Okay, I'm healthy and back to revamping again! Long break.
I've asked several times about getting the % sign back for percentage healers, and it has yet to materialize. Not something I can fix on my end.
T5 time! Tigrean Machete - A ↑, +D Space Scepter - A ↑, D ↑ Freezewand of Doom - D ↑, Heal ↑ *Possessed Vampire Amulet - A ↑, D ↑, CC ↑ *Kismets Cosmic Blade - CC ↑ Heated Short Sword - D ↑ Vengeance Blade - D ↑, -heal removed Enchanted Mace - A ↑, D ↑ Demonic Blade - D ↑ Amulet of Life - D ↑ *Feather Duster - CC ↑ Cursed Gemsword - + D, +1 mod slot, -heal → fixed Meteor Crossbow - A ↑ Raindrop Rod - D ↑ *Forest Armor - D ↑, CC ↑ *Forest Shield (T1) - CC ↑ Grave Robbers Shovel - A ↑, D ↑ Old Wizard Staff - D ↑ Baby Monster Tail - D ↑ Vesnali Bunny Staff - D ↑ *Malevolent Grenade - CC ↑ Heroic Wind Staff - A ↑, D ↑, +1 mod slot Marauders Mortuary Sword - D ↑ Reborn Wand of Doom - D ↑, Heal ↑ Sludge Avengers Slingshot - D ↑, +1 mod slot *Gate Keeper Collar of Slavery - D ↑ Ice Rose - + D Eclipsing Katar - D ↑ Lunae Staff - A ↑, D ↑ Reborn Resistor - A ↑, D ↑ Chancellors Phoenix Staff - A ↑, D ↑ Black Hole - D ↑ Anima Staff - A ↑, D ↑ *Diamond Mirror - D ↑ Hydrus Tyemnota Charm - D ↑ Shinwas Holy Lance - A ↓, + D Scepter of Love - D ↑, +1 mod slot Shining Robot Amulet - D ↑ Staff of Nature - D ↑ Saggitarius Blade - A ↑, D ↑
Welcome back!!
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
Enhanced Stats when used with 10 - 15 :dmg:water: 10 - 15 :dmg:wind: 10 :dmg:earth: [/spoiler]
ugly data dump at base stats
Averages were used for ranges for simplicity
[Table]
Custom Code Item Name Purge Notes :dmg:physical: :dmg:dark: :dmg:water: :dmg:earth: :dmg:magma: :dmg🔥 :dmg:light: :dmg:wind: :dmg🧊 :block🔥 :block:physical: :block:dark: :block:earth: :block🧊 :block:light: :block:magma: :block:water: :block:wind: :heal: Amulet of Life D ↑ 25 50 Anima Staff A ↑, D ↑ 6 6 6 8 8 40 Baby Monster Tail D ↑ 10 14 7 7 Black Hole D ↑ 1.5 1.5 1.5 1.5 1.5 50 1.5 1.5 Chancellors Phoenix Staff A ↑, D ↑ 9 7 7 7 12 Cursed Gemsword + D, +1 mod slot, heal → fixed 10 12 5 9.5 11 -25 Demonic Blade D ↑ 13 6 6 13.5 CC Diamond Mirror D ↑ 7.5 9 33.33 Eclipsing Katar D ↑ 6 9 6 6 7 6 Enchanted Mace A ↑, D ↑ 4.5 4.5 7 7 7 7 7 CC Feather Duster CC ↑ 10 10 10 CC Forest Armor D ↑, CC ↑ 7.5 7 7 6 7.5 CC Forest Shield CC ↑ 3 4 Freezewand of Doom D ↑, Heal ↑ 7.5 7.5 7.5 10 5 50 CC Gate Keeper Collar of Slavery D ↑ 10.5 20 Grave Robbers Shovel A ↑, D ↑ 5.5 7.5 5.5 17.5 Heated Short Sword D ↑ 7 5 11 13.5 Heroic Wind Staff A ↑, D ↑, +1 mod slot 25 12.5 Hydrus Tyemnota Charm D ↑ 6.5 9 7.5 10 6.5 Ice Rose + D 5 5 17.5 10 CC Kismets Cosmic Blade CC ↑ 8.5 8.5 9.5 Lunae Staff A ↑, D ↑ 12.5 8 10 8 CC Malevolent Grenade CC ↑ 10 10 10 Marauders Mortuary Sword D ↑ 5 17.5 3 3 Meteor Crossbow A ↑ 11 10 10.5 Old Wizard Staff D ↑ 5 17 8 8 CC Possessed Vampire Amulet A ↑, D ↑, CC ↑ 13.5 4 10 10 Raindrop Rod D ↑ 14.5 9.5 15 Reborn Resistor A ↑, D ↑ 8.5 8.5 10 10 Reborn Wand of Doom D ↑, Heal ↑ 6.5 6.5 6.5 5 10 50 Saggitarius Blade A ↑, D ↑ 6 12 7 8 8 Scepter of Love D ↑, +1 mod slot 6 6.5 5.5 6 6 8 5 Shining Robot Amulet D ↑ 10 10 6.5 6.5 6.5 Shinwas Holy Lance A ↓, + D 15 Sludge Avengers Slingshot D ↑, +1 mod slot 7 7 4 4 7 7 Space Scepter A ↑, D ↑ 8 11 8.5 14.667 Staff of Nature D ↑ 12 4 4.5 9 9 Tigrean Machete A ↑, +D 12.5 12.5 4 8 Vengeance Blade D ↑, Heal Removed 4 8 4 4 8 7 Vesnali Bunny Staff D ↑ 5.5 4.5 8 3.5 15
[/table]
I think your still dreaming a bit small with the numbers here.
From my testing, you can basically freeze bomb your way through BQ15 with a t3 pet with 30AP, and then try to get lucky and steal wins from a couple of the 16-19 opponents. Then by the time you get to an opponent you can't just blast through, the opponents are dealing so much damage that who cares if you block 15 icons, especially when it comes at the cost of being able to do the damage that got you that far.
By T3 there is a constant weapon that deals 38 icons, which is 55% of the offensive output of a fully modded Cronus Blade (68 Icons), but T5 weapons are capping out at 15 defense icons, 15% of the defensive output of a top end weapon.
I would argue that the insane damage output of smaller pets is probably the bigger balance problem. But if the entire point of going through the revamping every weapon is to make defense worthwhile, either it needs a much bigger boost or offense needs a nerf, or a combination of the 2.
Also the fate of Trident, Knocker, and Squill also makes it difficult to gauge these things overall. If those weapons are still allowed to be healers without being classified as healers, they also pretty much invalidate most of what your doing.
[Center] [tp=thesovereign] :dmg🔥 [tot=thesovereign] :dmg🔥 [egg=thesovereign] [spoiler=Interesting High Score Tables][url=https://subeta.net/games/battle/scores.php?enemy=206]Paramesian Buttwing Bomber[/URL] [url=https://subeta.net/games/battle/scores.php?enemy=210]Paramesian Recycle Beast[/URL] [/Spoiler][/Center]
Welcome back, I hope things are better now! I did notice the stats for defense on the Marauders Mortuary Sword don't appear to have changed (they were 3 fire and 3 magma defense before and they're showing at that still).
Okay - SubetaLodge should be updated aside from Custom Coding I cannot get info for so if anyone has the items and can get the info that would help:
Forest Armor (don't own and cannot afford, alongside the forest sword) Forest Shield (T1) (don't own the forest sword necessary) Diamond Mirror (don't own and cannot afford)
I think I've solved the Gate Keeper Collar of Slavery mystery.
When it's paired with Gate Keeper Bone Helm, Gate Keeper Gem of Power, and Gate Keeper Wand all at once, its attack changes to :dmg:light:15 :dmg:dark:10, while its defense remains the same (:block:physical:20). Battle text: The Gate Keeper Collar of Slavery chokes the life out of the opponent!
Oh awesome, thank you! I almost tossed all the pieces into my armory but I wasn't sure it had anything since it's not necessary for the rest of the Gate Keeper combo attack/defense boosts and that maybe it was just an error.
Marauders Mortuary Sword - Fixed!
T5 is now complete! *Melody Flute - D ↔, CC ↔ *Melody Tam-tam - D ↔, CC ↔ Ice Blue Diadem - D ↑ *Claw of Everhearts - +D, CC ↑ Cuirass of the Literati - D ↑ Poniard of the Literati - D ↑ Four Bladed Saw - D ↑ Plasma Cannon Fourth Edition - +D, A ↔ Bloodied Chainsaw - D ↑ *Azathoth Curled Bow - +D, CC ↑ *Kukri of Deathward - CC ↑ *Hearts Revenge Gunblade - CC ↑ Jolly Roger Blade - A ↑, D ↑ Simple Reed Blowgun - A ↑, D ↑ Flame of Red Rreign Belt, Bracers, Cape, Faceplate, Greaves, Pauldrons, Sabatons - D ↑, Heal ↑ Massaquerade - A ↑, D ↑, Heal ↔ Ornate Staff Of Jules - D ↑ *Forge Hammer - A ↑ Forj Tempered Shield - +2 mod slots *Forj Tempered Machete - +D Forj Tempered Kusarigama - A ↔ Iron Fireside Lantern - A ↑ *Conch Shell - CC ↑ Wolve Claw Dagger - A ↑, D ↑ Goose-a-pult - +D, Curse P ↑ Hand Cannon of Fluffy Destruction - A ↑ *Cruel Fandango - CC ↑ Ol Blue - +D, Freeze ↑ to 7% Fester Talon Glove - A ↑, D ↑ *Sawed Off Double Barrel Shotgun with Machete - CC ↑ *Cursed Bow - D ↑, CC ↑ Ziaran Throwing Knife - D ↑
The legendaries (Shinigami, Lucent, etc etc) will be getting a revamp at a later point! (Still trying to figure out what to do with them)
Just a heads up, Cursed Bow, when used in battle, seems to have an issue where it prevents the turn from being completed. It just stalls.
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
Next batch for you!
I think the CC for the Diamond Mirror is just that it shows three of the opponent's weapons, which is already noted on SL. It doesn't seem to do anything special beyond that.
• Forest Armor (when paired with Forest Blade and Forest Shield) :block:physical:12 :block:dark:9 :block:earth:12 :block🧊12 :block:water:9 (Blessing is unchanged)
• Forest Shield (when paired with Forest Armor and Forest Blade) :block:physical:10 :block:earth:10 :block:water:10 :heal: 85 HP
• Kismets Cosmic Blade
(when paired with Kismets Cosmic Shield)
:dmg:dark:10-15 :dmg:light:10-15 :dmg:wind:14
• Possessed Vampire Amulet
(when paired with Possessed Blade of Doom)
Same as before, but he added :heal: 50 HP
So....I try to attack with Cursed Bow (trying to see the custom coding stats) and it just freezes the battle indefinitely. I refresh and it doesn't do anything to move the battle forward - all of the attack info is from the previous attack. Something seems a bit broken there :/ Tried exiting the battle, forfeiting, trying again with a different pet - just keeps happening. Purge fixed this - just need to know the stats for the tier 7 pets under 40% health if anyone can help with that.
I do see these say they have an updated custom coding but my testing shows the same custom coding they had before (same number of icons):
Claw of Everhearts Azathoth Curled Bow mystery solved, I probably updated them when the rest of the set was updated as Purge had done their stats already back then.
Updated through the rest of tier 5 aside from the custom coding for the following if anyone has them and can help out:
Melody Flute Melody Tam-tam Conch Shell (it looks like SL has super incomplete info on this to begin with) Goose-a-pult (just need the curse info if it's different - SL has 1 each earth, wind, and physical for 10 turns)
Thank you so much for that info on the forest set, kismets blade, and vampire amulet!
Wow that coding sucked. The Cursed Bow should work now. It's a bit of a mess. If the pets hp is below 40%, it has a special attack for tiers 6, 7 and 8+!
I believe that the Claw of Everhearts and Azathoth Curled Bow had their stats updated previously when I did the rest of their weapon sets, but I posted them here in their appropriate tier.
Oh awesome, thank you! I need to play with my pets now and see if I can trigger the special attacks!
And I wondered that about the Claw and Bow - I thought I might have noticed changed stats before but didn't notate that anywhere to myself (helpful I know haha) so I wasn't sure about them.
[edit] Okay y'all - I have no tier 7 pets apparently lol. If anyone has one and can test the cursed bow stats for that tier please let me know.
Purge Mentioned this on Discord:
Life Arrowhead - no longer counts as a healer.
[Center] [tp=thesovereign] :dmg🔥 [tot=thesovereign] :dmg🔥 [egg=thesovereign] [spoiler=Interesting High Score Tables][url=https://subeta.net/games/battle/scores.php?enemy=206]Paramesian Buttwing Bomber[/URL] [url=https://subeta.net/games/battle/scores.php?enemy=210]Paramesian Recycle Beast[/URL] [/Spoiler][/Center]
First batch of T6 is complete!
Amazing Emo Glasses - D ↑ Fairy Blade - D ↑ *Malerias Clawed Glove - D ↑ (not messing with that coding, yeesh) Super-Pie Magician - D ↑, Heal ↔ The Oracles Magic Potion - A ↑, D ↔, +75 heal Defensive Bandana - D ↑, +2 mod slots Defensive Feather - D ↑, +2 mod slots *Recycled Shield - D ↑, CC ↑ Frost Quill - A ↑, D ↔, +50% freeze *Slythe and Dice - +D, CC ↑ *Reborn Icewand of Doom - D ↑ , +CC Dragon Soul - CC ↑ Poisoned Blowdart - CC removed (it was funny, but pointless) Siren Harp - A ↑, D ↑ *Flame of Red Rreign Cuirass - D ↑, Heal ↔, CC ↑ *Flame of Red Rreign Polearm - CC ↑ Pneumatic Prototype Limb (and its generated stuff) - D ↑ *Forj Tempered Hauberk - D ↑, CC ↑
Also two smaller updates/oversights by me: Dark Battle Star (T3) is now limit one equipped, as it always should have been. Shear Sword (T3) mod slots 3 → 2 (too stronk, sry)
Aww man, now we're moving into the interesting territory of the mid-tiers.
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
Is the revamped Reborn Icewand of Doom supposed to only heal 75hp? It's a major downgrade compared to 10 percent heal it used to have.
In my opinion, the extra 12 icons (3 icons x 4) of defense isn't enough to make up for the shortcomings, even for tier 6. Also its revamped stats doesn't provide much incentive for further use after tier 6, because it doesn't scale from the looks of it.
It was useful to keep around as you got stronger in later tiers, but now the 75hp is kinda gonna make that not as viable.
For comparison, if evenly trained, for a 650 HP pet, it's obviously fine. Even as you get close to the next tier, and let's say have 750 or 850HP, it still is balanced out. 10% heal is the same as the fixed value. The problem is if you have a T6 or something with over 1000HP. That's where losing the percent heal is gonna hurt naturally, because percent heal is dependent on a high HP stat to get the most return and use out of. This is why using percent-healers early on is not as good as a fixed heal.
Some of these weapons though still had use in later tiers, despite not scaling. Kept everything budget-friendly. Now it's gonna depend on how the later tiers, specifically T7-9, are changed.
Fixed heal I don't think is necessarily bad. As it stands, having over 10k HP and using a percent healer means nothing because healing caps at 999HP anyways. So far the weapons changed from percent healers to fixed heal are in line with assuming the pet is evenly trained or close to it.
But defense...I dunno. Back to RWIOD, a pet with 650 Def is going to block 36 water icon damage, and 36 of the other 3 elements. But someone like Fishbreath, who has Pirate Tears that does 15 water icons, and using the same API formula on his 1250 strength stat, he's gonna do 126 water damage. See how that punctures your pet? Either making the defense water icon on RWIOD block 12, or altering Fishbreath's Pirate Tears is gonna make a better difference and buff up the pet's defense stat to be more viable.
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
I think the biggest problem with the fixed healing on RiWOD is that I think the main role for RiWOD wasn't that it was a T6 attacker/healer, but that it was a gateway weapon into battling.
Spending 10mil on Freezewand of doom in T5 makes absolutely no sense in a vacuum, except for the fact that you can combo it in T6 into RIWoD, but for many players spending 20-24 mil on RiWOD also doesn't make sense for T6 alone, but it makes a lot more sense if its kinda bridge to the endgame, so you don't need to go and spend 10-40mil every tier to keep up if your upgrading on a budget.
With the current state of the revamp, if I were making a budget guide today, I would say buy a Malevolent Grimfruit in t4 (40HP heal), don't buy any healer in T5 or 6, and then buy an Arrow Harpoon in T7 (100HP heal).
With how non-liquid something like RIWoD would be to sell after you're done with it, spending 10-20mil for something that is only good for so long seems very mediocre. I think a lot of enfranchised battlers won't really feel a huge hit with that nerf, but I think its much more difficult to pitch the BC to new players without something like this.
[Center] [tp=thesovereign] :dmg🔥 [tot=thesovereign] :dmg🔥 [egg=thesovereign] [spoiler=Interesting High Score Tables][url=https://subeta.net/games/battle/scores.php?enemy=206]Paramesian Buttwing Bomber[/URL] [url=https://subeta.net/games/battle/scores.php?enemy=210]Paramesian Recycle Beast[/URL] [/Spoiler][/Center]
I'm still wondering, what would the RiWOD revamp solve if other healing weapons follow something of this pattern? (Especially as this is a classified healer)
The RiWOD defense is better at T6, but not much better as intended. However a big drawback is that fixed heal and defense constrains this weapon to T6 more than before. This also decreases the pool of viable weapons as you move up tiers.
Also healing is important because it helps recovery especially if your pet doesn't block some random elements no matter how high its defense is. Healing is one of the main advantages users have over challengers, besides being able to non randomly choose weapons and scrolls (to an extent). Looking at challenger stats and weapon-wise (attack defense freeze curse blessing boost, and their rates), the player is generally outclassed, and the gap becomes very wide towards the endgame. If the fixed heal reduces that advantage, the weapon's defense needs to be much better to make up for it. Or will the challengers be tweaked when they reset?