XaiJu
The Fox Knocks
The Fox Knocks

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Nomad Idle 0.9.2 - The Big Balance Patch

There's an absolute ton here. At the very least, check out the summary and the important stuff at the top. I put all of the balance stuff at the bottom as it's pretty bulky. I recommend you check out "GENERAL BALANCING" (below the bug fixes section), if nothing else.

= SUMMARY

- More skills stay relevant for longer due to new scaling.

- Balance overall is greatly changed. Please go in with this expectation.

- Starting Skill, LMB/RMB now have Damage Mults that scale with Level.

- Late-game enemies no longer one-shot you at higher Stages or in the Void and may have more or less HP.

- Much less Cooldown Reduction, but skills have been re-balanced around this.

= NEW STUFF

- You can now right-click the LMB/RMB skill icons to enable/disable LMB/RMB autocasting.

- You can now right-click Passive Skill icons to enable/disable Smartcasting.

- New Setting in Settings -> Gameplay: Autocast LMB

- New Setting in Settings -> Gameplay: Autocast RMB

= MISCELLANOUS STUFF

- Various skill visual effects added or adjusted.

- Purifying Circle renamed to Putrefying Circle. I may still accidentally call this "Purifying Circle" moving forward out of habit.

- Hover tooltips for skills that scale off of stats, such as Cultist's "Cursor Ritual", now display the correct total damage even when considering these bonuses.

- Removed "drops", "yields", etc. from Loot Log.

- Ebb and Flow now shows "Healing" instead of "Damage", except in the Skills Menu, where "Damage Mult" still makes the most sense.

- Increased spacing of percentage completion shown over Bestiary Area tabs for the Japanese language so that they more closely align with the correct tab.

= BUG FIXES

- Fixed: Some skills would go on cooldown even if you didn't have the mana to cast them. The correct behavior is to stay available until casted.

- Fixed: Some skills would stop inflicting damage if Player Skill Opacity was set to 0.

- Fixed: Text discrepancies.

- Fixed: Enemy Projectiles were sometimes not hitting the Player, but damaging the Player anyway.

- Fixed: The Divine's Purification (Evolution B) incorrectly showed the Cooldown stat being affected by Cooldown Reduction. This was a visual bug only.

- Fixed: Equipment that could be upgraded one more time until max would not have a red exclamation mark notice appear when eligible to be crafted.

- Fixed: Ascension point numbers now round down, you should no longer be told you'll obtain points that you actually will not receive.

- Fixed: Key of the Keeper Trinket was not working.

- Fixed: Homunculus' Soul Bomb was not working.

= GENERAL BALANCING

- Adjusted the Passive Skill EXP Gain curve down, which means they will level up faster, especially at lower levels. (Not Passive Skill Mastery)

- Starting Skill Damage now affects LMB/RMB Skills.

- Character Starting Skills, LMB Skills, and RMB Skills now display their damage as a Damage Mult, similar to your Passive Skills. Every 10 Levels increases the Damage Mult. Overall, Starting Skills, LMB Skills, and RMB Skills should all scale better.

- Cooldown Reduction efficacy has been reduced by 70%. To compensate, a lot of adjustments have been made to enemy health and skill damage, which may not all be listed here as it's a more general, sweeping change. This change should help with visual clarity and performance (somewhat).

- Cooldown Reduction Cap reduced 70% -> 50%.

- Summon skills had a Base Damage value built in. This has been changed to be a Damage Multiplier, which in total works like this: (summon damage from stats x summon damage base value of skill) x summon damage mult from stats

^ This is sorta difficult to explain and perhaps isn't very important for you to know, but it will allow for more fine-tuning of the kind of damage summons inflict.

- Summon Damage granted from STR reduced. 20 -> 10. This is actually moved from STR to DEX, as well.

- Enemies have had various damage scaling changes, i.e; how much stronger they get at higher tiers.

- Cultist's Boon: 10% Health Recovered when killing an ememy -> 5%

- VIT: Max Health 10 -> 50

- Ascension Nodes regarding Passive Skill EXP Gain have been increased by 10x. (You will obtain this bonus automatically for all nodes you own regarding it)

= EQUIPMENT BALANCING

-- Tier 1

- Leather Helmet: Max Health 3 -> 20

- Leather Tunic: Max Health 5 -> 30

- Leather Tunic: Max Health Mult 0.01 -> 0.05

- Leather Armband: Max Health 2 -> 20

- Crooked Cane: Added 0.01x Mana Regeneration Mult

- Cloth Cap: Added 0.01x Mana Regeneration Mult

- Cloth Cloak: Added 0.01x Mana Regeneration Mult

-- Tier 2

- Mercenary Helmet: Max Health 5 -> 50

- Mercenary Helmet: Defense 1 - > 2

- Chainmail: Max Health 8 -> 50

- Chainmail: Defense 1.3 - > 3

- Chainmail: Max Health Mult 0.01 -> 0.05

- Greaves: Defense 1.8 -> 2.5

- Gauntlets: Defense 1.8 -> 2.5

- Brown Beret: Defense 1 -> 2

- Brown Beret: Added 1 Mana Regeneration

- Brown Beret: Max Health Mult 0.01 -> 0.05

- Hunter's Garb: Defense 1.3 - > 3

- Hunter's Garb: Added 12 Summon Damage

- Hunter's Claws: Defense 1.2 -> 2

- Hunter's Claws: Added 12 Summon Damage

- Hunter's Boots: Deefense 1 -> 2

- Hunting Boots: Added 12 Summon Damage

- Hunting Bow: Summon Damage 2 -> 12

- Hunting Bow: Added +0.01x Mana Regeneration Mult

- Hunting Bow: Added +10% Passive Skill EXP Gain

-- Tier 3

- Soulcatcher: Mana Regeneration 1 -> 3

- Soulcatcher: Added 12 Summon Damage

- Darksea Mask: Defense 2 -> 5

- Darksea Mask: Mana Regeneration 0.5 -> 3

- Darksea Mask: Added +10% Passive Skill EXP Gain

- Oceanplate: Defense 2.5 -> 8

- Oceanplate: Added +10% Passive Skill EXP Gain

- Trench Treaders: Added 0.2 Movement Speed

- Trench Treaders: Added 0.2 Summon Movement Speed

- Cobalt Fist: Damage 2 -> 8

- Cobalt Fist: Added 12 Summon Damage

- False Crown: Max Health Mult 0.04 -> 0.05

- False Crown: Added 80 Max Health

- Regal Mantle: Added 0.05 Max Health Mult

- Regal Mantle: Added 80 Max Health

- Fancy Footwear: Added 0.05 Max Health Mult

- Fancy Footwear: Added 0.2 Summon Movement Speed

- Royal Cuffs: Added 0.05 Max Health Mult

- Royal Cuffs: Added 0.01 Defense Mult

- Azure Rapier: Added +10% Passive Skill EXP Gain

-- Tier 4

- Dragon Idol: Max Health Mult 0.01 -> 0.1

- Executioner: Added +10% Passive Skill EXP Gain

- Alpha Cowl: Added +10% Passive Skill EXP Gain

- Emerald Arbalest: Added +10% Passive Skill EXP Gain

= BESTIARY BALANCING

- Squirrel: Max Health 10 -> 30

- Ladybug: Max Mana 10 -> 30

- Snail: Defense 0.3 -> 1

- Onion: Summon Damage 1 -> 4

- Pepper: Damage 0.8 -> 2

- Broccoli: Max Mana 15 -> 50

- Apple: Health Regeneration 0.5 -> 4

- Cabbage: Defense 0.5 -> 3

- Corn: Max Health 15 -> 50

- Ratpick: Defense 0.7 -> 6

- Ratwarrior: Damage 0.8 -> 7

- Ratmage: Max Mana 15 -> 100

- Ratpriest: Health Regeneration 0.5 -> 5

- Giant Crab: Max Health 20 -> 150

- Gnoll: Health Regeneration: 0.5 -> 8

- Umberhulk: Defense Mult 0.01 -> 0.02

- Octopus: Defense 1 -> 10

- Kuo-Toa: Health Regeneration 0.5 -> 12

- Sunken Terror: Defense Mult 0.01 -> 0.02

- Hell Critter: Max Health 50 -> 120

- Demon: Defense 1.6 -> 12

- Fiery Beast: Defense Mult 0.01 -> 0.02

- Harpy: Damage 5 -> 20

- Frost Giant: Defense 4 -> 16

- Mind Flayer: DoT Damage 1 -> 5

- Kobold: Summon Damage 15 -> 100

- Dragon Hatchling: Health Regeneration 1 -> 20

- Kobold Dragonshield: Defense 10 -> 24

= TRINKET BALANCING

- Amulet of Aggression: Acuity Scaling 0.2 -> 0.1

- Toxplosive Trinket: Max Poison Stacking 200 -> 500

= SKILL BALANCING

-- Characters

- Adventurer's Full Circle (Evolution A): Base Damage Bonus removed. No longer necessary with new Damage Mult system.

- Cultist's Phantom Fusillade: Projectile Speed Stat is now 2x more effective.

- Cultist's Cursor Ritual: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT

- Cultist's Mortal Coil (Evolution B): Instant kill chance percent based on 50% of Bleed Stacks -> based on 0.5%

- Ratfolk Archer's Trick Shot: Base Projectile Speed 500 -> 200

- Ratfolk Archer's Trick Shot: Projectile Speed Stat is now 6x more effective.

- Ratfolk Archer's Razor Splinter (Evolution A): Every 4 Trick Shots -> Every 3

- Ratfolk Archer's Trickiest Shot (Evolution B): Every 2 Trick Shots -> Every 4

- Crusader's Holy Aura: Cooldown 9 -> 6

- Crusader's Cursor Aura: Mana Cost 20 -> 120

- Crusader's Spirit Aura: Mana Cost 20 -> 160

- Crusader's Crusader's Boon Boon (lol): Max Health Damage 5% -> 3%

- Crusader's Smite (Evolution A): Base Projectile Speed 140 -> 50

- Crusader's Smite (Evolution A): Projectile Speed Stat is now 8x more effective.

- Crusader's Smite (Evolution A): Hammers proc every 4 casts -> every 12 casts.

- Summoner's Spirit Weapon (Evolution A): Inflicts 5 Bleed Stacks -> 30

-- Summons

- Fox's Deft Strikes: Bleed Chance 4 x Acuity% -> 30 x Acuity%

- Fox's Carnivorous Bond: 50% of self Bleed Chance for the Player -> 100%

- Fox's Hunting Party: Critical Chance by 1 x Speed% -> 1.5 x Speed%

- Fox's Hunting Party: Duration 2 x Insight -> 1 x Insight

- Owl's Foresight: Critical Damage 4 x Speed% -> 6 x Speed%

- Owl's Foresight: Duration 2 x Insight -> 1 x Insight

- Hedgehog's Quills: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT

- Hedgehog's Quills: Mana Cost 15 -> 100

- Hedgehog's Thornskin: No longer has additional scaling from Max Health.

- Hedgehog's Thornskin: Reflects Damage 30x -> 50x

- Imp's Fireball: Mana Cost 66 -> 1000

- Imp's Circle of Suffering: Mana Cost 66 -> 900

- Imp's Might: Damage 6 x Speed -> 10 x Speed

- Imp's Might: Duration 2 x Insight -> 1 x Insight

- Homunculus' Vampire: Healing based on 0.005x Power -> 0.01x Power

- Homunculus' Clarity: Mana Regeneration bonus 3 x Acuity -> 6 x Acuity

- Homunculus' Clarity: Mana Regeneration 2 x Acuity -> 3 x Acuity

- Homunculus' Clarity: Duration 2 x Insight -> 1 x Insight

-- Skills

- Curious Wisp: Bonus Projectile every 12 DEX instead of every 15 INT.

- Curious Wisp: Base Mana Cost 30 -> 40

- Curious Wisp: Damage Scaling 0.16x -> 0.5x

- Curious Wisp: Mana Cost Scaling 0.1x -> 0.9x

- Dancing Dagger: Now targets random enemies, instead of random nearby enemies.

- Dancing Dagger: Initial Projectile Speed reduced by 50%

- Dancing Dagger: Projectile Speed Stat is now 5x more effective.

- Dancing Dagger: Base Mana Cost 20 -> 45

- Dancing Dagger: Damage Scaling 0.2x -> 2x

- Dancing Dagger: Mana Cost Scaling 0.1x -> 1x

- Dancing Dagger: Bleed Chance 1% -> 9%

- Glint of Steel: Damage Scaling 0.4x -> 0.15x

- Glint of Steel: Mana Cost Scaling 0.1x -> 1.2x

- Glint of Steel: Bleed Chance 1% -> 3%

- Colorless Glyph: Damage Interval Bonus now scales off of DEX instead of INT.

- Colorless Glyph: Base Mana Cost 41 -> 52

- Colorless Glyph: Damage Scaling 0.2x -> 2.1x

- Colorless Glyph: Mana Cost Scaling 0.08x -> 1.5x

- Colorless Glyph: DEX Duration Bonus 0.05s -> 0.15s

- Great Divider: Damage Scaling 0.4x -> 2x

- Great Divider: Mana Cost Scaling 0.1x -> 0.9x

- Great Divider: Bleed Chance 1% -> 8%

- Ghost Blade: Size increased by 33%

- Ghost Blade: Damage Scaling 0.8x -> 1x

- Ghost Blade: Mana Cost Scaling 0.2x -> 0.9x

- Lightning Bolt: Cooldown 6 -> 15

- Lightning Bolt: Base Mana Cost 20 -> 30

- Lightning Bolt: Damage Scaling 1.3x -> 12x

- Lightning Bolt: Mana Cost Scaling 0.3x -> 5x

- Lightning Bolt: +1 Bolt ever 10 INT -> Every 5 INT

- Final Spark: Mana Cost Scaling 0.45 -> 1.1

- Final Spark: Damage Scaling 3x -> 2x

- Waterspout: Cooldown 24 -> 18

- Waterspout: Damage Scaling 1.3x -> 3x

- Waterspout: Mana Cost Scaling 0.5x -> 1.5x

- Ebb and Flow: Cooldown 30 -> 20

- Ebb and Flow: Now heals a flat amount instead of percentage of Max Health.

- Infernal Ray: Mana Cost Scaling 0.15x -> 0.8x

- Infernal Ray: Damage Scaling 0.8x -> 3x

- Infernal Ray: Bonus Amount every 40 SPI -> 25 SPI

- Molten Volley: Mana Cost Scaling 0.2x -> 0.9x

- Molten Volley: Damage Scaling 0.12x -> 0.5x

- Molten Volley: Launch 9 Projectiles -> 6 Projectiles

- Molten Volley: +1 Projectile per 5 AGI -> per 10 AGI

- Blizzard Sigil: Mana Cost Scaling 0.2x -> 0.9x

- Blizzard Sigil: Damage Scaling 5x -> 18x

- Blizzard Sigil: Bleed Chance 10% -> 30%

- Icicle Barrage: Mana Cost Scaling 0.12x -> 1.2x

- Icicle Barrage: Damage Scaling 0.2x -> 1.5x

- Icicle Barrage: +1 Amount per 4 SPI -> 2 SPI

- Icicle Barrage: Bleed Chance 1% -> 8%

- Icicle Barrage: Projectile Speed Stat is now 2x more effective.

- Putrefying Circle: Mana Cost Scaling 0.4x -> 1.2x

- Putrefying Circle: Damage Scaling 12x -> 6x

- Putrefying Circle: Bleed per 5 INT removed. Now Poison per 5 INT

Comments

Hedgehog's Quills: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT RIP Hedgehog. :(

Rye

Such thing doesn't exist, but we can always improve. Keep the great work!

Samuel Lopes Mastrofrancisco

Thanks. I'll never be able to achieve perfection, but I've certainly done my best.

The Fox Knocks

Wow, it's a whole new game Well done, lot to test

Samuel Lopes Mastrofrancisco


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