When you use the Mysterious Old Box in battle, it can give you a weapon that's waaay above your tier, but you can still use it in battle, even though your pet is normally unable to use it. Is that intentional?
Edit:
Also, the Blackmoons Cursed Moonrock () can be put in your armory, but it comes up Tier 0, has no stats, and doesn't allow you to choose it when picking weapons.

has a tier which would imply it's finally a useable weapon, but you can't put it into your armory. :(
Good, so I have two main concerns.
First DGR seems overpowered a bit.. Its stats are : Dark Goddess Rod 24-42 icons 7% heal full light block 3 mods
Makes me think - what's the point of M-staff? stats : Malerias Staff of Destruction 34-42 icons 10% heal full light block 4 mods slots some 20 icon curse
I don't know it seems.. the difference is too small. Like, it would either be the heal or the full block. Why can't it be 15, 15 or all?
Second concern : poor Manifesting Weapon :( First surprise, it appears to be tier 12. You'd expect it to do something special.. So far the stats seem 50-55 icons (I like how they're spread though) and 7-10% heal. NO defense is already pretty much an instascrew to any weapons, but now I noticed it also doesn't have any mod slots? Man, that's rough on the poor thing. I'd expect both mod slots and defense, but I'd be very happy with just one :P Doesn't seem to be any blessing or curse either.. This is probably some custom code, but I thoight I noticed you can't hover over the weapon to see its stats (the list would be huge, lol)
[edit] Scratch the 50-55 icons, it's less, I apparently had one mod from before the revamp on
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-- Thanks for the post! We'll discuss this stuff later once we finish with scaling the cash shop weapons. :)
What I wanted to add also is that even though it may seem that 47-52 icons is a lot, if you mod a godly full singed, you get results of 54-62 icons (without curses), so it's actually not that much, especially since it doesn't have mod slots. And dealing 120 or 150 icons won't make as much of a difference as full blocking X or bypassing freezing/stealing, amazing blessings..
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I agree with Insane that tier 12 doesn't make much sense when the god weapons are tier 11...if you want god weapons to be usable at a lower level than 12 then maybe have them start scaling a bit at tier 10 or something. Manifesting Weapon at tier 12 just makes it seem like you don't want to it ever be used if its the only weapon up there and weaker than tier 11.
demonic wings are tier 0 but they are not a weapon.. as of yet
[edit] ALSO Wrought Iron Pumpkin Catapult is tier 1 but has no stats
If they make an opponent that does an insane ammount of damage that basically 1 hits you most of the biggest pets, and forces you to kill in 3 hits instead of chipping away for 40 turns that would increase the potency of a massive damage weapon (although, MW seems a bit weak still.)
[Edit] Was the goal to make all the weapons in Teir X similar power levels too? If so Astral Wand seems very underpowered for Teir 3 unless it has something special that isn't immediately obvious. It does 1-8E 1-8D, which even a max hit is weak compared to dual duty weapons in teir 3. Antihero Sword for example does 14-17 icons with 4 fire defense. Was Astral Wand supposed to be a Teir 2 weapon? If not it should probably get a bit of a boost to have a higher max hit.
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previous cap at max (lvl 500) was 30 icon damage , at my present lvl 300+ 83=24 damage . It now does 133=39 damage .
Demoic Rod seems k little weak at 8-12 icons and 3 light 3 air icons.
Although it is probably right on the edge depending how defense ends up getting stated.
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Okay. Everything listed (that was was screwy/wrong) has been taken care of, with the exception of Manifesting Weapon. I'm sure something can be done about it!
Were you looking for things like Astral Blade being weaker than most of the other Tier 3 items? Or are some weapons just meant to be weaker? Looks like it should be a Tier 1-2 weapon based on its stats.
Or were you just looking for bigger differences like if a god weapon was in Tier 7 instead of 11?
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My trident is now tier 1 and only has one mod slot. I lost my other 3 mods.
The Astral Wand is weak for a reason. It does do something else :P Can't say it does it particularly well, but it does it nonetheless.
That's not an error, that's the changes that had to be made so the weapon could be scaled from tiers 1 to 10.
I was fearing that... 1 mod in a tier 10 weapon is a killer for said weapon. Making it a scalable weapon in this way make it somewhat useless for everyone: not good enough for lower tiers because healing doesn't kick in for low hp pets and lacking mods for higher tier pets turns it into a poor choice when comparing to other alternatives that present 3 or 4 mods...
[h5]
In Tier 5, there are three fixed healers: Batwing Blade, Moonlight Staff, and Heart's Revenge Gunblade.
From what I have seen of stats so far, I have a feeling the new FoRRC/p will be a combination of these three fixed healers. I would classify them all as healers now before too many people run out and buy them. (Heart's Revege Gunblade is currently not a healer, I don't own the other 2 to see if they are.) Otherwise everyone is just going to stack healing like they did in the last iteration of the BC.
If I was actively fiatting with a Tier 5, I don'e think I have seen anything that would some aside from Batwing Blade and Moonlight staff.
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The other two are both classified as healers. I personally don't think it'll be an issue as we can design around them, but if it does, they can be dealt with accordingly.
You can design to make the Moonlight Staff/Batwing Blade + HRG not just steamroll opponents, but it seems to me like its going to end up being a defining combo for Tier 5.
Seems to me that for the sake of build diversity that you would want to just kill it now. (Unless there are even more fixed healers that are better that would instead be the combo to beat-then they should probably get killed too)
I would classify all of the infinite use multihealers as healers. That way it can never be the dominant strategy, you would never feel like you were forced to always use the same 2 healers every round of every fight that doesn't involve a OPB item. If you are going to go through and rebalance all of the challengers anyways you can just design them around people healing 40-50 every turn instead of healing 70-80 every turn.
If your goal is to have people use a larger variety of weapons, it seems to me that one of the most fundemental ways of doing that is to classify all multihealers as healers. Maybe even declassify all OPB healers (like The One Ring) as healers, since they are so worthless if they make you take off your multiheal healer in some tiers.
Obviously you can't really do that with the God weapons without everyone jumping down your throat - but you know my solution to that problem already (Istaff/WoDF healing)
[edit] if you have already started to design the challengers around getting through 70-80 HP per round, you could also up the healing on the healers so that you get the equivalent amount.
[Edit] Also I say this as someone who went and bought a decent number of heart's revenge gunblade
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