Open testing: 03 and Shatters

Development Update

Realmers,

In this open testing, you’ll be able to train for your O3s – there will be an O3 event on production soon – and Shatters runs. We will have portals spawning in the Nexus and all the gear that you’ll ever need – for free – in the shop. To access it, all you need to do is to select “Testing” on the upper right corner of your screen and hit Play. Please note that, if you don’t have a testing account, you’ll need to create one. Your regular production account will not work here.

We are changing the stat stacking for both items and consumables:

Previously, one of the problems in our system was that stat modifiers were applied in a very inconsistent way. You could stack two different modifiers on the same stat and, depending on the circumstances and context, they would overwrite, or even ignore one another without a proper, logical stacking method. This issue lasted for a very long time and it hindered the creation and balancing of several items.

Now, we are changing and introducing new functionalities to finetune the rules by which different stat modifiers are applied to a player, from either gear or consumables. Here you will see a brief description of some of our new “stacking modes”:

Diminishing returns stacking mode

In this mode, the oldest modifier works fully at 100% efficiency while new modifiers to the same stat are added on top of it, which will be applied at a decreased efficiency. This works very similarly to the current stacking system.

Example:

  • The player uses an item that gives +10 ATT.
  • They use it again, or another item boosting attack. Their total ATT bonus is ~18 (the second use is less efficient and only provides +8 ATT!)
  • They use it again. Their total Attack bonus becomes ~23 (the third use is even less efficient, providing +5 ATT!)

Consumable stacking mode

With consumables and item boosts no longer interfering with each other it seemed like time to tackle some particularly strong consumables to prevent them from causing too much of a power spike.

  • Att/Def/Dex/Spd/Wis/Vit effusions: +30 → +15
  • Tinctures of life/mana: +75 → +100
  • Effusions of life/mana: +150 → +100
  • All effusions duration: 30 seconds → 45 seconds
  • Mistletoe: +200 HP → +150 HP
  • Saint Patty’s Brew: +20 Att/Dex → +15 Att/Dex

Maximum stacking mode

In this mode, only the highest modifier will be applied.

Example:

  • The player equips an item that gives +50 HP.
  • The player activates an Ability that gives +100 HP.
  • The player gets a total of +100 HP for the duration of the Ability.

Per-item no-stacking mode

In this mode, you can only receive the modifier from a particular item once.

You can still receive modifiers to the same stat from other items, but not from the one you already have a modifier from.

Example:

  • The Player uses the Seal of the Seeker Ability to boost hitpoints.
  • This item will then be ignored for all further attempts to boost hitpoints.
  • The player may use other items to boost hitpoints, so long as they are not the same item.
Diminishing returns stacking modeMaximum stacking modePer-item no-stacking mode
Helm of Draconic DominanceSeal of the InitiateCloak of Bloody Surprises
Champion’s BastionSeal of the PilgrimCrystal Shield
Tome of Holy FurorSeal of the SeekerCrystalline Kunai
Seal of the Enchanted ForestSeal of the AspirantMad Javelin
Sacrilege SealSeal of the DivineNoble Mandolin
Mighty SteinSeal of the Holy WarriorOryxmas Carol
Ceremonial MerlotSeal of the Blessed ChampionResurrected Warrior’s Armor
Slurpian Sea ScrollLegacy Seal of the Enchanted ForestGreaterhosen
Lightshow ScepterAdvent SealHollyhock Hide
Helm of Exalted MightScholar’s SealAegis Armor
LullabySeal of InvocationSquadron Sheathing
Tome of ExorcismSeal of Righteous VictoryJudge’s Robe
Cloak of Eerie TrepidationNovice’s LuteReinforced Root Armor
Sandstone SealOakwood LuteResplendent Bow
Rage ClawsIron LuteLaborer’s Hard Hat
Cursed Spire SpellSilver LuteOperator’s Hard Hat
 Battle LuteForeman’s Hard Hat
 Regal LuteEmber of the Void
 Skyward LuteEmber of the Daeva
 Nebular LuteMetal-plated Corset
 Nether LuteBlitz Sheath
 Snake Charmer PungiLeaf Dragon Hide Armor
 Angel’s Fanfare*Prism of Shattered Light
  Cloak of the Darkened Sun
  Orb of Conquest
  Seal of the Battle God
  Vesture of Duality
  Vampiric Cape
  Collector’s Monocle
  Centaur’s Shielding
  Exalted God’s Horn
  Valor
  Warmonger
  Angel’s Fanfare*

* Angel’s Fanfare, due to its particular design that contains several effects combined, also uses a combination of different stack modes.

On T1s Shop you’ll find everything you need for this testing session:

Consumable Balancing

With consumables and item boosts no longer interfering with each other it seemed like time to tackle some particularly strong consumables to prevent them from causing too much of a power spike.

  • Att/Def/Dex/Spd/Wis/Vit effusions: +30 → +15
  • Tinctures of life/mana: +75 → +100
  • Effusions of life/mana: +150 → +100
  • All effusions duration: 30 seconds → 45 seconds
  • Mistletoe: +200 HP → +150 HP
  • Saint Patty’s Brew: +20 Att/Dex → +15 Att/De

Shatters Hardmode Balance Tweaks

  • King’s Patience Phase has increased from 35 seconds to 40 seconds
  • All shots in the queen phase now armor pierce
  • The rotating shots in the queen phase now quiet for 2 seconds
  • The shots from the outer crystals in the queen phase now expose instead of armor break
  • Helpless Soul Spawn rate is greatly increased during the queen phase

Other changes:

  • Shutting down the Shadowmute system
  • Tooltips now have a new yellow line indicating the Bonus to the Stat.

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