Buffs & Nerfs

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SoH- recovers half HP and Amp time is reduced to 35-40 seconds while equipped it is immune to cancel and when activated has 30 seconds of immunity to freeze activation while paralyzed the players still remain paralyzed till its effects are over-

SoH uses charges like cancelation so they're worth more and are used less frequently rechargeable by CH cashshop or tokens

-or it's str is lowered to 41 still 2hander and casts pfm instead, recovers half HP, while equipped it is immune to cancel and when activated has 20 seconds of immunity to freeze activation while paralyzed the players still remain paralyzed till its effects are over-SoH uses charges like cancelation so they're worth more and are used less frequently rechargeable by CH cashshop or tokens

Beholder necklace- when active still sees other people's buffs except HP, but will see red footsteps of those running or walking lasts 4 minutes

Demon slayer- +22 dmg to demons, 11.5% damage reduction while equipped killing demons (half of a regular shields PA)

DF30- defence ratio increased +30 when equipped casts greater defence shield on player lasting 60 seconds even if necklace  is unequipped the buff remains till times consumed has 30 charges before crumbling to dust

Rodragon-rogm- damage and increased soul capture to wyverns to a maximum of +4 requiring 100 per damage increase (PvM Damage+ only effective against monsters eg captured souls)

Rodemon-ring of mage- damage increased soul capture to demons maximum of +5 requiring 5000 per increase(PvM Damage+ only effective against monsters eg captured souls)

Ring of abaddon-ring of arch mage- +1 dmg per abaddon killed maxed at +1  increased abaddon map dmg increased to a maximum of +1(PvM Damage+ only effective against monsters eg captured souls)

Ring of xelima-rogm- damage, increased abaddon maze map damage +1, gargoyle soul capture to a maximum of +2 requiring 10000 per increase

(PvM Damage+ only effective against monsters eg captured souls)

Orc ring-ring of wizard- damage increased  soul capture to a maximum of +8 with "x" amount of orc souls needed(PvM Damage+ only effective against monsters eg captured souls)

Ring of ogre power-ring of mage- damage increased with soulcapture up to a maximum of +7(PvM Damage+ only effective against monsters eg captured souls)

Lucky gold ring- 50% chance of evading death, and increased luk by +15

Sapphire ring- MP recovery +18, makes alchemy HP and MP pots consumable by 1, 2, insert and delete increased chances for obtaining gems while mining crystals

Ruby ring- HP recovery +18, makes alchemy HP and MP pots consumable by 1, 2, insert and delete or insert and delete increased chances for obtaining gems while mining crystals

Excalibur- ms34, cast rate scaling increased by int 150 int for 5%, loses cast speed bonus during activations

Dark executor and light blade- day and night timers on screen or blade glows when it's equipped during correct times 10%cc for correct day-night uses and +1 damage for having both present in bag

Bloody shock wave- typeless damage, increased hit ratio, hits through protection from magic

MS32- increased casting probability, msip2

MR30- magic resistance +30, 5% paralyze resistance

Hat of divinity- 30% mp and exp, double faith regeneration, faith absorption every heal and buff with hat equipped refunds a percentage of mp

Invis scrolls- has a 15 second timer per use, cannot use within 15 seconds of taking damage

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CaD

SOH 200/200 charges would balance It.

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Jess

Out of all of these suggested balance tweaks, my two favorite are:

Invis scrolls have a 15 second CD on use
and
And the general idea of nerfing SOH.

I'm not 100% convinced we've found a proper way to nerf it though. Some simple but effective nerfs to it are as follows:

Upon activation SOH provides AMP and restores HP to full. Nothing else. No debuff cleanse. It would remain an extremely potent activation but it wouldn't be a complete restore to life.

Another rendition is that it cleanses debuffs and provides AMP, but does not give any HP, MP, or stamina.

I'm sure we can brainstorm other ideas on SOH balance.

As for the rest of the tweaks, some I didn't understand (beholder change and soulcapture stuff), and others may be a little OP.