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NxLabs / Core Keeper

MiniBalance

By ninakoru

Some balance and QoL in weapons, gear and food!

Description

INTRODUCTION

Tired of many gear and accessories feel useless and not stand a chance vs the few good ones? 

Those attack speed on accessories, or octarine weapons, why their values are so low when on gear are fine?

If the slow weapons had something to make them more appealing...

Food is a bit tiring to manage, looking on charts to check what does what, and many buffs overlap between themselves?

Minions are unusable beyond bats, due to expensive mana costs?

Don't worry I've got you covered.

MAIN FEATURES

  • The slower the weapon is, will have a bit more of base damage up to 20% more base damage in the slowest weapons.
  • Food items will show the stats will grant when cooked! With a diminished version of that stat with much lower magnitude and duration.
  • Some poor stats, like all attack speed types on accessories and weapons, have a general increase in value.
  • Adjusted many weapons, accessories and gear so they are more appealing, including some set adjustments and changes to enable new playstyles!
  • Many rare-tier accessories now have new stats!
  • No more physical melee damage in every other golden vegetable!! endgame food is no more a mess of overlapping values of mostly magic-related, and we get minion attack speed mid-game.
  • Mana cost of summon tomes adjusted with a new formula, not nearly as punishing and you can upgrade your tomes and not feel was not worth the increased mana cost...

1.4.1 UPDATE

Small fix for latest introduced sets so they don't get different values.

1.4 UPDATE

Minor update so is compatible to 1.2.0.4. I need to check out the entire thing with the new content and level 20 items.

1.3 CHANGES

  • Polished Copper Cross Necklace: More crit chance and less crit damage, so has different distribution than the polished spike ring (12% crit, 22% crit damage at max).
  • Bone Accessories set from 17 to 20 armor.
  • Desert guardian chest gives minion crit damage instead of mana regen.
  • Phantom Spark has a bit more base damage, very much like rune song (a 1.1 internal multiplier), so stays near the damage of other bows while cannot be reinforced.
  • Scarlet Crossbow now has critical hit chance as additional effect.
  • Solarite crossbow is now a 1.0 attacks per second weapon (was 1.4 like bows, for some weird reason...), with damage adjusted to the new cooldown, also has from 257 to 300 base durability.
  • Both Scarlet Crossbow and Solarite crossbow base damage increased by around 6% (internal multiplier from 0.8 to 0.85).
  • Reduced the minion damage of Skull Necklace by 10%. 

1.2 CHANGES

  • Changed the Minion mana cost formula based on summon item level:

While the starting cost is similar, the scaling with levels is way lower. Summoner doesn't have always max mana in their armor sets, is not as strong of a focus as it is on mages. I found myself sticking with cost-effective L2 bats most of the game, as you're already scaling mana costs with additional summons, and the damage increase with levels is quite poor.

Tome of the Dark (L2): 30 > 28 Tome of Ashes (L7): 42 > 34 Tome of Sprouts (L10): 50 > 38 Tome of the Dead (L11): 52 > 39 Tome of the Deep (L12): 55 > 40 Tome of Decay (L17): 68 > 46 Any Tome maxed (L19): 72 > 49.

The formula is instead of "(10 + Level) x 2.5", now is "25 + (Level x 1.25)"

  • Max mana from accessories value increased by 20%.
  • Minion crit chance from every source, from 40% increase to 33% (the new pet can make crits actually do decent damage).

1.1 CHANGES

  • Reverted the change to Permanent health items (had a 80% value to compensate for health scaling), seems the data cannot be easily manipulated on ongoing saves, and I prefer to not mess up with it.
  • Reduced the exponential increase for Max HP, now on lvl 19 you get about 25% more than vanilla instead of near 50% more.
  • Added some Melee Attack Speed to Pandorium Helm and Chestplate.

UPDATE FOR 1.1.2.1

Sadly, the extra reveal distance doesn't work anymore. I had to remove it (later added as a separate mod)

FULL DETAILS OF THE CHANGES (IF YOU'RE UP TO IT)

FORMULA THAT INCREASES BASE DAMAGE THE SLOWER IS THE WEAPON:

The current formula is made in a way the DPS of two weapons of the same type stays the same (differentiates between magic/ranged/melee though), I added an extra multiplier formula based on how fast/slow the weapon is (their base cooldown).

Some common examples:

A 0.5 attacks per second weapon like the musket of the meteor staff gets the full 20% more damage Any 1 attack per second (most staves and the void gun) weapon gets 10%. A bow with 1.43 attacks per second gets a 6.4% Fast weapons like any sword or shurikens, with 2.5 attacks per seconds gets only about 2.5% damage increase. The few 5 attacks per second "weapons" (IE drills and stormbringer) get no boost at all.

GLOBAL STAT CHANGES:

Max Health, Life on hit, and Thorns damage will scale a bit exponentially with levels (up to 20-25% more value or so at L19, barely noticeable on the starting levels). Only thorns damage also applies to food.

Global damage percent stat gets 20% more value on accessories.

Max mana on accessories 20% more value.

Melee Attack speed and Ranged Attack speed have a 20% increase in value, and 40% multiplicative in non-armor items (this means: weapons, off hands, rings and amulets).

Global Attack speed (Melee and Ranged) gets a 40% increase in non-armor items.

Minion crit chance gets a 33% increase everywhere (food, amulet and set bonus).

Added a formula so non-armor items with two or more stats and unboosted values (internal multiplier) get 10% more stats.

INDIVIDUAL ITEM ADJUSTMENTS (KEEP IN MIND THESE MAY ARE ALREADY BOOSTED BY ANY OF THE ABOVE):

BOOSTED GREATLY (2X VALUE):

Ra-Akar's Necklace: Thorns Damage Cydra's Ring's: Critical Damage Polished Glow Tulip Ring: Magic Damage.

MAJOR INCREASE (ABOUT 40-50% MORE VALUE) FOR:

Wildwarden Necklace: Crit Chance and Pet Crit Chance Eostre Necklace: Movement Speed.

MINOR INCREASE (10 TO 25%

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