a similar level wizard then your build is going to get nerfed anyway ESPECIALLY if it’s not a warden build.)
or B. You’re fighting somebody way over your level.
Regardless the poison is still cutting the targets regen significantly, making the battle easier.
By the point where something like this could even possibly be a problem you should have your awakening, meaning you have other tools to do damage to this opponent anyway.
Sorry for posting late, I got busy.

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I noticed this on the doc, and I wondered if it’s also bugged with other synergies such as an imbued weapon interacting with an elemental status effect or if imbued weapons are even meant to interact with status effects boosting the damage of the weapon similar to their imbued magic (IE a wood-imbued weapon receiving an immediate 30% damage boost from striking a burning target).

If so, I believe it would also be wise to go through to test this as well to see what else is bugged (just had this idea while unavailable to play, feel free to test and post screenshots of imbued weapon’s interactions with status effects that would normally boost the regular magic’s damage).

just a small thought for glass but what if it got gouged similar to sharp weapons (bleeding) concept like i’m not good at number balancing related stuff but i think it’d just fit:

Since the identity/theme of glass is focused towards sharpness, why do weapons focus more on bleed and even have a better version than glass? A small example about magic identity/separate magic system stuff but like say if you’re against a band of warriors (irl), you’ll know what they’ll do and how they’ll act since they have swords which you know are sharp and will cut you and stuff. However when facing a real life mage, literally no one knows how they’ll act or work at all in a real life fight. Each specific mage should have a different playstyle like maybe fire would control the arena with fire and simple to use since it’s like a fluid energy like you shoot jets of fire or fireballs and they work. Maybe for a water mage, they’d focus on direction/flow like they cover the floor with water and control your positioning with dense waves, or force/knockback since getting hit with a blast of water ought to do something more than just damage. For glass, I think it’d be really similar to people with swords in a sense since it’s physical and it’s sharp. If fire mages shoot burning blasts of fire to set you aflame or water mages shoot blasts of water that push you out of the fight, glass mages would fire projectiles like arrows or broken sword shards that’d physically wear down the body with bleeding, which would then be amplified or focused on in some way since the identity of glass is to be sharp.

I get that this isn’t my magic system and maybe AO wants to focus on every element having the same kit but yeah that was just a small rant about element identity glass stuff. In the game, the most unique thing about glass is how every attack applies bleed which isn’t too bad i guess. Bleed is such a general debuff like metal can do it, earth can do it (i think) and any weapon with an edge can do it. Maybe if most magics are focused towards attacking with energy, glass can be similar to a warrior and have gouged or something like if a cutlass makes a really deep cut, why can’t a gigantic block that explodes into knife like shards do it as well? Adding onto this, maybe glass conjurer can make blunt weapons do bleed which can maybe have some sort of positive effect if bleed focuses on large physical damage or sharp weapons imbued with glass would apply the special status effect “gouged”. With bleed being a really general status effect for every situation, what if bleed was made weaker like less damage or very short duration to fit as a general status effect but glass can do bleed stacking as it’d be able to have its identity focused around bleeding? It shouldn’t be that game breaking (i think) like getting hit with 20 weak shots would still make 20 weak bleeds akin to 20 minor cuts. Another thing is that maybe bleed could be a unique status effect rather than a flat damage like the other 5 debuffs? Since bleed is physical based, maybe it can do things related to physical stuff like when hit by a bleed with 50 damage, it could slow the player down to prevent running since it affects the physical body?

So yeah those were some ideas on glass that fit its identity but maybe would fit the game not sure. This is related but the future build that I wanna do is glass and slash (bleed wind) lost magic, however the thing i don’t want to see is the bleed being a completely generic thing where like they’re bleeding and now slash is just useless wind since it can’t apply bleed anymore. When picking glass, I wanted my entire build to be focused towards like the bleed status effect (since i really love status effects and i do magic system stuff) so yeah it’d really suck if my build can’t focus towards bleed physical status effect stuff. I personally don’t like the current synergy cause when picking a second magic (since i stay true to mage), i had to pick either ugly acid or overused magma. I also could’ve used poison and had a double status effect build but i saved that on my other build so i picked wind and i’m so happy i picked that since i can do slash which is cool magic. Most people just pick glass as a second magic just to apply bleed but i wanna focus on just bleed so yeah it’d be cool if there was a bleed focused build. Maybe there could be other status effect builds that do other stuff like plasma mage applying a status effect that drains mana/energy rather than health to make them ration their energy rather than a pure damage status effect or shadow mage draining stamina rather than health to wear their movement overtime. Hopefully glass cool and this is coming from an avid 200 hour glass main like people say glass dumb and stuff but i like the loud shattering noise lol i have to sleep now.

@ThatOneGuy

glass cool also forgot to add but glass should actually fit the role of sharp/bleed like shadow magic potential fitting the real life role of draining the target’s energy or acid fitting the role of decreasing armor and messing up their blocks to make chip damage better/focused on rather than every element just “doing damage”. (although might or might not fit in ao)

I still don’t see the DoT rewor as a nerf. If I’m not mistaken, the formula for puddles and clouds in WoM was something along these lines as well. All the formula does is make the dot you do consistent regardless of how much you hit for, which isn’t necessarily a bad thing.

As a poison user you have a base low impact damage to begin with, so to me it seems like this change would actually benefit you in a lot of cases.

It would also make a plethora of moves weaker than a default blast (basically every move that isn’t a charged single blast or charged self explosion or ultimate) do the same damage as a 100% blast. This seems like it can be beneficial in a lot of cases; your beam/double beam, placed explosion, multi explosion, snare and multi blast are all doing as much damage as a blast. That seems like more pros and cons to me

Intensity will buff dot damage and length, if you’re still running the 100+ intensity that you showed the other day you’ll definitely be fine

I’m not sure what you mean by this, synergy changes and the DoT rework seem unrelated to each other

Pretty sure I already do more than 144 damage (the cap enforced by the rework) with my blasts, especially if I charge them or the target is bleeding/scorched.
I’d have no reason to use my ultimate spell or charge my moves anymore if this goes through, since they won’t increase the damage of my poison anymore. Nor would I have any reason to collect/use any rare spells that deal significantly more damage than basic blast, as, again, they no longer do anything but add a small amount to my already low impact damage.

This is a double edged sword, as it means now I can just pick whatever move is the easiest to land and spam that for maximum mileage out of my poison. Bonus points if this move just ends up being beam or self explosion. Ultimates, charging, synergy, damage multipliers, and impact damage are now irrelevant as long as it procs the maximum value.
I think it drives poison too far into the gimmicky side of things for a base magic at that point.

Poison already has pretty limited synergy, it’s gonna suck being forced to run full intensity on a pure mage build just because poison is crap without intensity now, especially when synergy bonus damage probably doesn’t affect DoT’s anymore since it’s based entirely on your level, so my synergies with bleed and plasma are entirely pointless.

Which is what I meant by this, btw.

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This is a really, really bad change.
Making HP regen a flat number unaffected by max hp makes stacking hp for tank builds entirely unviable.

For example - if we say high hp builds are “near unkillable” due to their hp regen, then they should also be “near unable to kill anything” due to their shit damage, which balances out. If we were to remove their hp regen being proportional to max hp, they just become a punching bag that can neither survive nor deal damage.

EXAMPLE: 1000 hp player with 300 damage blasts, attacks a hypothetically 3000 hp player with 100 damage blasts. I know that isn’t possible, but lets pretend. For simplicity lets pretend that hp regen is 0.5% per second, so 5 hp per second for P1 and 15 per second for P2.

Assuming that damage is done instantly, P1 needs to land 3000/300 blasts (so 10) to kill P2. P2, in this hypothetical, needs to land 1000/100 blasts (so ALSO 10) to kill P2. Fair enough, right?

But wait, HP regen is SUPPOSEDLY op and makes tank builds super strong! And realistically, you aren’t landing 10 blasts instantly, so lets account for HP Regen. Say, you land a blast every 5 seconds because your aim is awesome and you don’t miss.

The formula then becomes MAX HP/Net DPS. Net DPS can be found as Damage Per Second - Healing Per Second. For P2, their DPS would be 300/5, or 60. For P2, it is 100/5, so 20. We’ve already established hp regen as .5% or .005 x max hp, and found it as 5 for P1 and 15 for P2.

For P1 to kill P2 by landing a blast every 5 seconds, it will take… 3000/(60-15) = ~66.7 seconds.
For P2, the godly tank who supposedly benefits far more from hp regen, it will take… 1000/(20-5) or, ~66.7 seconds.

It’s the same. It’s the fucking same.

So long as HP and Damage are relatively proportional, HP regen won’t favor any build more than the other, AS LONG as it is based on max hp. The moment hp regen becomes flat and ignores max hp, THEN it becomes unbalanced in favor of glass cannons.

Respectfully, this change is almost a worse idea than buffing pulsar.

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nah buffing pulsar would kill the game’s pvp instantly

Fair enough. I have amended my statement to be more accurate.

Who will buff pulsar :skull:
Bro, have you seen current pulsar on 1.3x size magic?