Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...

Info Item Team Thread - Item/ingredient/major Id Changes, Updates & More (updated 28/03/2020)

Discussion in 'Wynncraft' started by Major_Lue, Sep 27, 2019.

Thread Status:
Not open for further replies.
  1. tig

    tig "Because EO parkour killed my grandma, OK???"

    Messages:
    2,663
    Likes Received:
    3,924
    Trophy Points:
    209
    Minecraft:
    do the new mana ids also mean the mana cost doesnt go up the more you use the spell?
     
  2. xSkiing

    xSkiing ! VIP

    Messages:
    278
    Likes Received:
    159
    Trophy Points:
    72
    Guild:
    Minecraft:
    I am here to ask for a heavy melee buff. I feel as if obsidian framed helmet is under powered and heavy melee has always been bad other than stinger but archer melee is kind of a meme too. Other things that are wanted are heavy melee weapons with have very high base damages and to prevent tierstack abuse a healthy number of -tiers. Make Heavy Melee Great.
     
    Druser likes this.
  3. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    Right now from what I've seen from -100%+ cost yes. That's why I'm wondering if it's intentional or not because they essentially do the same thing
     
  4. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

    Messages:
    7,042
    Likes Received:
    21,892
    Trophy Points:
    217
    Creator Karma:
    Guild:
    Minecraft:
    Raw cost and % cost do both decrease or increase, it's just slightly different like raw spell and raw melee. No reason not to have them both, really.
     
  5. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    Thanks for the clarification, if it works like spell or melee instead of hpr it makes sense. However, balance-wise, is it a good idea to put extremely high cost reduction on main damage skills for items such as cata? With movement on idol or werp I can see it being okay, but tripling the damage output of cata seems unbalanced.

    On a side note, I've noticed that repeated spells with cost reduction do not increase in cost. How is this calculated?

    Edit: I've tested warp and it seems like raw cost is calculated with (cost of spell - raw spell) as I was able to get my tps to cost more than 1 mana after 70 or so successive teleports. However, I still don't understand how % cost works, if its (cost of spell - cost of spell*% cost) then you should only be able to spam a couple of times off -100%
     
    Last edited: Nov 13, 2019
    ccccccccccccccc and Nickel like this.
  6. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

    Messages:
    5,888
    Likes Received:
    11,476
    Trophy Points:
    217
    Guild:
    Minecraft:
    For raw cost, the reduction is additive with the increasing spell cost penalties - hence why you can spam charge/teleport with idol/warp. I don't know the details of how it works - someone will have to test it (not me because I don't own any items with cost modifiers).
     
  7. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    Yes, I just tested it, note the edit I just made. I found that to be as expected, but % cost should not make spells spammable at only -100% or so
     
  8. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

    Messages:
    5,888
    Likes Received:
    11,476
    Trophy Points:
    217
    Guild:
    Minecraft:
    Yeah, I'm not sure how % works either. I'd say test various thresholds, if possible - the difficulty is of course in obtaining such items.
     
  9. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    My theory is it takes the cost of a spell INCLUDING the penalties and factors that into the equation (cost - cost*%) rather than the cost of the spell before penalties. Hence the infinite spins. Would be good to test if anyone has a cata lying around. Add this to the pile ;)) @Poprony we need ur cata
     
  10. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

    Messages:
    5,888
    Likes Received:
    11,476
    Trophy Points:
    217
    Guild:
    Minecraft:
    Yeah, that seems in line with what Xavier mentioned on Discord about Warp. However, I don't know exactly where the %cost is applied - before or after the raw cost, for example, and before or after penalties.
     
  11. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    A guildmate with idol tested it and the cost of charge is 1 mana regardless of how many times its used. The cost of other spells after using charge a bunch of times goes up though. Seems like a glitch?
     
  12. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

    Messages:
    5,888
    Likes Received:
    11,476
    Trophy Points:
    217
    Guild:
    Minecraft:
    That seems intentional.
     
  13. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    To put that on cata though? If its not a glitch, then a major oversight.
     
    urbymine likes this.
  14. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

    Messages:
    5,888
    Likes Received:
    11,476
    Trophy Points:
    217
    Guild:
    Minecraft:
    There are even more broken ID changes than that. Just look at Pure.
     
  15. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

    Messages:
    1,651
    Likes Received:
    245
    Trophy Points:
    67
    Guild:
    Minecraft:
    I haven't seen pure in action yet so I can't talk about that change... seems like a lot of balancing issues that need to be sorted out

    In summary - negative % cost greater than 100% seems to give infinite spells, while raw cost is added after penalties
     
  16. urbymine

    urbymine Former Chief of Avicia

    Messages:
    301
    Likes Received:
    430
    Trophy Points:
    85
    Guild:
    Frankly, even if cost reduction % were to not apply to penalties. Cataclysm would still be completely broken, it's like the assasin tweaks were made for cata users, you can run a 0 INT build with cata without any need for Mana regen since you can reset the chain after 2 spin attacks with 1 manacost vanishes, (boosting the next spin by 70% almost giving you a 3rd spin in damage)? <- assuming vanish damage boost applies to spells.

    It feels like there was some form of disconnect when they decided to nerf strati, and then decided to seemingly make cataclysm the strongest mythic to ever exist.
     
    Druser likes this.
  17. TheSilverTide

    TheSilverTide Well-Known Adventurer VIP

    Messages:
    179
    Likes Received:
    45
    Trophy Points:
    57
    Minecraft:
    At least cata lore is now 100% correct :p
     
  18. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

    Messages:
    5,888
    Likes Received:
    11,476
    Trophy Points:
    217
    Guild:
    Minecraft:
  19. urbymine

    urbymine Former Chief of Avicia

    Messages:
    301
    Likes Received:
    430
    Trophy Points:
    85
    Guild:
  20. SnapDoomy

    SnapDoomy Well-Known Adventurer HERO

    Messages:
    350
    Likes Received:
    410
    Trophy Points:
    85
    Minecraft:
    Opinion on mythic changes:

    Warchief

    Good. Very good even. Sucks that most people who got godly ones will have to pray for good IDs though

    Slayer

    not a fan of this at all, the only reason people bought slayer is to pretty much use it with fatal, for the very good SP and the very high thunder + walkspeed

    in my opinion the current slayer is fine

    Galleon

    Nice changes, cant say more

    Sabs

    Nobody really will use them, the tiny damage boosts matter a lot and now that they are gone this is just a statue with tons of sp and sp req that can actually let you move.

    Imo spell and melee should be brought back, otherwise theres no point in using sabs


    Strati

    No comment, was very boring for me, and I guess it's kind of worse now but not totally. Godly ones won't lose value

    Grandmother

    I like this, I'm not sure about this (very) big damage buff but the agi and hpr changes are cool

    Freedoom

    Thanks for not leaving rainbow in the dark :gay:

    Ignis

    Good changes

    Az

    sure, I'm guessing this and/or ignis wil have a major id since rest of the other bows don't. (probably az tho since ignis got a pretty nice buff)



    Nirvana

    not really sure on these changes, it lost some spell damage and all raw spell and also has -ms now, but base damage was increased and it got a major ID. altho, the major ID will hurt concentration...

    Grim

    No comment, but it looks like it's even better for hybrid now

    Cata

    Ngl this is kinda absurd, but cata could use a buff considering it's state (even tho it was most popular mythic dagger), but i'm not sure this was the right buff lol

    Weathered

    Don't like the damage nerf, seems unnecessary
    major id is very cool, but I think ms should be gone in exchange for more neutral, air or air dmg%. Super fast with MS.. Big no, no reason to use atlas with air when vortex exists

    Nulli

    Thanks, I like every single thing about this, my 4/4 nulli may shine

    Archangel

    No comment

    Collapse

    Still don't think this was the right buff, in my eyes it should have less RNG but i have never touched anything other than idol and alka so wouldn't know.

    Thrunda

    Very good buffs, it might be a little too good though.

    Idol

    I have to say that I rly enjoyed flying on hero beta with idol. Good changes

    Alka

    I'm really not a fan of the -sp at all, it feels so out of the place. Current alka is ok, walkspeed and agi just needed to be buffed very slightly (still negative but lower values).

    Guardian

    No comment, overall ok change I guess

    Hero

    No comment, (strength req gone is cool tho)

    Apoc

    No comment

    Fatal

    This should be in my biased section but Im not a fan of these changes, fatal's rng is still really annoying.

    Singu

    slight dmg nerf is fine since singu is pretty absurd on damage, sp req changes are very good. unsure why you guys felt the need to give it so much int but I'm guessing you wanted to do it with literally every rainbow mythic considering they all have +15 to +65 one SP too... and rainbow mythic relik will be dex

    Monster

    -INT gone is very, very good. MS and LS are really, really random, and I am not a fan of the +heal cost. LS and/or MS can be gone to remove that, and the damage was slightly nerfed for some reason too

    Lament

    Shoule be in biased section but not much was changed, there's less conversion and more water now which is cool and water dmg was increased, and considering how heal was changed too, my lament is doing 5k heals in beta is very epic

    Pure

    I think this (major id) is going to make pure somewhat viable on end game, (a few people are already buying pure) but the rest of the wands are still.. better lol.






    Now to my biased opinions (lol)

    Spring

    I've said this a few times already but even though the damage was buffed I still don't think this was a buff.

    Lower MR, HPR gone and STR req gone is understandable.

    More damage is definitely understandable but +shield and +storm costs is just very very bad. I rather not have -bomb and also not have +shield and +storm

    And also the dmg range is like 460-730 or something like that now (after powders), if you look at the rest of the water mythics the range difference is like 40 at worst, while spring is 300.. makes your main spell inconsistent.

    All spring needed was a nerf to neutral damage but a good buff to water damage so not only is the overall damage increased but conversion is lowered.



    Divzer

    There isn't much to say, I'm not happy that you can't even defend yourself unless you use crafteds or just stack morph or i dont even know, but then again with the archer buff I'm hitting 4 enemies and getting 6k health back so that's ok. Surprised damage wasn't nerfed, but then again storm got destroyed so.

    Gaia


    sPelL gAIa

    I'm not sure why the neutral and earth damage were nerfed but gaia still has okay DPS.
    I'm slightly triggered by the fact that it has -melee% now, it's just ugly and out of place. Please just keep it with the +melee% it currently has.

    Inferno

    This might seem like a buff but it's actually not. If you put the new inferno with any fire build then put the current inferno you'll see a difference of around 650-1000 spin damage. (current inferno has higher damage if that's not clear)

    For those of you who might say that inferno hybrid is better now it's literally not. It does the exact. same. melee dps damage

    Like literally, just put them in a build and see. somehow current inferno with fast attack does THE SAME damage as new inferno. But the current inferno is better for melee because of higher base.

    Who cares about inferno melee tho, current inferno is okay but base damage should be increased to like 430-490 and that's it. It's fine otherwise, really.

    Warp + Boreal

    saved the best for last

    I'm happy with some of the changes.

    Let's start with Warp - Warp buffs are amazing, incredible even. The slight damage nerf is not gonna be noticable since meteor is going from 400% to 500%, and warp already does a good amount of damage.

    Tp spam is very cool, and well I guess since it's warp you guys "nerfed" the heal by making it more costy - but it's still fine because heal got a huge buff on first tick.

    Now for boreal, I'm really not happy at all that you can't use it with warp anymore. I should probably make a section for all boots or whatever, i didnt mention it because its not as bad as ele revamp but I still think the SP reqs for boots are very annoying, and this is coming from someone who has and used all of them.

    Boreal was just that thing you could slap with literally any air weapon because it only has agi req. It's main reason of existence is to go with warp, there's no reason to change that.

    It's also like I use galleon in my freedom build, or I can use sabs in an inferno build, or slayer fatal.

    I just feel like all the mythic boots other than warchief are just not gonna see any use at all.


     
    Last edited: Nov 14, 2019
Thread Status:
Not open for further replies.