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changelog.txt
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3.15.25:
- Fixed a missing tooltip with Arrow Storm.
- Updated Key of Unity tooltip.
3.15.24:
- Blood Mage health regen penalty is now -10% instead of -20% multi.
- Fixed an issue where Blood from Blood Mage was recovering only half the amount from life steal/hit and regeneration. Oops.
- Vampire health regen penalty is now -50% instead of 100%.
- Overflowing Vitality penalty is now -5% health instead of -10%, and -10% ele dmg instead of -15%.
- Overflowing Vitality now increases your physical attack damage by 3% of your maximum health instead of 2%.
- Mana Battery no longer has any penalties and now takes 40% of damage from mana instead of life, instead of 30%.
- Berserker's Impartiality penalty is now -25% elemental attack damage instead of -10%.
- Berserker's Impartiality now provides 60% transfer instead of 100%.
- Arrow Totem attack scaling has been increased by 25% (relatively).
- Arrow Totem now fires 3 totems at max level (and more at overlevel).
- Arrow Totem now fires every 1s insetad of 1.5s.
- Frost Totem now fires every 1s instead of scaling from 2.5s to 1.5s.
- Chilling Field mana scaling is now 12% --> 25% instead of 12% --> 20%.
- Increased Ice Orb damage by 33%.
- Ice Orb now appropriately displays the radius.
- Ice Orb now has more particle effects.
- Charged Sweep mana scaling is now 15% --> 35% instead of 14% --> 21%.
- Battery Fusilade mana scaling is now 6% --> 18% instead of 3% --> 12%.
- Recharge now recovers 2% --> 5% instead of 1% --> 4% of the user's max mana per second.
- Meteoric Strike Synergy's AOE has been reduced drastically, IDK why it was so high.
- Fixed an issue where Magma Flower was not properly applying burn stacks.
- Blazing Inferno now casts only 3 times instead of 4 times.
- Blazing Inferno now consumes burn stacks on enemies to deal extra fire damage.
- Flame Blade radius is now 1.5 --> 2 instead of 2 --> 2.5.
- Rock Slide now deals half of its damage as physical and half as nature.
- Gorgon's Gaze area of effect has been reduced by about 40% (no more full map stuns).
- Gorgon's Gaze stun duration has been reduced by about 70%.
- Spirit Ball cooldown is now a fixed 2.5s instead of 3s.
- Spirit Ball duration per level has been reduced by about 16%.
- Venom Load mana cost has been reduced by 20%.
- Venom Load duration has increased by 1s.
- Martyrdom cooldown has been reduced from 3s to 2.5s.
- Martyrdom health scaling is now 30% --> 55% instead of 30% --> 45%.
- Retribution armor scaling is now 45% --> 65% instead of 40% --> 60%.
- Animate Scythe health scaling is now 16% --> 32% instead of 12% --> 24%.
- Blight's now ticks every 1s instead of 1.5s.
- Bone Squall health scaling is now 6% --> 24% instead of 6% --> 18%.
- Life Siphon base value has increased by 50%.
- Malevolent Offering healing value has increased to 20% --> 40% of your max health instead of 10% --> 30%.
- Malevolent Offering mana cost has been reduced by 33%.
- Soul Shred magic shield scaling is now 8% --> 16% instead of 6% --> 12%.
- Healing Wave, Whirlwind, Blazing Inferno, the Force finishers, Rallying Sweep, and Blight's radius per level have been decreased slightly.
3.15.23
- Bush spells (Magma Flower, Holy Flower, Thorny Bush) have been changed to work like totem spells. Functionally, they are the exact same, except the bushes won't randomly disappear or not spawn half the time!
- Improved performance of bush and totem spells.
- Players now have a base critical damage stat of 25% instead of 0%.
- Axes now provide increased critical hit damage rather than flat.
- Daggers now provide increased critical hit chance rather than flat.
- Hammers now provide twice as much armor penetration than previously.
- Swords now provide twice as much lifesteal than previously.
- Talent Tree mana regeneration nodes provide 40% more mana regen than previously.
- Bleed now ticks every 10 ticks instead of 20 ticks (twice as fast).
- Bleed duration is now 5 seconds instead of 7.
- Bleed max stacks is now 10 instead of 20.
- Bleed now scales with 20% of your physical damage instead of 10% per stack.
- Fireball, Frostball, and Lightning Spear base values have increased by roughly 20% to bring them more in line with Thorny Bush.
- Inferno Quake now also applies Burn.
- Volcano radius per level has increased by about 15%.
- In lieu of the bush spell fix, Magma Flower base value has been reduced by 25%.
- Magma Flower now also applies a stack of Burn.
- Magma Flower mana cost has been reduced by about 15%.
- Magma Flower radius per level has reduced by 50% (4 --> 4.5 instead of 4 --> 5).
- In lieu of the bush spell fix, Thorny Bush base value and attack scaling per level has been reduced (2 -> 2.5 and 10% -> 20% instead of 2 -> 6 and 10% -> 30%, respectively).
- Thorny Bush's now ticks 4 times per cast instead of 8, but increases to 5 times per cast at max level. At max overlevel, it can tick 10 times per cast (higher ceiling, lower floor for those that want to invest into it).
- Thorny Bush's cooldown no longer reduces per level and is at a static 2 seconds.
- Thorny Bush's radius now scales from 1 to 1.5 instead of staying at 2.
- Rock Slide mana cost has increased by 10%.
- Rock Slide base value has decreased by about 15%.
- Rock Slide scaling has decreased from 50%-70% to 40%-60%.
- Rock Slide radius per level has decreased by about 20% (total of 4 at max level instead of 5).
- Rock Slide synergy now has more base value and attack scaling per level.
- Arctic Armor mana and health regeneration penalties have been reduced by 50%.
- Nourishment mana and energy regeneration have been increased by 33%.
- Cold Essence effect provides 25% more mana regeneration per stack.
- Holy Flower radius is now a static 6 instead of going from 4 to 8.
- Holy Flower duration is now 8 seconds instead of 15.
3.15.22:
- Resourceful talent now gives a -30% multi to Energy and Energy Regen instead of -20% and -25%, respectively.
- Blood Mage talent now gives a -20% multi to Health and Health Regen instead of -15%.
- Weapons have been reworked slightly. The base damage between all weapons is now the same instead of hammers doing the most, daggers and gauntlets doing the least, etc. The reason for this change is because of how spell damage scaling works (scales off of weapon damage) and the fact that attack speed does not exist. To offset this and to still provide reasons to use different weapons, the implicit stats have been changed. Note that the additional implicits are different from the rollable secondary stats. The changes are outlined below.
- Swords now always provide some amount of life steal instead of energy regeneration.
- Axes now always provide some amount of critical damage.
- Daggers now always provide some amount of critical hit chance instead of spell damage.
- Gauntlets now always provide some amount of energy regeneration.
- Hammers now always provide some amount of armor penetration.
- Blizzard mana cost has been reduced by 5-10% and base value has increased by about 10%.
- Blizzard duration has been reduced from 13s to 9s.
- Blizzard base value has been increased by about 30%.
- Ice Orb base value has been increased by about 17%.
- Frost Totem duration has been reduced from 15s to 10s.
- Frost Totem base value has been increased by about 30%.
- Whirlpool duration has been reduced from 7s to 5s.
- Whirlpool base value has been increased by about 25%.
- Chilling Field duration has been reduced from 13s to 8s.
- Chilling Field base value has been increased by about 40%.
- Chilling Field mana scaling has been increased by about 40% (relatively).
- Volcano duration has been reduced from 9s to 7s.
- Volcano base value has been increased by about 23%.
- Magma Flower duration has been reduced from 15s to 10s.
- Magma Flower base value has been increased by about 33%.
- Magma Flower cooldown has been reduced by about 20%.
- Thunderstorm duration has been reduced from 10s to 8s.
- Thunderstorm base value has been increased by about 18%.
- Lightning Totem duration has been reduced from 15s to 10s.
- Lightning Totem base value has been increased by about 33%.
- Improved Algorithm now reduces Lightning Totem base value by 3 instead of 4, and the mana cost increase is now an additional 2 instead of 4.
- Rock Slide now fires 33% less rocks per tick activation.
- Arrow Storm duration has been reduced from 10s to 6s.
- Arrow Storm attack scaling has increased by 40% (relatively).
- Force Tree strikes, extensions, and finishers have had their cooldowns reduced by 33%.
- Force finishers attack scaling has been increased by 25%.
- Force extensions (except Raging Dragon) attack scaling has been increased by 10%.
- Asura attack scaling has been increased by 25% (relatively).
- Asura radius has been increased by 1.
- Asura casting time has been reduced by 50%.
3.15.21:
***- Added a completely new map type "Spider Nest". All 15 of these rooms were specially curated by TheMichu - thanks Michu! Explore the spider caves and complete the map mini-game to unlock special rewards! <-- need to double check each room works properly with signs etc***
- Summon Zombies and Skeletal Army base value at level 1 has been lowered by 30-40%. This means that at lower levels Summon Zombies and Skeletal Army are weaker, but by max (level 16) they are the same. This also means overleveling these Summon spells will result in more damage than previously, since base value per level has increased.
- Summon Archon base value at max level has increased by about 25%.
- Summon Zombies, Skeletal Army, and Hunting Wolf now have much lower health.
- Reduced the mana cost of Summon Zombies.
- Minion Mastery (synergy) now heals the caster for about 40% less at max level. The chance has also been lowered from 75% to 50% at max level, but increased from 15% to 25% at level 1.
- Reduced the amount of particles for Minion Mastery.
- Fixed an issue where elemental resists were being capped at 75% before elemental penetration calculations took place so overcapping ele res didn't matter. It should work now.
- Elemental Resistance stat now displays in brackets the "true amount" as if it wasn't capped (it still gets capped at 75% during calculations).
- Core Stats now display the "total amount" in brackets rather than having the number of points allocated in brackets.
- Increased critical hit and damage received by the Luck core stat.
- Lowered elemental resists from stat and talent tree sources.
- Added a small visual indicator (poofs) that a hit has been dodged.
- Increased volume of dodge.
3.15.20:
- New Hunting Spell: Elemental Quiver. This is a level 1 spell you can get early on that changes the elements of your Hunting arrow spells and also provides you with physical to x element conversion.
- Added Arrow tags to the Hunting tree arrow spells.
- Increased Force Tree energy costs.
- Lowered Spirit Drain Extension damage has been lowered slightly.
- Spirit Drain Extension now recovers your health for a quarter of the damage dealt and your mana and energy for a tenth instead.
- Spirit Drain Extension no longer costs energy to use.
- Flowing River Extension now heals the user and allies by only half the amount.
- Reduced Empowering Finisher scaling slightly.
- Lowered the mana cost of Ice Orb.
- Lowered the mana cost of Rime Blade.
- Lowered the mana cost of Arctic Blast.
- Lowered the mana cost of Whirlpool.
- Lowered the mana cost of Chilling Field.
- Chilling Field mana scaling has increased by a flat 3%.
- Increased mana regeneration of Cold Essence effect by 33% so it's the same as the energy regeneration bonus.
- Increased movement speed debuff for Chill effect from 10% to 15%.
- Reduced the mana and energy regeneration penalty on Arctic Armor by 33%.
- Flame Blade's scaling has been lowered dramatically. The change to Spell Blade resulted in this being very powerful.
- Slightly reduced Lightning Totem's mana cost per level.
- Increased Resourceful trait energy and energy regen penalty.
- Lowered the critical hit penalty on the Trickster node.
- Increased critical hit percent node in the talent tree from 3% to 4%.
- Increased mana regen percent node in the talent tree from 4% to 5%.
- Increased mana regen flat stat slightly.
- Reduced energy regen flat and percent stat slightly.
- Increased critical hit percent stat by about 33%.
- Increased weightings of mobs in dungeons that aren't zombies, skeletons, and spiders.
- Boss mobs in maps should be more interesting (no longer zombies/skeles etc.).
- Fixed an issue where Orb of Blessing wouldn't be usable on uniques.
- Fixed some missing and incorrect localization.
3.15.19:
- Berserker's Impartiality penalty has been lowered.
- Seething chaos stat gives less Phys Gained as Fire stat.
- Sanguine Caster mobs now apply one stack of bleed instead of two.
- Reduced Sanguine Caster mob bleed damage by about 20% per stack.
- Fixed an infinite application loop with Venom Casters.
- Fixed an issue where Phys Gained as X stat was not working properly and was converting instead of adding.
- Fixed an issue where EXP calculations weren't correct when possessing the Guardian Angel trait.
- Fixed some lag issues during combat.
- Updated zh_cn.json (thanks Qing_Lanovo!).
3.15.18:
- Added some event items (unused).
3.15.17:
- Mob damage calculations have been completely overhauled... If you want to see the technical details see the next point. Turns out it didn't work the way I thought it did and all my previous increases and decreases to mob damage were not really doing anything! Basically, I've reduced variability of damage between mobs but increased the floor. We'll take vindicators and zombies as an example. We all know vindicators do tremendous damage when compared to zombies. While they still do more damage, the difference between the zombie and vindicator have been lessened (zombies now deal more damage but vindicators slightly less). This should also resolve the issue where "trash" mobs were doing nothing and sometimes you would encounter an extremely spiky mob. This also means players should invest more towards defenses now. This will also hopefully make mob damage more predictable and players will hopefully tackle content they can survive and not tackle higher content and then randomly get 1-2 shot by vindicators, vexes, etc. (since zombies and skeles do little damage).
- To understand how damage works, you should first know that every entity has a physical attack damage stat. For instance, currently, mobs have a physical attack damage stat of 10, which gets scaled by their level and then multiplied by the rarity and tier damage multiplier. However, unbeknownst to me, the actual formula for mob damage did not even take this base stat into account. It just takes their vanilla damage value (which we all knew it did) and scales it to their level. As a result, zombies had a functional physical attack damage stat of 3 while vindicators had a damage stat of 13, scaled to their level. The change I've made isn't a percentage increase, since that would just widen the gap between vindicators and zombies. Instead, I have reduced the ceiling and increased the floor of mob damage. The new formula is now [Vanilla DMG * 0.33 + 8 scaled to level], instead of just [Vanilla DMG scaled to level].
- Team Dungeon mob bonus increased damage has been halved (from 160-240% to now 80-120% increased damage). Now that damage is more predictable and in general, higher, I am able to reduce the Team Dungeon mob damage bonus. I was using zombie damage as a base line before which was a mistake on my part.
- Team Dungeon damage reduction bonus has been removed and instead the health multiplier has doubled but is now slightly variable. This should result in slightly less tanky mobs in Team Dungeons.
- Reduced variability in stats a bit. Generally, ceiling has been lowered and floor increased.
- Fixed a bug where Sweeping Strike was taunting enemies.
- Fixed a bug where entity-specific damage multipliers were not applying to mob spell damage.
3.15.16:
- Fixed an issue where some buffs that increased movement speed would sometimes be overridden by movement speed debuffs.
- You can now configure the max distance for EXP share.
3.15.15:
- Increased mana regen flat and percent stat amounts.
- Reduced energy regen percent amount slightly.
- Spell Blade has been changed to provide flat fire attack damage and infusion instead of the old transfer stat and infusion. The old transfer stat was not working as intended.
- Poisoned Weapons has been changed to provide phys to nature conversion rather than the old transfer stat.
- Increased Rock Slide radius (which makes it better for AOE but worse for single target DPS).
- Rock Slide tick rate is now 10 instead of 8 (every half second now).
- Given the nature of how Force tree requires so many points, all strikes, extensions, finishers, as well as Asura, have been changed to have a max level of 8, instead of 16, 12, 8, and 16, respectively.
- Power and Wisdom Form (and their respective synergy's) max level have been reduced from 8 to 4.
- Empower and Enlighten stacks now cap at 3 instead of 5.
- Empower now provides a base of 21% increased damage at 3 stacks instead of 15% at 5 stacks.
- Enlighten now provides a base of 15% energy regen and 21% faster cast at 3 stacks instead of 15% of both at 5 stacks.
- Increased Asura damage by about 25%.
- Asura no longer requires a Combo Starter or Extension stack. Asura should now be less clunky to use thanks to this change and the Empower/Enlighten stack change.
- Fixed a bug where Natural Empowering was causing lots of lag.
- Fixed a bug where Flowing River Extension heal was not applying to self.
- Fixed a bug where infusion stat was increasing damage by an additional 100% mistakenly.
- Fixed a bug where the Sanguine Casting mob affix was applying more stacks than it should have been.
- Probably fixed a bug where debuffs were being applied to vanilla team members (slash party should still be fine).
3.15.14:
- Fixed a bug where all entities had 95% chance to dodge and 95% damage reduction.
- Reduced Hunting Wolf attack scaling by 25% per level.
- Bleed and mob curses deal a minimum of 1 damage.
3.15.13b:
- Fixed an issue where armor going below 0 wasn't actually increasing damage.
- Fixed an issue where Electrical Discharge synergy wasn't applying Lightning Essence stacks (for real this time).
3.15.13:
- Changed armor penetration so that it subtracts the % of armor pen off the final armor % reduction value. So an armor reduction of 40% met with 8% armor pen would result in 32% armor reduction. Before, the flat armor value was multiplied by 1 - the armor pen amount, so 500 armor met with armor pen would be multiplied by 0.92. This means that armor pen will work more similarly to how elemental pen works.
- Armor Penetration can cause enemies to take extra damage if their armor % reduction is lower than the penetration value.
- Armor can now go below 0.
- Force damage spells have been changed a bit. Finisher and Extension spells have had their damage reduced, and scaling per level has been reduced for Finisher, Extension, and Starter spells. Additionally, Asura scaling has been reduced.
- Heart of Ice, Healing Wave, Wish, and Nature's Balm healing values have increased by 50%.
- Chilling Field level 1 radius has increased but the radius per level has decreased. At max level, it is still the same as before.
- Whirlpool radius per level has decreased by about 18%.
- Tidal Wave and Rime Blade have had their damage reduced. Tidal Wave also fires less projectiles at max level and casts fewer times at max level. Tidal Wave was leagues ahead of other attack spells, and while unpopular, still needed to be brought in line with the other spells.
- Lightning Spear and Chain Lightning damage have increased by about 10%-20%.
- Power Surge flat lightning attack damage reduced by 40%.
- Charged Sweep level 1 radius has increased but the radius per level has decreased. At max level, it is still the same as before.
- Charged Sweep mana scaling is now 14% -> 21% instead of 7% -> 14%.
- Rock Slide mana cost has increased by about 25%.
- Rock Slide cooldown has increased by a flat 2s.
- Poison Cloud cooldown reduced by 1s.
- Poison Cloud mana cost at max level has been reduced by 11%.
- Poison Cloud radius reduced by 1.
- Poisoned Weapons flat nature attack damage reduced by 33%.
- Martyrdom health scaling is now 30% -> 45% instead of 25% -> 35%.
- Blessing mana on hit effect has been reduced by 33%.
- Magma Flower radius per level has decreased by about 18%.
- Volcano base value per level has increased by 11%.
- Burn damage has increased by about 20-25%.
- Animate Scythe health scaling is now 12% -> 24% instead of 8% -> 18%.
- Animate Scythe health cost and energy cost have been increased.
- Hellfire Cloak level 1 radius has increased but the radius per level has decreased. At max level, it is still the same as before.
- Blight damage has increased by about 50-60%.
- Cripple damage has increased by about 33%.
- Malevolent Offering cast time now decreases with level.
- Reduced mob armor stat by 75%.
- Increased mob elemental resists by 20% (from 12.5% base to 15%).
- Harmony now causes lifesteal effects to cap based on max magic shield rather than health.
- Overflowing Vitality now has a ele multi of -15% instead of -50%.
- Overflowing Vitality now adds flat phys damage based on 2% of your max health instead of 1%.
- Fixed Divine buffs being max level 10 instead of 8.
- Fixed a bug where Electrical Discharge synergy wasn't applying Lightning Essence.
- Fixed some missing localization.
- Fixed some missing assets.
3.15.12:
- Life/Magic Steal effects are now capped at 10% of your max HP per hit.
- Reduced radius of Lightning Caster mobs by 33%.
- Venom Caster mobs now apply the curse on strike rather than on being struck.
- Reduced potency of Venom Caster mobs. They now reduce resists by 20% instead of 25%.
3.15.11:
- Changed (almost) all stats to function additively rather than multiplicatively. I will illustrate the difference with an example. Say you have a Fireball that has a base value of 100 fire damage, 50% spell damage, and 50% fire spell damage. Before, That 100 fire damage would be increased by 50% spell damage, resulting in 150 damage, which would then be increased again by the 50% fire spell damage, resulting in 225 fire damage. However, with the new changes, 100 fire damage would be increased by 50% spell damage resulting in 150 fire damage. The last 50% from fire spell damage would apply once again to the base value of 100, resulting in 100 fire damage + 50 (from spell damage) + 50 (from fire spell damage), which is 200 fire damage. The only multiplicative stats are critical damage, the Pain Control trait, and True Hit trait. The reason for this change is three-fold. 1. I found the scaling to be very inconsistent throughout the game. Level 1-50 were straight-forward enough, but scaling past 60 was exponential and players were able to reach an extremely high ceiling. Because of this, very few builds were truly able to solo "team dungeon" content (which was never intended to be easy). This leads me to my second point. 2. Because of how multiplicative stats work, this meant that spells or builds that could access more modifiers had the potential to scale much more than other stats. Given the example earlier, let's take Fireball versus Martyrdom. Fireball is a fire spell that can take advantage of spell damage, fire/elemental spell damage, fire damage, all fire damage, fire focus, and many more. Having only 10% in 5 of these stats would result in the damage being increased by about 77%! Whereas Martyrdom can really only access spell damage, weapon damage, and in some cases, phys gained as x stats. This means that Fireball users dipping into all the stats had them multiplying off of each other for a much higher ceiling of damage, which makes sense, but is not friendly to all builds. By changing these stats to additive, the Martyrdom player can stack all high stats into weapon damage, and achieve a similar outcome from a Fireball caster with investment into spell damage, fire focus, and fire spell damage, for example. Similarly, another Fireball caster with only spell damage can still achieve a similar output to one with many different stats modifying Fireball. This leads me to my last point. 3. Accessibility. Most players would not know that the stats are multiplicative, and would probably start of the game stacking spell damage, or some similar stat. However, because the game has always been multiplicative, naturally, I've balance mid-late game around this. This resulted in players hitting a wall and requiring more defined builds to tackle higher-level content. With this change, I can reduce the scaling of enemies and make the mid-late game more accessible to newer players who not aware of how the stat scaling works. Hopefully these changes make sense. Please bear with me as this is a relatively large shake-up, and I will likely need to rebalance mob scaling and damage a bit over the next few patches.
- Steady Hand trait now gives 25% increased damage instead of 15% due to the distinction of "more" stats.
- Lowered volume of bolt effects.
- Lowered mob damage a by about 20-25%.
- Fixed an issue where infusion stat was reducing damage.
- Fixed a bug where Empower, Enlighten, and Rally effects were causing massive lag.
- Frost Shield cooldown now scales from 75s to 55s instead of 75s to 60s. This is an overall buff. At max overlevel, Frost Shield will have a cooldown of 35s instead of 45s. This means substantially less cooldown reduction is required to hit 100% upkeep.
- Whirlpool now has a non-scaling tick rate of 20 instead of scaling from 30 to 20. That means at max overlevel, it will still be at 20 instead of going down to 10.
- Blizzard tick rate now scales from 1.5s to 1.25s instead of 1.5s to 1s at max level.
- Reduced the overall mana cost of Blizzard by about 8%.
- Blizzard radius per level has been reduced by 50%.
- Blizzard mana cost at level 1 has been increased but the cost at max level remains unchanged (these changes happen after the mana cost reduction outlined above). This means that mana cost per level has been reduced by about 50%, and overleveling the spell will result in a lower mana cost than previously.
- Blazing Inferno attack scaling has increased by about 30%.
- Summon Archon mana cost at max level has been reduced by 18%.
- Magma Flower mana cost at max level has been reduced by about 12%.
- Reduced Volcano base damage by about 40%. Attack scaling remains unchanged.
- Volcano tick rate is now unchanging with level and is a static 20 (tick every 1s).
- Reduced the mana cost of Volcano at max level slightly.
- Thunderstorm mana cost at level 1 has been increased but the cost at max level remains unchanged (these changes happen after the mana cost reduction outlined above). This means that mana cost per level has been reduced by about 50%, and overleveling the spell will result in a lower mana cost than previously.
- Steam Cloud cooldown at max level has been reduced from 20s to 16s.
- Steam Cloud base damage at lower levels has been increased.
- Electrical Discharge now deals 20% of enemies remaining HP instead of 18%, but is now classified as Bolt damage. It will no longer receive bonuses from spell damage. Elemental damage will still apply.
- Electrical Discharge radius per level has been reduced by half.
- Electrical Discharge synergy chance has been reduced to 50% at max level instead of 60%, due to the change of max level.
- Power and Critical Surge mana cost per level has been reduced by about 40%.
- Thunderstorm synergy now reduces tick rate by 5 instead of 10 (nerf), but increases mana cost by a base value of 3 instead of 5 (buff).
- Thunderstorm mana cost at level 1 has been increased but the cost at max level remains unchanged. This means that mana cost per level has been reduced by about 50%, and overleveling the spell will result in a lower mana cost than previously.
- Purifying Flames base value has been reduced by about 20%.
- Purifying Flames energy cost has increased by about 50%.
- Whirlwind tick rate now increases per level like it used to instead of always hitting 20 times in 6 seconds. It now scales up to 30 times in 6 seconds, and if max overleveled, 40 times in 6 seconds.
- Whirlwind attack scaling now scales from 50% to 100% instead of 50% to 80%. These Whirlwind changes were made in response to the change in max level change. This means Whirlwind can require more investment, but the ceiling is much higher if players decide to main this spell.
- Rock Slide damage has been reduced slightly.
- Rock Slide cooldown at max level has increased by about 60%.
- Venom Load tick rate is now every 15 ticks instead of 10 (0.75s instead of 0.5s).
- Hunting Wolf summon mana cost has been reduced substantially.
- Bone Squall scales from 4 to 7 casts in 1.5s instead of 4 to 6 casts.
- Increased the penalty to energy and energy regen for Resourceful talent.
- Readjusted the max level of spells to standardize them. Generally, the max level for spells will be 4, 8, 12, or 16. The changed max levels are listed below. Lowering the max level is generally a buff, as it requires less points to reach the same potential, and requires less + skills for more hitting overlevel cap. Generally, mainable spells will have higher max level, support/buffs will have a max level of about 8, and secondary spells will have a max level of about 12.
- Divine Aura buffs: was 10 -> 8.
- Charge: 12 -> 8.
- Holy Flower: 8 -> 12.
- Trident of Judgment: 8 -> 16.
- Whirlwind: 8 -> 16.
- Fire Blood buffs: 6 -> 8.
- Blazing Inferno: 8 -> 16.
- Fire Bombs: 8 -> 16.
- Inferno Quake: 12 -> 16.
- Magma Flower: 8 -> 12.
- Steam Cloud: 8 -> 12.
- Summon Archon: 12 -> 16.
- Throw Flames: 12 -> 16.
- Volcano: 8 -> 12.
- Hunting Wind buffs: 10 -> 8.
- Arrow Barrage: 12 -> 16.
- Arrow Storm: 8 -> 12.
- Arrow Totem: 8 -> 12.
- Blast Trap: 8 -> 12.
- Dash: 4 -> 8.
- Imbue: 12 -> 8.
- Weaken/Snare Trap: 4 -> 8.
- Nature Curses: 6 -> 8.
- Gorgon's Gaze: 8 -> 12.
- Nature's Balm: 12 -> 8.
- Spirit Ball: 12 -> 16.
- Poison Cloud: 8 -> 12.
- Rock Slide: 8 -> 16.
- Nature's Empowering: 4 -> 8.
- Venom Load: 12 -> 16.
- Ocean buffs: 4 -> 8.
- Frost Shield: 4 -> 8.
- Blizzard: 8 -> 12.
- Chilling Field: 8 -> 12.
- Ice Orb: 12 -> 16.
- Magic Burst: 12 -> 16.
- Rime Blade: 12 -> 16.
- Battery Fusilade: 12 -> 16.
- Chain Lightning: 8 -> 16.
- Electrical Discharge: 8 -> 12.
- Lightning Dash: 4 -> 8.
- Thunderstorm: 8 -> 12.
- Spirit Shroud: 12 -> 8.
- Bone Squall: 8 -> 16.
- Flesh and Mind Sacrifice: 4 -> 8.
- Hellfire Cloak: 8 -> 12.
- Soul Shred: 8 -> 12.
- Summon Skeletal Army: 8 -> 16.
- Synergy max levels are now half of the base spell's max level, except for buff spells where the synergy max level is the same as the base buff.
3.15.9:
- Increased Healing variance has been reduced, floor has been increased and ceiling decreased. Before it was 5-20 now the base value is 10-15.
3.15.8:
- Increased Team Map difficulty.
3.15.7:
- Added a new Game Changer talent: Clever Escapist - can be found in the bottom right of the tree. On a successful dodge, receive a 5s buff that gives 10% increased damage and 20% damage reduction.
- Steady Hand has been moved to the very bottom of the tree.
- Steady Hand stats have been streamlined. Nothing has changed functionally.
- Reduced Magical Life health penalty from -15% to -10%.
- Side Step now grants 30% multi to dodge and 30% spell dodge, rather than 25% of each.
- The left side of the talent tree that has the Phys Gained stats now has nodes that actually are useful leading up to it.
- Hopefully fixed Reckless Blows and Berserker's Impartiality elemental portion of their stats.
- Sources of the flat core stats have been lowered (eg. instead of getting 9 Vitality, you may receive 6 instead on an item).
- Reduced Critical Damage stat values by about 25%.
- Increased floor of health stat values.
- Increased health percent stat values.
- Increased the flat stat values of magic shield substantially, but reduced the percent stat values. This should make magic shield a little stronger at lower to mid levels, and less powerful on the upper end.
- Reduced Arctic Armor regen penalty by 25%.
- Reduced Critical Surge, Power Surge, and Lightning Spear's bolt synergy damage by about 25-33%.
- Venom Load max level is now set to 12 rather than 4. It took too few points for it to become very effective. The spell should require a bit more investment.
- Venom Load radius per level has been reduced so that by max level it should have a radius of 4 instead of 5.
- Venom Load duration now scales from 3s to 5s instead of 5s to 7s.
- Venom Load mana cost has increased by about 10%.
- Venom Load cast time has increased by 50%.
- Venom Load damage remains unchanged.
- Nature Curses have new streamlined debuffs which should make them feel nicer to use.
- Reduced the health and magic shield penalty of Flesh and Mind Sacrifice by about 25%.
- Increased damage of Omnislash Finisher and Anti-Gravity Finisher slightly.
- Increased the cooldown of Force's Finishers by 1s and Extensions by about 0.5s.
- Unique Runes now respect the rune drop before x level config.
- Fixed missing localization for plus force spell level stat.
- Prevent the game from crashing on null effect data, temporary solution.
3.15.6:
- Reworked Venom Load since the self-damage was not working properly. Instead of working like Righteous Flame from POE, it now works like Blade Vortex. It now has no cooldown and a very short cast time. You can have up to 10 stacks of Venom Load, and for each stack, you will deal Nature DoT Damage to nearby enemies, which scales with your health. At level 1, each stack will deal 4% of your max health every half second (max 40%), and at max level, each stack will deal 8% of your max health every half second (max 80%).
- Fixed Raging Dragon Extension not expending a starter stack and generating an extension stack.
- The following spells have had their tick rate readjusted to prevent them from malfunctioning when over-leveled: Ice Orb, Steam Cloud, Arrow Storm, Thorn Bush, Holy Flower, Thunderstorm, Nature's Balm,
- Soul Shred description has been updated.
- Rime Blade cooldown is now 4s instead of scaling from 7s to 4s.
- Tidal Wave cooldown is now 3s instead of scaling from 4s to 2s.
- Lowered thorn value from Nature's Armor and Blazing Shell.
- Lowered the first level cooldown of Fire Bombs, Blazing Inferno, Arrow Barrage, Dash,
- Meteoric Strike cooldown is now 3s instead of scaling from 7s to 4s.
- Inferno Quake cooldown is now 4s instead of scaling from 7s to 5s.
- Provoke cooldown now scales from 14s to 11s instead of 16s to 9s.
- Purifying Flames cooldown is now a flat 2s instead of scaling from 2s to 1s.
- Healing Wave cooldown is now 2s instead of scaling from 2s to 1s.
- Martyrdom cooldown is now a flat 3s instead of scaling from 4s to 2.5s.
- Charge cooldown now scales from 9s to 7s instead of 13s to 6s.
- Whirlwind cooldown now scales from 8s to 6s instead of 10s to 6s.
- Lowered Whirlwind duration, which increases hits per second.
- Retribution cooldown now scales from 5s to 4s instead of 6s to 4s.
- Spirit Ball cooldown is now a flat 3s instead of scaling from 3s to 2s.
- Poison Cloud cooldown is now 4s instead of scaling from 6s to 3s.
- Double Shot cooldown is now a flat 3s instead of scaling from 4s to 2s.
- Lowered the first level cooldown of Arrow Barrage, Dash.
- Charged Sweep cooldown is now a flat 3s instead of scaling from 4s to 2s.
- Animate Scythe cooldown is now a flat 3s instead of scaling from 4s to 2s.
- Chilling Touch cooldown is now a flat 3s instead of scaling from 4s to 2s.
- You can no longer dodge "bolt" damage, DoTs, and reflected damage.
- Changed Mob Speedy particle to be less intrusive.
- Summons should no longer attack fish and most passive water mobs.
- Orb of Transmutation and Orb of Alchemy will now try to roll for prefix/suffix/secondary/chaos stats when used.
- You can no longer use a Chaos Orb, Chaotic Wisp, Crystal of Legend, Unearth Prefix/Suffix on common rarity equipment.
- True unarmed attacks (not gauntlets) are now classified as Basic Attacks rather than their own type.
- Team EXP and loot reward multiplier has been reduced.
- Fixed a bug where the infusion stat was doubling damage unintentionally.
- Fixed an issue where spells recovering Magic Shield, Mana, and Energy were not functioning at all.
- Fixed an issue where Arcane Devotion was giving 10 times the amount of flat magic shield as intended. This fix should prevent players from getting a boatload of MS with no investment.
- Fixed a registry error.
3.15.5b:
- Fixed localization.
3.15.5:
- Reduced the attack scaling of almost every Force attack spell. They should be closer to what you'd expect from attack spells of other trees.
- Increased the energy cost of almost every Force attack spell. Currently, you don't even need to invest into Energy. I want players to have to invest a bit into Energy to upkeep the quick combos.
- Increased the base damage of Burn, Blight, and Cripple significantly.
- Increased the duration of Burn and Cripple.
- Reduced the the radius of Poison Cloud by about 20% at max level.
- Reduced the base value of Soul Shred effect slightly since it scales with magic shield anyway.
- Ice Blade now provides Frost Infusion.
- Power Surge now provides more Lightning Attack Damage.
- Added more particle and sounds effects to Flowing River Extension.
- Increased Enlighten Faster Cast Rate and Energy Regen buff.
- Empower now grants increased damage instead of physical attack damage. Flat physical attack damage was too strong in the early game. Increased damage should scale better. This will make it more useful in party play as well.
- Fixed missing Gauntlets assets.
- Improved Flame Blade tooltip to specify spell damage.
- Soul Shred now accurately says "DoT" instead of spell damage.
- Fixed Blessing and Angelic Raiment to not be an "aura" buff.
- Minimum Health is now 10 instead of 1.
- Changed Conjurer spell damage penalty to be a flat -50% instead of -80% multi. This could be worse in some cases.
- Conjurer now provides 15% increased duration instead of 10% cooldown reduction.
- Ruthless now gives 25% increased DoT damage instead of 30%.
- Ruthless now also gives 10% increased duration.
- Whirlwind now lasts a static 7 seconds (still affected by duration modifiers) instead of scaling from 7s -> 13s.
- Whirlwind tick rate no longer increases. It now will always strike 20 times within 7 seconds (once every 7 ticks), instead of scaling from 20 times within 7 seconds to 80 times within 13 seconds (once every 3.25 ticks).
- Whirlwind attack scaling per level has increased so that by max level each hit does 25% more damage than previously. I recognize this is a nerf to overall DPS but these changes should 1. make whirlwind feel a bit better to play instead of it lasting an entire 13s, and 2. ease up on server load when the skill is active. Currently, the particles and the rate at which calculations are done with so many hits is putting too much load on the server.
- Whirlwind cooldown has been lowered to compensate for the reduced duration.
- Whirlwind mana cost and energy cost have been lowered slightly as well.
- Bone Squall now always has a 3s cooldown instead of scaling from 6s to 3s.
- You can now learn a third Mastery tree at level 100 instead of 120.
- Orb of Transmutation and Stone of Hope now retain the item stats when upgrading rarity!
- Orb of Transmutation always upgrades from common to uncommon, whereas Stone of Hope retains its functionality and will roll one rarity or more higher.
- Added a new currency orb, Orb of Chances, that can reroll secondary stats.
- Added a new currency orb, Orb of Alchemy, that turns common rarity items into rare.
- Using an Orb of Transmutation, Orb of Alchemy, and Stone of Hope will now retain the item identification status. They will also take into account if an item is runed, and will add a rune slot if appropriate.
- Lowered the rarity of Key Of New Dawn.
3.15.4:
- You now lose a static % exp on death rather than dynamic based on your current exp.
3.15.2:
- Increased bow and crossbow base damage.
3.15.1:
- Lowered mob difficulty at lower levels slightly.
3.15.0:
- NEW MASTERY TREE: Force - utilize the unique brawler-type spells in this tree to deal tremendous damage or support your allies. The force tree has 4 main types of spells: Strikes, Extensions, Finishers, and Buffs. Strikes, Extensions, and Finishers are all attack spells. Use a Strike to gain a Combo Starter effect, which is required and expended upon use by Extension attack spells. Similarly, Extension attack spells will gain you a Combo Extension effect, which is required and expended by Finishers. Use the different types of Strikes, Extensions, and Finishers to "build your own combo" and create your own truly unique playstyle! For example, for an elemental combo, you might start with Elemental Strike (all elements) -> Raging Dragon Extension (fire/lightning) -> Elemental Vengeance Finisher (all elements, big AOE)! Look below for more combo examples... The possibilities are endless! Buffs are straight forward, there are two types of buffs: Empower and Wisdom. Empower grants an increase in damage, whereas Wisdom grants increased regeneration and cast speed. There are ways to provide these to yourself and your allies! Two unique things about the Force tree is that (almost) all spells only cost energy, and are not affected by cooldown reduction. However, these short cooldown attack spells can still be used in rapid succession. Be sure to mix them up!
- Support your allies with Goading Strike (AOE taunt) -> Flowing River Extension (frost, heal allies) -> Earthen Smash Finisher (AOE nature, increase ally defenses).
- Go for big physical damage with Piercing Strike (lowers def) -> Rallying Sweep Extension (AOE, increase ally speed and damage) -> Sweeping Strike (AOE) -> Triple Attack Extension (3x hits) -> Omnislash Finisher (high physical burst).
- Apply Spell Blade + Flame Blade and take advantage of the on-attack effects, and use Piercing Strike -> Triple Attack Extension -> Omnislash Finisher.
- NEW WEAPON TYPE: Gauntlets - once implemented in an indev version, this item type was quickly scrapped as it was logistically difficult to show how a player might "wield" a gauntlet in Minecraft... However, with the new Force tree, it just made sense to implement it to the best of my ability. These quick-acting weapons can really leave a mark on your opponents. They attack as fast as daggers and do more damage at the expense of more energy!
- Summon targeting AI now prioritizes mobs that hurt them > nearest mob > mobs that hurt the caster > mobs hurt by the caster, INSTEAD of mobs that hurt the caster > mobs hurt by the caster > mobs that hurt them > nearest mob. This should alleviate summons ganging up on a sole enemy (not prevent outright though). This will also give more functionality to Chilling Touch synergy.
- New Divine Spell: Blessing - bless yourself and your allies and increase your spell damage and mana on hit.
- New Divine Spell: Seethe - apply Enrage stacks on self. Higher levels apply more Enrage stacks.
- New Divine Spell: Angelic Raiments - increase the armor and dodge rating of yourself and nearby allies with this new buff.
- Changed Enrage to give affected targets percent increased damage taken and increased damage dealt, rather than lowering their armor and increasing their physical damage.
- Enrage movement speed buff has been lowered from 10% to 8%.
- Changed Piercing Winds so that instead of lowering damage and cooldown, it does the opposite. It now increaes damage at the expense of increasing cooldown.
- Nature's Armor no longer provides armor and instead provides a new stat: increased healing received.
- Lowered particle counts for some AOE spells.
- Lowered Increased Healing and Armor Penetration values on the talent tree.
- Lowered the radius of some of the basic melee attack spells.
- Replaced some talent nodes with Gauntlets weapon damage.
- Improved tooltips for some confusing stats such as weapon damage and attack damage.
3.14.11:
- Added a Reset All command which resets stats, spells, and talents at once. Useful for testing builds.
- Add Remove Talent Potion now gives you 3 removal points rather than 1.
- Added a new craftable Reset All potion that uses 1 of each reset potion.
- Renamed Lucky to Prosperous, and Luck to Lucky. The core stat Luck remains unchanged.
- Reduced sources of lifesteal and spellsteal stats.
- Reduced potency of critical damage stats substantially. Critical hit remains untouched.
- Increased physical damage of weapons when they only roll physical damage so they're more in line with multi-element weapons.
- Reduced the attack scaling of attack spells to compensate for the increase in physical damage of weapons.
- Since Elemental Attack Damage is already taken into account when using attack spells and summons in their scaling, it will no longer be added "additionally" to the attack when damage is dealt. No more double dipping for free.
- Due to changes to Ele Atk DMG, reworked Physical Dispersion a bit to implement a failsafe in case the player uses a physical spell. It will check the player's ele atk dmg stat instead.
- Physical Damage gained as X element now works similarly to Physical Dispersion. You gain the elemental damage at the end of the calculation now - it will also work on spells.
- Weapon Damage and Elemental Weapon Damage now properly apply after the fact.
- As a result of the above changes, Spell Blade no longer provides "Physical Damage Gained as Fire Damage" since it would no longer synergize with the Spell Blade synergy. Instead, it now provides "Physical Damage Converted to Fire Attack Damage" similar to how Poisoned Weapons works. This will result in a substantial reduction in Spell Blade damage, but was how the spell was originally meant to function.
- Due to the Spell Blade "nerf", Flame Blade has been buffed a bit to compensate.
- New Ocean Spell: Purity - provides yourself and nearby allies elemental resistances.
- New Ocean Spell: Arctic Armor - provides yourself with damage reduction at the expense of mana and energy regeneration.
- New Ocean Synergy (Arctic Armor): Rejuvenating Armor - while Arctic Armor is active, (all) hits have a chance of applying Cold Essence on self.
- New Ocean Attack Spell: Rime Blade - hits in an AOE in front of the user similar to Inferno Quake. Damage is converted to Frost. Using the spell also fires frost projectiles in front of the caster, each dealing half the damage as spell damage.
- Ice Blade no longer provides Frost Attack Damage but rather Physical Damage Gained as Frost Damage.
- Ocean buffs have double in duration and the cooldown for them is now 10 seconds, more inline with other buff spells. I still want them to be shorter duration because my goal is for players to "manage" the Ocean buffs rather than setting it and leaving it. This is in part due to the sheer quantity of buffs Ocean has. These changes do not affect Frost Shield.
- Reduced the cast time to Frost Shield to be in line with the other Ocean buffs.
- Increased the cooldown of Frost Shield slightly.
- New Fire Summon Spell: Summon Archon - summon an archon that attacks enemies. Periodically, the summon will also recover nearby allies' mana. The base value of the mana recovered is the same as the summon's damage.
- New Fire Synergy (Summon Archon): Incendiary Touch - gives ALL summons a chance to deal AOE fire spell damage on attack.
- New Fire Spell: Blazing Shell - converts a portion of your armor into magic shield and also provides fire thorns.
- Chain Lightning no longer targets armor stands.
- Raised the floor but lowered the ceiling for Charged Sweep mana scaling.
- Lightning Totem now has a base tick rate of 20 instead of going from 40 -> 20.
- Lightning Totem radius now scales up to 4 by max level instead of 3.
- Lightning Totem can no longer fire multiple totems and is capped at 1.
- Lightning Totem base damage has doubled.
- Lightning Totem static synergy chance has been reduced at max level.
- Static Field cooldown has increased by 1 second.
- Static Field now deals 18% instead of 20% of remaining enemy health.
- Lowered Voltaic Blast chance and base damage slightly.
- Increased Stray Current base value slightly.
- Lightning Spear bolt synergy damage floor has increased but ceiling has decreased.
- Lowered the cost of Quick Charge slightly.
- Increased the mana cost of Recharge.
- Recharge duration is now a flat 60 seconds.
- Increased Lightning Dash cooldown by 20%.
- Lowered the critical hit chance from Critical Surge from 5% to 4%, but increased spell damage from 7% to 8% base.
- Increased lightning attack damage of Power Surge by about 30%.
- Lowered mana cost increase of Battery Fusilade's synergy slightly.
- Lowered Battery Fusilade's synergy's max level from 12 to 8.
- Increased Battery Fusilade's synergy's radius at lower levels.
- Battery Fusilade's synergy chance to trigger has been reduced, but now scales depending on how many Lightning Essence the caster currently has. At max stacks, the chance is higher than what it was before.
- Synergies of Battery Fusilade, Critical Surge, and Power Surge, as well as the Divine Judgment effect are now properly classified as "Bolt" damage types, similar to how Lightning Spear bolt synergy is classified. This means that these will not be modified by spell damage (elemental still works though). To make it more clear, these synergy and effect tooltips have been updated, and a lightning bolt sound and visual will be played when these trigger. Additionally, the synergies will no longer trigger themselves (eg. Voltaic Blast used to be able to trigger itself as long as the damage was a critical hit. Now, this is no longer possible).
- Voltaic Blast and Overload now deal their extra AOE damage to the target struck as well, instead of only nearby enemies.
- Static Discharge synergy has returned (synergy of Charged Sweep), which gives a chance to apply Static effect on hit.
- Charged Sweep no longer applies Static 100% of the time.
- Lowered the attack scaling of Plague from 16% to 15% at max level.
- Changed Venom Load to give increased DoT damage as well as spell damage.
- Defend now gives 35% instead of 50% damage reduction at max level, and puts a 15% move speed debuff on the caster.
- Increased Unholy Meditation heal values.
- Increased Summon HP slightly.
- Summon Zombie and Summon Skeletal Army no longer scale with weapon damage.
- Summon Zombie and Summon Skeletal Army base damage values have been increased tremendously to compensate for their lack of brains.
- Summon Hunting Wolf no longer has a base value and only scales with weapon damage. The rate at which it scales has been increased.
- Summons now move 33% faster.
- Tried to make summons more aggressive, they should now target everything but players, other summons/tamed, passive golems, and ageable entities. Please let me know if I've missed anything on the blacklist.
- Summons taunting on hit should be more consistent now, and can only occur every 3 seconds.
- Charge, Healing Aura, Inferno Quake, Gorgon's Gaze, Arctic Blast, and Soul Shred are now properly tagged as Area spells and display their "radius" which is actually the distance in front of the caster. Increased Area stats should now properly affect these spells.
- Mob base damage has increased slightly.
- Lowered mob armor slightly.
- Increased mob health in team dungeons.
- Fixed an issue where team dungeons were giving a 3x multiplier on exp instead of 2x.
- Reduced the armor penalty of Avatar.
- Vampire gives a smaller multi on lifesteal now. The rest of it remains unchanged.
- Reduced Warlock DoT steal and DoT damage.
- Warlock penalty has been reduced from -25% to -20% health and magic shield.
- Added some sources of armor pen to the tree.
- Mana should no longer take damage when player has Mana Battery and a teammate hits them.
- Fixed a bug where if you were on a team or in a party, you couldn't hit yourself. Which also should fix Venom Load not being able to kill the user.
- AOE spells now specifically look for enemies only.
- Fixed some instances of "Water" and "Thunder" to "Frost" and "Lightning".
- Implemented a fix where if you die multiple times at once somehow, you will only lose EXP once.
3.14.10:
- Nature's Avatar has been reworked and renamed to just Avatar. Instead of converting everything into nature damage, it now gives Physical Dispersion, dodge, and some penalties to health and armor.
- Increased the spell damage penalty on Pacifist.
- Cleaned up some tooltip stuff for Berserker's Impartiality and Reckless Blows.
- Reduced the defensive penalty of Reckless Blows.
- Fixed a bug regarding EXP share and the level penalty.
- Fixed a bug where Purifying Flames judgment synergy required the mob to already have at least one stack of judgment before applying judgment. This is no longer the case.
- Fixed a bug where Bleed was actually doing 8% of your phys instead of 10% like it says in the tooltip.
- Lowered innate mob resistances.
- Increased damage reduction from Defend from 25% to 50%.
- Significantly increased Defend's cooldown.
- Block now costs energy ONLY when actively blocking (regardless of fail or success). Currently, blocking is too strong and a bit braindead. By incorporating energy cost, players will have to actively balance their energy and think about when they should actually block.
- Thorns no longer drains energy.
- Fixed an issue where effects such as burn and plague were capped at over-level 13 instead of 16.
- Sources of block chance have been reduced.
- Vitality now provides about 33% less energy regen than it did previously.
- Lowered elemental attack damage map mob affix to about 18% of what it was before.
- Enrage now gives half as much physical damage as it did previously.
- Removed the map affix that adds mob elemental attack damage and physical dispersion.
- Replaced the above map affix with one that gives "gain xx% of physical damage as 'insert element'al damage".
- Added a new all elemental penetration map affix for mobs.
- Added a new health regen map affix for mobs.
- Fixed some mislabelled health and magic shield costs in the spell tooltips showing double what they should have.
- Mobs should no longer randomly one shot players when using Enrage effect since it has been nerfed, and most mob sources of physical dispersion stat have been removed. Enrage was effectively doubling and sometimes tripling mob damage at max stats, and all of that physical damage was being converted to an element...
3.14.8:
- Changed how weapon damage stat and elemental weapon damage stat work. Before, they would check if the damage effect had the same weapon type as the stat. However, most damage sources such as spells don't have an explicit weapon type. So these weapon damage stats would only apply to basic attacks. I've changed it so that it applies as long as the damage effect is of the attack type (basic attacks, attack spells, summon attacks), AND if the player is holding a weapon of the same type. Eg. if you're holding a bow, anytime you perform an attack, you will get your bow weapon damage bonus applied.
- Lowered Talent weapon damage node values from 8% to 6%. Elemental weapon damage remains the same. I kept increasing it slowly over time thinking that it wasn't good enough, turns out it just never worked as intended. It would be way overtuned (probably) if I didn't reduce it again.
- Reduced some mob stats slightly.
- Increased base mob damage.
- Reduced Rock Slide damage.
- Hopefully fixed an issue where spell-casting mobs were doing ridiculous amounts of damage.
- Increased intensity of map affixes.
- Mobs no longer have built-in armor and elemental penetration.
- Swords no longer require luck and instead require vitality.
- Hammers no longer require vitality and instead require more strength.
- Attack scaling of all attack spells has decreased due to the weapon damage stat.
- Physical damage talent nodes have been reduced in effectiveness.
- Fixed a bug where Bone Squall cost 60% health at level 1 instead of 6%.
- Spell Blade no longer converts 100% phys to fire damage but 60% instead.
- Bleed duration has increased from 5 to 7s.
- Defend gives less 25% less armor than previously.
- Resourceful trait now gives a -multi rather than a +multi.
- Familiar Instincts now gives a -25 multi to HP regen rather than 40.
3.14.7:
- Fixed a bug where Martyrdom was costing 80% health instead of 8%.
- Increased mob armor and resist stats.
- Reduced mob HP and damage ceiling in regards to mob rarity. In general, higher rarity mobs will deal less damage.
- Increased base mob damage. Even lower rarity mobs should pack a punch.
- Plague duration has been reduced significantly.
- Plague attack scaling per level has been reduced slightly.
- Plague base value per level has been increased slightly.
- Burn duration and base value has increased.
3.14.6:
- Team Dungeons now also provide players with a large bonus to Unique Item drops.
- Changed mob scaling so mobs are much stronger at lower levels, but slightly easier at higher levels.
- Weak mobs have had their power increased by 9%.
- Fixed an issue where some mob stats were not scaling with their level properly (reists, elemental penetration, armor penetration).
- Fixed an issue where non-map worlds had tiers but the tier stat bonuses weren't applying to mobs.
- Mob stats that were not scaling properly have been increased by a bit.
- Mob stat rarity scaling has been reduced from uncommon to champion rarity substantially.
- EXP has been shifted from higher rarity mobs to lower rarity mobs.
- Increased attack scaling of Hunting spells substantially.
- Enrage now applies a taunt to enemies every tick. This means Martyrdom and Whirlwind have the potential of taunting enemies as well.
- Increased the mana and energy cost of Retribution.
- Retribution attack scaling has been reduced.
- Martyrdom now costs health to use. Its mana and energy costs have been reduced.
- Martyrdom health scaling has been reduced.
- Provoke is now an instant cast spell.
- Provoke cooldown has increased.
- Provoke AOE has increased.
- Bravery, Trickery, and Wizardry core stat bonuses have been reduced by 25%.
- Improved Wounds effect attack scaling to bring it more in line with other DoTs.
- Increased Burn effect base damage per level.
- Reduced Plague effect attack scaling.
- Improved health bar by showing magic shield values in brackets.
- Improved Gorgon's Gaze description.
- Fixed Retribution not actually being shorter lasting.
- Fixed an issue where Venom Load was dealing Nature damage to self but Physical to nearby enemies.
- Fixed Malevolent Offering synergy missing localization.
3.14.5b:
- Fixed Venom Load description.
- Made Axes and Daggers use Luck stat instead.
3.14.5:
- Venom Load now deals 40% max health to self as Nature DoT damage, instead of 10%. It now deals 10% to mobs instead of 20% of max health.
- Reduced the base value and scaling of some of the summon spells.
3.14.4:
Core Stat Changes:
- Core stats have been reworked a bit. Some stats have been shifted around. The main issue was "magic casters" were able to easily funnel their point into Intelligence and get defense, damage, and sustain consistently, whereas melee and especially ranged were forced to spread over at least 2-3 different stats. Hopefully, the changes below will make it more necessary for spell casters to invest in Wisdom, while still retaining some of their high burst potential. The idea was that spell caster stats would be Int/Wis, melee would be Vit/Str, and ranged would be Dex/Vit. Additionally, a 3rd "flex" stat that any build could use has replaced Stamina.
- The changes to energy on dexterity, strength and vitality should make it easier to upkeep energy.
- Vitality now provides health, health regen, and energy regen instead of health and armor. The health regen it provides is 33% less than what it used to provide when it was on Strength.
- Strength now provides phys damage percent, armor, and flat energy instead of phys damage percent and crit damage. The flat energy it provides is 33% less than what it used to provide when it was on stamina (it is now available on two diff stats now).
- Intelligence still provides the same ele spell dmg, magic shield percent, and mana, but now provides 33% less mana.
- Wisdom still provides the same increased healing, magic shield regen, and mana regen, but now provides 33% more magic shield regen, and 50% more increased healing.
- Dexterity now provides phys damage percent, dodge, energy, and bow/crossbow damage, instead of dodge, crit hit, and armor pen. The energy it provides is equivablent to what Strength provides per point. The idea for this stat was to be beneficial mainly for ranged damage dealers, but stay as just an option for them. If they want to run dodge, they get rewarded with more damage specific to bows/xbows. However, they can still run strength instead if they want to opt for armor.
- Stamina has been renamed "Luck" and now provides some armor pen (less than what it used to provide on Dex) and critical hit and damage. The crit damage it provides is 50% more than what it used to provide on Strength.
Talent Changes:
- New Talent: Nature's Avatar - half of non-nature damage is converted into nature damage. Deal no non-nature damage. Also increases all nature damage and nature resistances a bit.
- New Talent: Shulker Shell - 60% of damage received is converted into physical damage. Also lowers armor and elemental resists.
- New Talent: Conjurer - increases summon damage substantially but deal substantially less spell damage.
- New Talent: Trickster - critical hits have a 25% chances of giving self a power charge (max of 3) for 6s. Each power charge gives 30% flat critical damage. Hopefully this talent makes critical builds a little more engaging and rewarding.
- New Talent: Overseer - attacks have a 50% chance of giving self a fortitude charge (max of 3) for 8s. Each fortitude charge gives 4% damage reduction. Hopefully this talent makes attack/tanky builds more engaging to play.
- New Talent: Pocket Capacitor - increases magic shield regen substantially, but makes it so you cannot life or spell steal.
- New Talent: Resourceful - use energy instead of mana when casting spells with a mana cost. Spells with mana and energy costs will just combine the two.
- The talent tree has been expanded! An additional "ring" that's generally easier to traverse across has been added. Most of the new talents listed above can be found in this ring.
- Harmony now reduces effectiveness of heals by 33% instead of 50%.
- Reduced the amount of flat life and spellsteal from Vampire by 33%.
Spell Changes:
- New Nature Spell: Venom Load - applies an effect on caster that deals nature damage to self based on a percentage of their maximum health every half second. It also deals AOE nature damage equal to double the damage dealt to self every half second to nearby enemies. The effect/buff? also provides the caster with substantial flat spell damage.
- New Hunting (Summon Hunting Wolf) Synergy: Sharpened Fangs - causes summons to have a chance of applying Wounds.
- Fixed an issue where certain spells could be cancelled and not trigger the cooldown.
- Fixed magic shield cost not appearing on spells.
- Fixed an issue where some synergies weren't triggering such as Electrical Discharge's.
- Health and magic shield costs now display the percent and the actual value next to it in brackets.
- Improved spell tooltip hint about holding shift.
- Fixed a bug where health and magic shield values were halved when looking at spells.
- Restored Frost Shield duration back to its original value.
- Reduced mana and energy regen from Nourishment.
- Reduced duration and damage (at max level) of Arctic Blast.
- For the Fire Blood buffs, reduced life and spellsteal from Attack Siphon and Spell Siphon from 12 to 8%, and 8 to 5%, respectively.
- Reduced base value of Volcano at higher levels very slightly.
- Reduced duration of Volcano by 1 second.
- Increased radius of Thunderstorm from 7 to 9 at max level.
- Increased damage of Thunderstorm by about 8% at max level.
- Reduced duration of Thunderstorm and Blizzard by 2 seconds.
- Reduced radius and increased cooldown of Electrical Discharge.
- Electrical Discharge synergy lang fix.
- Lightning Sweep/Charged Nova can be bound to melee weapons.
- Zombie synergies now correctly state that they affect all summons.
- Minion Mastery synergy is now a synergy for Summon Skeletal Army instead of Zombies.
- Summon Skeletal Army can now be learnt 10 mastery levels earlier.
- Flesh and Mind Sacrifice health and magic shield cost has been halved.
- Animate Scythe and Bone Squall no longer requires magic shield to cast.
- Increased Bone Squall channel time by 10 ticks (0.5s).
- Unholy Meditation now recovers magic shield as well.
- Unholy Meditiation cooldown has been increased slightly.
- Restored Spirit Shroud magic shield value back CLOSE to its original value (base before was 45, now it's 40, before this patch it was 25), but increased the max level from 8 to 10.
- Reduced health from Nature's Gift by about 25%, and mana/energy by about 20%.
- Nature's Empowering buff now only provides 15% attack speed and 33% less energy regen, but is now a long-term buff.
- Fixed an issue where Gorgon's Gaze didn't deal any damage on initial cast.
- Reduced max projectile count of Retribution from 9 to 7.
- Reduced the range of Retribution significantly. For a "melee-oriented" attack spell it was going a bit too far.
- Reduced mana regeneration from Wizardry by 18%.
- Increased energy regeneration from Trickery by 25%.
Stat Changes:
- Reduced mana regen flat stat slightly.
- Increased energy regen flat stat slightly.
- Increased health regen flat stat slightly.
- Increased magic shield regen flat stat slightly.
- Thorns stats now correctly mention use of energy on reflect.
- Thorns stat energy cost has been halved.
- Reduced effectiveness of damage reduction stat slightly.
Weapon Changes:
- Daggers now provide increased spell damage.
- A dagger is now considered a mage weapon.
- Reduced Sword energy cost by about 9%. They also now provide some energy regen.
- Crossbows now can give physical damage percent instead of critical damage. This will further separate crossbow and bow identities.
Other Changes:
- Performing a vanilla critical hit now results in 20% increased damage (basic attacks only).
- PvP damage is now reduced to 25% of damage.
- At level 100 and above, you now lose less EXP on death (a fifth of what it is normally from 1-99).
- You can now place torches in maps.
- Fixed an issue where speed buffs and debuffs were not accurate to what they were supposed to be (ie. -20% move speed was more like -40%).
- Fixed salvage bag explanation typos.
- Fixed an issue where the passive block would reduce all damage instead of reducing damage by 25%.
3.14.3:
- New Fire spell: Fire Power - buff that increases yours and nearby allies' spell damage.
- New Nature spell: Nature's Gift - buff that increases yours and nearby allies' health, mana, and energy.
- Nature Curse spells now also taunt the enemy.
- Wizardry now gives 8% CDR instead of 10% at max level.
- Frost Shield and Spirit Shroud now provide less flat Magic Shield.
- Nourishment now provides less health regen, but also gives mana and energy regen now.
- Frost and Corrosion slow is now 10% instead of 5%.
- Cripple slow is now 7% instead of 5%.
- Quick Charge resource cost penalty has increased. The CDR it gives is too strong for the penalty it has.
- Increased Lava Quake base scaling.
- Lowered mob damage by rarity a bit. So higher rarity mobs don't do _that_ much damage.
- Lowered mob damage overall just a bit.
- Mob speed is now 20% instead of 100%. No one likes teleporting mobs.
- Team Dungeons mobs deal less damage than before.
- Team Dungeons EXP and loot bonuses now scale appropriately with the number of affixes rather than adding a flat amount.
3.14.1:
- fix infinite loop with lightning discharge affix.
3.14.0:
- Added a new tier 3 currency called Orb of Companionship that turns maps into "team dungeons". These dungegons are substantially more difficult and rewarding.
- Duration of the really really long buffs have been lowered. This includes the Divine buffs.
- Cast time for buffs has also been lowered.
- Mana Cost Reduction stat now affects all resource costs and has been renamed to Spell Cost Reduction.
- All mobs in maps now have a chance to be speedy, stronger, or regenerative on spawn.
- Mobs now have 33% more elemental resist, 50% more elemental penetration, and now get some armor penetration as well.
- Mobs should have about 25% more health now.
- Increased mob damage at higher levels.
- Added a new mob affix in maps giving Spell Dodge.
- Slows from spells and effects have been readjusted. They have all been toned down. Some effects such as Whirlpool and wounds no longer slow enemies.
- Blizzard synergy now correctly applies Frost instead of Freeze effect. Huge difference...
3.13.16:
- Lowered the health cost of Summon Skeletal Army and Hellfire Cloak.
- Unholy spells now cost percent magic shield in addition to percent health (except for Malevolent Offering).
- The duration of Unholy buffs have been reduced, they should be more in line with other non-Divine buffs.
- Increased the base damage of Tidal Wave and Life Siphon slightly.
- Increased the base damage of Ice Orb.
- Increased Thorn Bush base value at lower levels significantly.
- Doubled Thorn Bush radius to make it more consistent.
- Increased attack scaling of Spirit Ball.
- Increased the duration of Nature's Armor at level 1 by 80 seconds, and at max level by 60 seconds.
- Increased attack scaling of Double Shot, Arrow Barrage, and Arrow Storm significantly.
- Fixed experience not being distributed at all.
- Fixed Nature's Armor synergy giving a free buff.
- Fixed mobs being super dodgy.
3.13.15:
- Fixed an issue where after playing for a long time, players were lagging when hit... FINALLY!
- EXP level penalty is now determined on an individual basis when in a party, instead of based on the killer. This means a level 50 partying with a level 20 will no longer grant the full experience to the level 20 when killing a level 50 mob. Instead, if the level 50 wishes to power level the level 20, they can kill level 20 mobs. This should prevent excessive power leveling (still possible, just a lot slower).
- Party EXP boost is now capped at 6 players. Eg. party of 2, you get 120% of the exp divided by 2, so each player gets 60%. At a party of 6, you will get 200% exp, divided by 6. At a party of 7, you will still only get 200% exp.
- Party share only applies to members within 100 blocks of the killer and within the same dimension.
- The following changes were made to bring the runes more up to date with newer and a larger variety of stats. No more two runes providing the same stats!
- Oni unique rune now gives +1 All Skills instead of flat armor.
- Psi unique rune now gives cooldown reduction instead of critical damage.
- Qar unique rune now gives core stats instead of very low spell damage.
- Xah rune now gives block chance instead of percent spell damage on the armor slot.
- Ber rune now gives damage reduction instead of dodge on the armor slot.
- Goh rune now gives elemental thorns instead of percent spell damage on the jewelry slot.
- Rah rune now gives elemental attack damage percent instead of elemental penetration percent on the armor slot.
- Dos rune now gives armor penetration instead of elemental penetration on the armor slot.
- Readjusted some resource (HP, Magic Shield, Mana, etc.) values across the board. There should overall be a 10-20% lower ceiling.
- Reduced effectiveness of elemental penetration and elemental spell damage flat stats by about 33%.
- Shifted some stats around in the Stat Info window.
- Fixed missing unique item textures.
- Fixed Atronach Chaos stats giving elemental spell damage percent instead of flat.
- Fixed some missing localization.
3.13.14b:
- Reverted changes to Power Surge.
3.13.14:
- Stone of Corruption now adds 250 instability instead of 500, and adds an addition 10% break chance instead of 20%.
- Chaotic Wisp no longer adds instability, but has a flat 20% chance to break the item instead of 25%. It also no longer halves the total break chance (this is overall a nerf).
- Chaos Orb now grants -50 instability instead of 25.
- Increased critical hit and critical damage flat and percent stats. Critical should be a little bit easier to invest into now with more payoff.
- Increased physical damage flat stat by about 10%.
- Chaos and Major Arcana Chaos stats have had their weightings readjusted. In general, when using a Chaos orb, there is approximately a 15-20% chance of getting a bad stat, and a 5-10% chance of rolling a Major Arcana Chaos stat.
- Added 3 new weapon-only Chaos stats: Explosive (incr. spell damage, reduce resists), Radiant (incr. spell damage, incr. elemental pene), and Spiky (incr. phys attack damage, incr. armor pene).
- Stealthy chaos stat can now roll again.
- Weapon Master chaos stat no longer gives critical damage, but instead gives critical hit chance and physical attack damage percent.
- Lucky chaos stat now gives bonus to all loot drops instead of only unique items, and gives a flat critical hit chance instead of percent increase.
- Golem now gives double the health percent stat than previously.
- Diseased chaos stat now also gives DoT damage.
- Strength chaos stat has been changed to give a lot of strength and physical attack damage percent.
- Added a new arcana chaos stat: The Sniper - gives a massive bonus to bow and crossbow damage.
- High Priestess arcana chaos stat now also gives frost spell damage.
- Justice arcana chaos stat now gives twice as much bonus to sword weapon damage.
- The Devil arcana chaos stat now gives health and energy regen instead of mana and energy regen. It also provides increased fire spell damage instead of nature.
- The Fool arcana chaos stat gives more dexterity now, and also gives physical attack damage percent instead of lightning spell damage.
- The World arcana chaos stat now gives frost and nature attack damage percent instead of nature resist.
- The Lovers arcana chaos stat now gives armor and elemental penetration instead of health and magic shield regen. ;)
- The Hierophant arcana chaos stat now gives frost and lightning spell damage instead of nature penetration.
- Temperance arcana chaos stat now gives frost pen instead of fire pen.
- The Hanged Man arcana chaos stat now gives summon damage instead of elemental spell damage.
- Wheel of Fortune arcana chaos stat now gives armor penetration instead of fire penetration.
- The Magician arcana chaos stat now gives magic shield percent and more lightning spell damage but no longer gives mana.
- Tower arcana chaos stat now gives a bit of health on top of damage reduction.
- Fixed damage reduction stat working inversely... So instead of reducing damage by 5% it was reducing it by 95%. Oops.
- Fixed block not working as intended.
- Fixed a problem where stats that gave bonuses to all elements (eg. all elemental spell damage) would actually make elemental resist apply to that stat. So if you had 1% all elemental spell damage and 25% all elemental resist, you would end up with 25% all elemental spell damage and 25% all elemental resist... Oops.
- Purifying Flames now scales from 180% to 320% instead of 100% to 150%.
- Purifying Flames cooldown has been decreased.
- Greatly buffed the following healing spells: Heart of Ice, Healing Wave, Wish, Healing Flower. Some of the max levels for these spells have been reduced, increasing the rate at which they scale. I may rework these spells in the future.
- Nourishment buff health regen has been increased by about 100%.
- Frost Blade buff now gives 25% more flat frost attack damage.
- Critical Surge now gives a small bonus to spell damage.
- Power Surge now gives increased all elemental attack damage rather than just lightning.
- Recharge now scales from 1% to 4% max mana per second instead of a flat 1% across all level.
- Nature's Balm cooldown is now a flat 20 seconds instead of 32 to 22 seconds.
- Increased the area of effect of Martyrdom by 50%.
- Retribution scales from 50% armour to 70% armour instead of 60% to 80%.
- Magic Burst scales from 15% magic shield to 50% instead of 25% to 75%.
- Magic Burst magic shield cost has been reduced to 5% to 12.5% instead of 15% to 25%.
- Magic Burst area of effect has been increased by 1.
- Unholy Meditiation base value has increased by 100%.
- Fixed Life Siphon being triggerable off of allies and summons.
3.13.13:
- Fixed heal power/increased healing only affecting incoming heals and taking the stat of the receiver instead of the caster. It should now work as intended.
- Buffed some Chaos stats. Barbarian and Clumsy Scholar have less of a penalty now.
- Negative Chaos stat effects are much less punishing now.
- Earth, Fire, Frost, and Thunder Atronach chaos stats now additionally grant Increased Duration, Projectile Speed, Cooldown Reduction, and Area of Effect, respectively.
- Lord of Blizzards, Earthquakes, Thunderstorms, and Volcanoes have been removed and reworked into new chaos stats.
- Lord of Blizzards is now "Holy" and provides bonuses to Increased Healing and Faster Cast Speed.
- Lord of Earthquakes is now "Bulwark" and provides bonuses to Block Chance and Thorns.
- Lord of Thunderstorms is now "Resourceful" and provides bonuses to Cooldown Reduction and Increased Duration.
- Lord of Volcanoes is now "Seething" and provides bonuses to Phys to Fire conversion and Fire Weapon Damage. It can also now only roll on weapons.
- Quick Learner Chaos stat now rolls on level 10-50 gear instead of 10-25. It also gives twice as much Bonus EXP stat as before.
- Quick Learner has been renamed to Studious.
- The Death Major Arcana stat no longer has a penalty to health. It now instead provides a bonus to DoT damage.
- Chilling Field scales from 6% to 12% max mana and 3 to 6 base value insead of 4% to 12% max mana and 2 to 6 base value.
- Magic Burst scales from 30% to 75% max magic shield instead of 15% to 60%.
- Martyrdom scales from 25% to 45% max health instead of 12% to 36%.
- Retribution scales from 60% armour to 80% armour instead of 50% to 70%.
- Retribution cooldown has reduced by about 33%.
- Whirlwind scales from 100% attack to 120% attack instead of 45% to 100%.
- Whirlwind cooldown has been reduced by about 66%!
- Trident of Judgment cooldown is now a flat 4 seconds instead of 9 to 5.
- Arrow Barrage cooldown has been reduced by about 33%.
- Battery Fusilade mana cost is now lower by about 11% at max level, and the cooldown has been reduced by 33%.
- Health costs of Unholy spells have been reduced.
- Animate Scythe scales from 9% max health to 24% instead of 4% to 24%.
- Hellfire Cloak cooldown has been reduced by 50%.
- Bone Squal health cost has been reduced substantially.
- Bone Squall scales from 6% to 18% max health instead of 3% to 15%.
- Manevolent Offering cooldown has been reduced by 33%.
- Soul Shred scales from 6% to 12% magic shield instead of 4% to 9%.
3.13.12d:
- Mobs can now cast some basic spells. Most of them are "on hit", whether they're hit or they cause the hit.
- Cold, Flaming, Lightning, and Venomous mob affixes have been changed to be spell oriented.
- Frost Nova Spell - When mob deals damage, send out a nova of ice from the target that deals damage around them in AOE. The spell also applies a 33% slow for 3s.
- Flame Sweep Spell - When mob deals damage, spew forth flames in front of them to damage in AOE.
- Lightning Discharge Spell - When mob deals damage, send out a lightning nova that deals damage around them in large AOE.
- Weaken Curse Spell - When mob receives damage, weaken the attacker with a curse that reduces spell damage, cooldown reduction, and elemental resistances for about 10 seconds. The curse also applies a small Nature DoT on the attacker.
- Bleed Spell - When mob deals damage, apply 2 bleed stacks to targets in front of them.
- Uncommon and rare mobs have a higher chance of having affixes.
- Fixed an issue where some conversion traits such as Magical Life and Fortified Reaction were not taking into account bonuses from core stats, finally!
- Removed Dodge Ignore stat. It was causing issues with log spam and was not working as intended.
- Buff: Arcane Devotion now gives a flat 100 magic shield on top of the 50% multi.
- Buff: Berserker's Impartiality now reduces elemental attack damage by 20% instead of 25%.
- Buff: Bleed Mastery now reduces physical damage by 10% instead of 15%.
- Buff: Magical Life now reduces health by 15% instead of 20%.
- Buff: Mana Battery now reduces armor and dodge rating by 50% instead of 60%.
- Buff: Pacifist now gives 25% cooldown reduction instead of 20%.
- Nerf: Power Overwhelming now gives 20% spell damage instead of 25%.
- Change: Refreshing Breeze now recovers 2% of your max health on a successful dodge instead of 10% of your max energy. On the other hand, failing to dodge consumes 2% of your max energy.
- Nerf: Ruthless now gives 30% DoT damage instead of 35%.
- Nerf: Steady Hand now increases damage by 15% instead of 20%.
- Buff: True Hit now multis critical hit chance by 35% instead of 30%.
- Fixed some Yon rune bugs.
3.13.10:
- Fixed Summoned Zombies and Skeletons having hurtboxes of Spiders. Unholy map delvers, rejoice!
- Lightning Spear Galvanic Arc synergy no longer infinitely loops and deals crazy burst damage.
- Slightly buffed Spell Blade synergy. Radius increase by 1, and scaling at max level has been increased.
- FINALLY fixed Power Surge, Critical Surge, and Spell Blade synergies being active even when the buff wasn't active. No more free triggers!
3.13.9:
- Buffed Divine aura buffs substantially. My goal was to make the buffs more relevant and sought out in parties. Eg. change from ele spell dmg to cdr should make it more useful in groups:
- Bravery now gives substantial amounts of Vitality, Strength, Health Regen, and Block Chance instead of small amounts of Health, Block Chance, and Strength.
- Trickery now gives substantial amounts of Dexterity, Stamina, Energy Regen, and Critical Hit Chance instead of small amounts of Critical Hit Chance, Energy Regen, and Dexterity.
- Wizardry now gives substantial amounts of Intelligence, Wisdom, Mana Regen, and Cooldown Reduction instead of small amounts of Elemental Spell Damage, Mana Regen, and Intelligence.
- Buffed Poison Ball by increasing its base value damage by max level by 20%, and attack scaling values by about 10% across the board.
- Buffed Rock Slide by increasing its base value damage by 50% and doubling the attack scaling values.
- Reduced the cooldown of Gorgon's Gaze substantially. At max level it is now 12 seconds instead of 18 seconds.
- Reduced the mana cost of Nature's Balm by about 25%.
- Reduced the mana cost of Thorny Armor by about 40%.
- Reduced the mana cost of the Nature Curses by about 20%.
- The max level of the Nature Curses has been increased from 4 to 6. They have been greatly buffed, but it will require just a few more points of investment to make the most out of them.
- Corrosion now reduces armor and dodge rating at a base rate of 500, up from 150, and reduces movement speed by 15%, up from 10%.
- Quietus (Mortality Sap Curse) now reduces flat physical damage and a very very substantial amount of health regen instead of critical hit chance and damage. Crit values were non-scaling and were not very impactful.
- Mind Rot now reduces magic shield at a base rate of 100, up from 25, mana regen by 50, up from 5, and elemental resists by 33%, up from 15%.
3.13.8:
- Charged Sweep AOE has been reduced.
- Charged Sweep now always applies Static.
- Charged Sweep's synergy, Static Discharge has been removed.
3.13.7:
- Reduced mob dodge rating by about 33%.
- You now get an "out of resources" warning when you are out of mana/energy.
3.13.6:
- Increased Chilling Field mana damage scaling by about 50%.
- Increased Whirlpool damage by about 7% and reduced its mana cost slightly.
- Increased Frost Totem damage by about 10%.
- Increased Burn damage by about 17%.
- Reduced damage of Critical Surge Splash and Power Surge Bolt by about 40-50%.
- Reduced the chance of Power Surge Bolt from 10-30% to 5-20%.
- Increased Multi/Wide Shot damage by about 14%.
- Fixed an issue where traps weren't lasting their entire duration.
- Traps now require at least 1 second of "preparation" before activating. Basically, they need to be one the ground for at least a second before they explode. This should make it easier to hit more than one enemy now instead of the trap exploding immediately upon contact. This will be a small nerf to Cluster Traps, but I think it's a bit needed given how powerful Cluster Traps was in cramped settings.
- Traps can no longer explode in the air.
- Trap durations have all been changed to a flat 10s.
- Snare Trap now deals damage on top of snaring enemies.
- Snare Trap AOE now goes from 1.5 -> 3.5 instead of 1 -> 3.
- Enfeeble Trap has been renamed to Rancid Trap, and the effect of Weaken has been renamed to Nauseous.
- Rancid Trap AOE now goes from 2 -> 4 instead of 1 -> 3.
- Rancid Trap now deals significant nature DoT to enemies caught in its blast for 10s.
- Reduced Armor reduction and Elemental Resist reduction from Rancid Trap by 25%.
- Reduced Plague damage by 20%.
- Reduced Bleed damage by 20%, and duration from 6s to 5s.
- Hopefully fixed a rare NPE for summoned creatures.
3.13.5:
- Mobs now have built in health regen (a low amount).
- Reduced block chance nodes on the tree and from Stout Defender.
- You can no longer use Chorus Fruit or Ender Pearls in maps.
- Lowered chance to apply Static from Charged Nova from 90% -> 80%.
- Hopefully fixed Fireball not doing damage sometimes.
- Hopefully fixed the Storm Attack Spell synery not applying Static.
3.13.4:
- Lightning Spear Lightning Strike synergy damage has been reduced by about 40-50%. The previous damage values were unintended and were designed around the synergy requiring 8 points instead of the current 4. For the amount of points required, the synergy was far too strong.
- Lightning Spear damage has been reduced by about 9%.
- Lightning Totem chance to apply Static has been reduced.
- Fixed some synergies having a maximum level of 12 instead of 1.
3.13.3:
- Blocking has been reworked. You can now PASSIVELY BLOCK without holding up your shield (needs to be in offhand still). Upon a successful passive block, reduce damage by 25%. You can also still ACTIVELY (hold up the shield) block. When actively blocking, your block chance is DOUBLED (capped at 75).