0.6.7
Curse Weaving
Deprecating spells no longer exclude other deprecating spells. Instead, the concept of Curse Weaving has been introduced.
Curse Weaving kicks in when there are two or more deprecating effects (poison, weaken, imperil, blind, silence, nerf, magnet, slow, sleep, confuse and lifestream) active on a target.
When this is true, the chance of adding the new effect to the target is equal to the ratio of your deprecating proficiency divided by the monster's level, minus 15% for every active deprecating effect past the first two.
Examples: 100 proficiency, monster level 95, three active effects: (100 * 100 / 95) - (3 - 2) * 15 = 90% chance of landing an additional deprecating spell 300 proficiency, monster level 200, five active effects: (100 * 300 / 200) - (5 - 2) * 15 = 105% chance (always) 100 proficiency, monster level 200, two active effects: (100 * 100 / 200) - (2 - 2) * 15 = 50% chance
This also fixes the problem where certain attack skills would overwrite active effects.
Deprecating Spells are Magic
- The effects of Bewilder was rolled into Weaken, which now works on both physical and magical attacks. The mitigation decrease was removed.
- Filling in for Bewilder, a new spell named Imperil was added. This reduces both the physical and magical mitigations, as well as elemental (fire/cold/wind/elec) mitigations on the target.
- Nerf was changed from a mish-mash of minor effects to straight -25% attack/spell damage.
DOT and Weapon Effects
- Damage Over Time effects are now all calculated as a percentage of your effective physical or magical damage at the time the effect was applied, multiplied by a factor determined by the effect itself. -- For Bleed, this is also affected by a damage factor from your weapon. It will also no longer completely dominate damage at higher levels.
- The Breached Armor effect now eliminates physical mitigation entirely (up from 50% reduction).
- The damage bonus from Stun and Sleep was reduced to 25%.
- The full chain for Two-Handed was added. This basically adds an initial attack, and splits the effects of Shatter Strike in two.
Stats and Equipment Tweaks
- The effects of some stats were modified: -- STR now adds +2 physical damage per point (from +1.25) -- DEX now adds +1 physical damage per point (from +0.75) -- INT now adds +2 magical damage per point (from +1.25) -- WIS now adds +1 magical damage per point (from +0.75) -- Magic crit was reduced from /25 WIS and /50 INT to /35 WIS and /70 INT
- Primary stat and proficiency bonuses from equipment were significantly increased.
- Physical attack damage bonus from equipment was somewhat increased.
Infusions
- Infusions no longer change the damage type of your weapon. Instead, it adds an Elemental Strike effect to the main weapon that does additional damage in the corresponding element.
Misc
- Enchantments are now removed from equipment that is sold to the equipment shop.
- The character page now shows base health/magic/spirit instead of the augmented values.
- Higher tier trophies now have a higher (2-5x) chance of dropping rare equipment types.
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