Balancing - Fixing Mage's Weapon / Armor Progression (2024)

Hi

So, The Mage. Low EHP, High AOE and best single hit damage of all class.
But here's the issue.

Theres huge lack of early - mid game Mage Gear.

Imagine if you're new player and wants to play mage then find how messy the gear progression is.
Of course, in terms of weapon theres few options: Bonzo's Staff, Spirit Sceptre, and boom, next incoming Dungeon Mage Weapon is Wither Blade. What the **** are we supposed to use until Floor VII?

Some of you guys might prefer Yeti Sword or Glacial Scythe, even Midas Staff.
But listen, the gap of price between Spirit Sceptre and all of them are crazy.

Yeti Sword and Glacial Scythe being 40M, and Midas Staff is a beast, it's whopping 375M due to crazy inflation.

Probably 40M can be paid, but what about armor?

For Floor I - II, or even III, you can go with Wise Dragon Armor, but, Wise Dragon can't even dungeonized at LVL where you play Floor I - III.

And what do you use above Floor IV? Sticking with absolutely low EHP Wise Dragon? Necrotic Shadow Assassin??? nah man

That's why I decided to post this. I will make brand new armors / weapons as well as reworking the things that is currently does really suck.

Weapons

NEW - Wand of Darkness Weapon Line

View attachment 3330395
Requirements: Combat 15
Costs: 100,000 Coins
Purchasable from Ophelia

0.5 Ability Scaling


View attachment 3330396
Requirements: The Catacombs Floor II Completion
Costs: 1,000,000 Coins, Wand of Darkness
Purchasable from Ophelia

0.5 Ability Scaling.


View attachment 3330397
Requirements: The Catacombs Floor V Completion
Costs: 5,000,000 Coins, Wand of the Shadows
Purchasable from Ophelia
(pun intended)

0.5 Ability Scaling.

I intend these wands to be a mage starter setup, as well as Dark Goggle Helmet Line.
But I might have made them bit too weak.
Maybe increase damage: 500, 1,000 , 2,000 respectively.

And I forgot to add, these are Dungeon Wand.


NEW - Thunderstorm Staff

View attachment 3330407
Requirements: The Catacombs Floor VII Completion
Static Field Ability Scaling: 0.2
Lightning Fireball Ability Scaling: 0.35

And I forgot to add, this is Dungeon Wand. (2)

Lightning Fireball's True Damage will not affected by any of player stats, similar to Ender Bow Ability.
It can be crafted like this:
View attachment 3330409
Uses 1x Wand of the Withereds, 6x Wither Catalysts, 8x L.A.S.R.'s Eye and 1x Thunderstorm Core.
Thunderstorm Core is new item that has ?% chance to drop from F7.
I'm not really sure how rare it should be, I want it to be a weapon that used until player obtain 3/3 Scroll Wither Blade.

Or not drop from F7 but drop from Storm himself when he dies?

I'll appreciate you guys suggestion Balancing - Fixing Mage's Weapon / Armor Progression (1)


NEW - Soul's Strife

View attachment 3330422
Requirements: The Catacombs Floor VI Completion
Drop from Obsidian Chest with 3.26% chance / Bedrock Chest with 6.52% chance.
Both Chests will cost 6,000,000 Coins to open.

I'm not sure if this thing's Soul Absorb ability fairly balanced or not.

Ability Scaling: 0.2

And I forgot to add, this is Dungeon Spell Tome. can I stop forgetting about adding "DUNGEON" on rarity row?

Yes, it's new item type - Spell Tome.
I think items like Gloomlock Grimoire can be this type.
Perhaps more Spell Tome type items are coming soon™


Reworked - Aurora Staff

View attachment 3330487

Drop chance decreased to 0.9%.

The weakness of Aurora Staff is that it can't hit more than 1 enemy, without 10 stacks of aurora armor.
Even if we successfully hit every single beam, we still do less DPS than Wither Impact.
And why would we use Aurora Staff that we need to concentrate on aim to deal less DPS than Wither Impact that we just need to right click without using brain?

But with this buff Aurora Staff will be more viable, at least more than it currently is.

First, it now can be upgraded just like other Kuudra Armors.
Granting more ❁ Damage, ✎ Intelligence and it also buffs ability's base damage. (former is completely useless but ehh intelligence)

Second, beam now has way bigger hitbox, making it easy to land beam on enemy.
And when beam hits enemy, it spawns 3 sparks that home towards random enemy within 3 blocks, granting clearing potential.

However, I think that damage of runic sparks are too weak. maybe double it and it would be balanced?

Ability Scaling of both Main Beam and runic sparks are 0.3 .

View attachment 3330488

View attachment 3330489

View attachment 3330490

View attachment 3330491

At Infernal prestige, runic sparks are replaced with Infernal Flame Laser.
Which instantly penetrate the enemy who hitted main laser and bounce to another enemy within 10 block radius.

I think this is really overpowered, and its better to nerf Ability Scaling of Infernal Flame Laser to 0.2.

Each prestige grants +1 Sapphire Gemstone slot.


Armor Sets

Reworked - Adaptive Armor

Unfragged:
View attachment 3330459

Fragged:

View attachment 3330460

You can now obtain Adaptive Armor from Catacombs Floor II Loot Chests, but not from Floor III.
Chest Opening Costs are changed:
Adaptive Helmet: 1,000,000 Coins
Adaptive Chestplate: 3,000,000 Coins
Adaptive Leggings: 2,000,000 Coins
Adaptive Boots: 750,000 Coins (least 1M coins if Obsidian Chest)

I think making it Floor II drop instead of III would balance early game bit.
But +200✎ Intelligence was maybe bit too much, I think +100✎ for unfragged, +120✎ for fragged is better for balancing.


NEW - Shaman Spirit Armor

View attachment 3330472

View attachment 3330473
You can now obtain Shaman Spirit Armor from Catacombs Floor IV Loot Chests.
Chest Opening Costs are:
Shaman Spirit Helmet: 2,500,000 Coins
Shaman Spirit Chestplate: 4,000,000 Coins
Shaman Spirit Leggings: 3,500,000 Coins
Shaman Spirit Boots: 3,000,000 Coins

Second ✎ Sapphire Slot can be unlocked with 40x ✎ Fine Sapphire Gemstones and 100,000 Coins.

Current Spirit Boots are replaced by Shaman Spirit Boots, and Spirit Glide ability will be removed from boots.

It can be upgraded with 8x Thorn Fragment, granting +10% ☠ Crit Damage, +1% ๑ Ability Damage, +20❤ Health, +20❈ Defense and +25✎ Intelligence.

However, Chestplate is bit different.
You need 2x Spirit Wings and 6x Thorn Fragment to frag it. the stats boost will be the same amount as other pieces, but it grants Spirit Glide ability on it, but you must wear at least 3/4 of fragged Shaman Spirit Armor to activate the ability.
Spirit Glide now has 30s cooldown instead of 60s.

I believe that this armor will help Mages in Floor IV - VI a lot, currently only viable armor that made for Mage on Floor IV - VI stage is Wise Dragon Armor, which is pretty underpowered on these floors.


Reworked - Necromancer Lord Armor

View attachment 3330475
Stats are modified:
All pieces now grants +25✎ Intelligence.
All other stats are remains unchanged.

You can now store and summon 2 more souls per piece.

If you apply Necromancer's Brooch to Necromancer Lord Armor, it will be great Mage gear with high ✎ Intelligence, ๑ Ability Damage and extra 2✎ Sapphire Gemstone Slots.
Sadly, Mage can not have high EHP. It will reduce ❤ Health by 80, ❈ Defense by 50.

And special Tiered Bonus, the Great Necromancer, will increase the damage you deal with Soul-Absorbing ability by 15% / 30% / 45%/ 60%. This will include Necromancy summoned mobs, Soul's Strife ability, and Soul Eater Enchantment.

Necrotic will grant +45% ☠ Crit Damage, +20% ๑ Ability Damage on helmet and +6% ๑ on other piece, -80❤ Health, -50❈ Defense and +275✎ Intelligence. if the armor is Mythic Rarity.

I believe that it is very good change, it can be Tank set as it currently is if you don't reforge it to Necrotic.


Reworked - Storm's Armor

View attachment 3330681
Can be obtained as same way as current.

It now grants you +45% ☠ Crit Damage, and +25% ๑ Ability Damage if helmet and +7.5% ๑ Ability Damage if other piece.

It now has Tiered Bonus which buffs mage a lot.
If you are playing Mage:
⁍ Your ✎ Intelligence is multiplied by 1.05x / 1.1x / 1.15x / 1.2x / 1.25x.
⁍ Multiplies your Magic mage dealt by
1.05x / 1.1x / 1.15x / 1.2x / 1.35x.
⁍ Multiplies your Mana Regeneration by
1.2x / 1.35x / 1.5x / 1.65x / 1.8x.
⁍ Makes your Mage Staff' Beam bounce to another enemy within 6 blocks when it hits enemy, up to 0 / 1 / 2 / 3 / 5 enemies.
I believe that Mage Staff Bouncing ability makes LCM clearing more viable, especially on
Master Mode where RCM clearing isn't really viable due to enemy having very high ❤ Health.
And new Dungeon Equipment Piece,
Storm's Cloak is here!

View attachment 3330682
I'm too lazy to make the item generation command again with new Tiered Bonus scaling.

It's Piece Bonus, the Static Interceptor, fits pretty well for Mage.
If an incoming damage would deal at least half of your ❤ Health, completely nullfies the damage taken and grants 3s* of invulnerability.

This ability will shine especially on

Master Mode, due to Mage's low EHP and mob's high ❁ Damage stat are enough to two-tap or even one-tap Mages.

View attachment 3330685


Reworked - Aurora Armor

View attachment 3330481

It now has ๑ Ability Damage, making helmet able to compete with Wither Goggles especially with 4/4 Tiered Bonus.

And brand new Tiered Bonus, Arcane Incantations.
This armor no longer enforces player to use Aurora Staff!

Every 300 mana used, you gain 1 stack of ✡ Arcane Star.
I forgot to add, used mana counts as 5x as actual mana used if you casted Aurora Staff ability.

Each of them grants +1% - 5% more Mana Regenation and increase Magic Ability damage by +0.5% - 2.5%.

At 10 stacks, you release 3 of ✵ Arcane Comets when you use Magic.

✵ Arcane Comet will shatter and deal 400 - 1,000 damage, to all enemies within 4 blocks when it hits something.
✵ Arcane Comet's damage are scaled with ✎ Intelligence, just like other Magic Abilities.
Ability Scaling: 0.3

✵ Arcane Comets has 1s cooldown.

View attachment 3330482

So this is it, for now.
Please keep in mind that this is just work in progress, meaning I would change or add some more items in the future.
Thanks for reading!

Balancing - Fixing Mage's Weapon / Armor Progression (2024)
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