Arcane Odyssey v1.13 Balancing Changes WIP

There was a speed boost in the doc along with the increased rubble size but that was removed since 1.3x from 1.0 was too insane. I still think it should have a speed boost but not as large since glass’s sharp shape would cut through air and decrease wind resistance. Damage is 0.875 while other bleeders wood is 0.95 and metal/earth 1.0. Glass has 1.1 size, so its just a faster, smaller, weaker bleed magic. Are all glass’s current stats nerf conjurer when imbued. For mage, metal is the meta choice.

Could have 1.2 speed like plasma, 1.1 size (unchanged) and 0.9 damage and it would be just a faster conjurer with less damage nerf. For mages it would still not be a good choice since metal is there.

Speaking of metal…metal and wood bleed threshold should be 33% like earth

Shadow as a conjuror after v1.12 is a net positive across the board even without synergies.
Buffs:
Damage - 1.045x; Size - 1.15x; Speed - 1.3x (less with the scaling changes)

Conjurer Imbue
Light: 1.8x
After Imbue: 1.4x

Metal 0.5x
After Imbue: 0.75x

This applies to projectile speeds and startup. Magma would be at around 20% slower. I’m not sure if you tested and it got to half range, but this is how it works.

Another batch of new patches

Just so one stun/downtime interaction doesn’t make you lost tons of heat.
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This should hopefully balance out Wind and Lightning interactions, as Wind felt too dominant and Lightning weirdly felt out of place.


Added Damage to the new formula part. This should only really affect you deeply if you run as many multipliers as possible.

As for the new HP changes, I will try and give the feedback to the rest of the balance team. I want to make sure everything still works together.

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Since faster magics are losing more speed than slow magics gain speed. Do slower magics scale worse with attack speed than faster magics or does it not depend on magic speed? For conjurer, since speed and range are being nerfed

Okay, I take back what I said. It’s stats are SERIOUSLY beefy. Damn. I almost cry when I compare it to my poor Glass magic T_T

Don’t look at the explosion for the range, look at the ring

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P sure you were just barely out of range

You can even see it fading out with him slightly tilted and out of range

Ya, when everything else in the game has synergies, not having one is its identity

Maybe for hp given by the defense armor stat the hp regen should be .4-.5 effectiveness or something rather than fully removed

Magma would likely be 0.9x which would be 10% slower.

Magma would be 0.8 since it has 0.6 speed

Trying to find where it mentions the speed changes in the doc, but I’ll ask while I search. Then why is metal 0.75x if it’s speed is 0.5x? Unless the equation is speed affinity + (1 - speed affinity)/2
(Of course this is a generalization, there needs to be some absolute value aspect or else this goes negative)

So how will synergies work here? Additive or multiplicative?

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This is what I assumed it to be. Was trying to calculate magic aura for speed but I think it’s similar

My wind mage is tripping right now

Every patch note where glass’ state isn’t talked about makes my hopes of it ever receiving a buff grow dimmer and dimmer. Especially since apparently, glass changes were already discussed in previous versions of the doc so I’m not sure if they will go back to review them or not.

Perhaps give guns airstall like cannon fist is planned to get? Aiming while you are falling mid air and the opponent is moving makes it hard to aim. Piercing shot already has this but regular gun shots dont. Bullet AoE increase is welcome but just look at cannon fist rn, has larger aoe projectiles but still a trash fighting style. Guns already go on an appreciably longer reload CD than blast/cannons so players wont use them as effective air camp tools

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hear me out
simply lower combat regen :skull:

Vit builds can then use this as an excuse to have something other than DR on awakening. (Vit “buff”)

Regen in combat is already halved