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Defiler revision Isn't Vim a text editor too? I feel like this resource is some sort of political statement See merge request !529
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The old version was messy and had a lot of little numbers for no real reason. This one is cleaner and reinforces Reaver as a melee class. - Stacks up to 10 times - Now only stacks on melee attacks with no turn limit. So Bone Grab+2 melee spells fully stacks it. - No longer decays slowly - Duration set to 3
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- Can now be targeted through allies (Rot worms, etc) - Now checks Teleport resistance - Always moves the target to the closest space adjacent to you
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Immobile melee stuff is really prone to getting stuck with a target it can't reach. This is mostly relevant to melee Player pets.
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- No more ability refund. This often failed due to projection sources being messy (especially for melee) and punished you for letting things like disease get the kill. - Vim regeneration on any kill scales faster with Willpower and now also scales with target rank. - Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life. This does not let you use die_at. - Vim value is now shown on Actor tooltips
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Misc is miscellaneous Mostly simple stuff, but a bunch of changes are aimed at tuning Archmage mana balance a bit more since Disruption Shield is changed and after actually looking at the spells the cost efficiency was pretty silly. Improving these is fine given how many misc nerfs AM is getting. Manasurge: Cooldown considerably reduced, stat scaling increased. This helps keep it as a good reaction to hitting 0 mana, and the numbers were pretty bad in general. We should really expand this to work on all the resource mana burn targets. Thunderstorm: Mana cost removed. This adds a nontrivial amount of passive damage through mid game for all builds. Fireflash: Mana cost reduced, damage increased. Chain Lightning: Mana cost reduced, damage increased. Mudslide: Mana cost reduced. Arcane Vortex: Mana cost reduced, can now crit. Stoneskin: Mana cost decreased. Glacial Vapors: Fixed 8 duration, can now crit. This spell is still pretty bad but at least in theory it sometimes has high damage efficiency maybe..? Disruption Shield: - Now gives 100 mana on deactivation, this is to keep the talent as a counter to mana drain albeit in a much worse way - Deactivation threshold is 10% mana from 25% (not needed at all now?) - Aegis mana bonus improved - Can now crit Aether Avatar: - Now gains the increased mana pool size as mana - +25% arcane penetration Antimagic Zone: - Cooldown increased - Silence fixed at 3 duration Mana Clash: Cooldown increased. See merge request !527
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Several of the biggest magic sustain edge cases have been smoothed now, its not clear to me that these need to be so strong. Very possible this will just make things too much of an RNG fest and they'll need to be rebuffed.
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Leaving Light available and such is not a good idea. As this was basically only used to get Light on some builds a token buff of 5 generic points is included, but this prodigy could probably use more love eventually. Also, this should restructured so that addons and campaigns can easily modify the available talent trees.
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Cleaning up scaling and reinforcing Bulwark's identity being strongly based on Block. - Now reduces Block cooldown by 2 - No longer increases defense - Scaling on armor increased and scales equally with Dexterity and Strength - No longer scales with Shield Expertise (this was tiny and silly anyway)
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- Reduce proc damage a bit
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- Add a lot of defense - Increase crit - Increase combat speed
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Shadow Simulacrum has been changed to be a far stronger talent. - Remove Shadow Simulacrum proc, add Dust to Dust proc
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Greater Weapon Focus should not be an item proc. - Remove GWF proc, increase level of Displacement Shield Proc
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Perfect Control and Quick as Thought use the same effect. - Remove Perfect Control proc, increase chance of Quick as Thought proc
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% of max life converted to flat values is basically not allowed as a mechanic now. - Proc now deals flat damage increased by % of life lost on target
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Inner Demons is a class defining talent, we should not be giving it to everyone that can raise mindpower. - Replace Inner Demon active with a Sunder Mind proc
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Lots of things stacked against this item. Off (and split) damage type, procs notably dependent on spellpower scaling.. May as well improve the payoff for somehow being high spellpower on a bow using class. Also let it have a secondary role as an anti-armor item swap. A redesign would probably be better. - Increase Magic damage scaling - Increase APR - Improve procs
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May as well let the item with Aether in the name scale up its damage type. Nobody cares about tiny resistance cap increases.
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- Can't be worn with arcane knowledge instead of resource drain. Resource drain doesn't actually prevent the use of this it just makes for tedious cheesing. - Better stats for mindcasters, especially nature mindcasters (which now scales Antimagic damage) - Less extreme on hit procs
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- Level scales with summoner level - Mindpower peaks around 86 (buff for most endgame) - Summon despawns on unequip or level change - Higher power cost - Lower duration