#Item and Ingredient Changes
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🔧 Item Rebalances
The following items now have the Max Mana identification, at the listed base values:
- Gnossis (21)
- Aquarius (31)
- Keeper of Souls (19)
- Strategist (-10)
- All Calamaro's Weapons (20)
- Recharge (46)
Consolidated elemental IDs on Peaceful Rest
- Earth Defence: 25% -> 0%
- Thunder Defence: 25% -> 0%
- Water Defence: 40% -> 15%
- Fire Defence: 40% -> 15%
- Air Defence: 25% -> 0%
- Elemental Defence: 0% -> 25%
Rebalanced Petrichor
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Earth Defence: 100 -> 75
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Thunder Defence: -100 -> 0
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Water Defence: 0 -> 75
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Fire Defence: -100 -> 0
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Air Defence: 100 -> 75
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Spell Damage: 12% -> 0%
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Earth Damage: 10% -> 20%
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Water Damage: 10% -> 25%
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Air Damage: 10% -> 20%
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Max Mana: 0 -> 20
Rebalanced Infinity
- All Damage Types: 10-18 -> 10-16
Rebalanced Tidebinder
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Water Damage: 235-315 -> 250-330
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Intelligence Minimum: 65 -> 66
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Intelligence: 13 -> 22
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Main Attack Damage: -25% -> -99%
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Mana Regen: 18/5s -> 25/5s
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Max Mana: 0 -> 76
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Reflection: 30% -> 33%
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Thunder Defence: -25% -> 0%
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Water Defence: 75% -> 99%
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Fire Defence: 50% -> 66%
Rebalanced Capsaicin
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Health: 700 -> 725
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Fire Defence: -40 -> -30
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Defence Minimum: 20 -> 35
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Main Attack Damage: 20% -> 0%
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Spell Damage: 20% -> 0%
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Damage: 0% -> 12%
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Health Regen: -15% -> -25%
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Walk Speed: 15% -> 12%
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Fire Defence: -20% -> -35%
🌿 Ingredient Rebalances
Commentary is written by @true cairn. Reach out to her with any questions, comments, or concerns with these changes.
__Powder Effectiveness In Recipes (not affected by other effectiveness ingredients) __
- 100% of normal base -> 50% of normal base
This percentage is subject to change if need be- my intent is to make them much more niche in recipes. As nice as base stacking is, it trivializes almost every Weaponsmithing and Woodworking ingredient just because of how strong base increase gets. It's hard to reach a common ground with this where it feels "balanced" because of this. Crafted items also are not intended to be anywhere near mythic base, but if 50% is far too little I'm open to trying 66%.
Negative Rafflesia
- Neutral Damage: +50 to 50 -> -40 to -40
Obviously this needed a nerf, and I feel like everyone knew it was coming. There were a couple options for it- either I could have changed effectiveness, which would've made it a weird Pride of the Heights, or I could've nerfed the Neutral Damage on it. This definitely messes up some recipes that used multiple Rafflesias, but it should still be very good (which I don't really mind for now. It already exists and I don't intend to remove the effectiveness from it).
Ancient Spring Water
- Ingredient Effectiveness (Touching): +30% -> +20%
- Duration: +75s -> +40s
Again, obviously needed to be toned down, but my intention was to keep Spring Water very good so there's some motivation to obtain Grootslang Crafter Bags at endgame for this ingredient. Hopefully this isn't too much of a nerf, but I don't think it is.
Spell and Raw Spell Damage Bonus Changes
Honestly, I just think damage optimized crafteds were too good. Feel free to yell at me about it if you disagree, but this is really just a blanket nerf to non-elemental damage (other than maybe non-Jeweling spell%).
Large Lapis
- Spell Damage: +4% to 6% -> +4% to 5%
Archaic Medallion
- Spell Damage: -7% to -5% -> -6% to -4%
Shattered Dawnlight
- Spell Damage: +10% to 12% -> +9% to 10%
Lunar Chunk
- Spell Damage: +5% to 7% -> +4% to 5%
Defective Circuits
- Spell Damage: +55 to 60 -> +45 to 50
- Dexterity: +4 to 6 -> +4 to 5
Atmospheric Aspect
- Spell Damage: +65 to 65 -> +55 to 55
Crystalline Growth
- Spell Damage: +65 to 70 -> +50 to 60
Mega Fern
- Spell Damage: +45 to 50 -> +35 to 40
More-Pearlescent Jewel
- Spell Damage: +35 to 40 -> +30 to 35
Moldy Wrapping
- Spell Damage: +12 to 15 -> +9 to 12
- Thunder Damage: +6% to 7% -> +4% to 6%
Peculiar Oddity
- Spell Damage: +60 to 60 -> +50 to 50
Glacial Anomaly
- Spell Damage: +60 to 65 -> +55 to 60
Flerisi Bark
- Earth Spell Damage: +60 to 65 -> +50 to 60
Dogun Alert Sigil
- Fire Spell Damage: +65 to 70 -> +55 to 60
Linear Accelerator
- Spell Damage: +60 to 85 -> +55 to 80
Inactive Rune
- Spell Damage: +50 to 55 -> +40 to 50
Dernic Hydroid
- Water Spell Damage: +55 to 60 -> +45 to 55