Gunfire Games
Remnant II Patch Notes 434,869 – 08/13/24
- Improved memory on XBox Series S, reducing errors.
- Fixed an issue where some players were experiencing a crash when loading their character.
If you experience an Out Of Memory/Shader Decompression error when loading the game on Intel 13th/14th generation processors, please see the following support article: https://community. intel. com/t5/Processors/July-2024-Update-on-Instability-Reports-on-Intel-Core-13th-and/m-p/1617113#M74792
You can also find additional information and possible support solutions in the Epic-owned RAD Tools post: https://www. radgametools. com/oodleintel. htm.
-|Quality of Life|--
- Updated FSR to FSR 3. 1.
Gunfire Games
Remnant II Anniversary & DLC #3 Announcement
Our third and final DLC, The Dark Horizon, is coming in September!
The first anniversary of Remnant II is upon us! We are excited to announce that our third and final DLC, The Dark Horizon, will be available in September 2024! Players will return to the Necropolis of Nerud and encounter strange phenomena. Stay tuned for more information and reveals as The Dark Horizon's release draws closer!
When we announced Remnant II a year ago, we promised to release three DLCs in the first year. We made the difficult decision to delay the release of the third DLC to give you more time to deliver the best experience possible.
Our goal is for Dark Horizon to be the most extensive DLC for Remnant II. Not only is this DLC packed with more of the Remnant greatness you've come to expect, but we're also focusing on an all-new game mode that's free for everyone, coming soon with a new progression system.
While we're not happy about delaying the release of this DLC (one of the things you're already feeling), we feel so blessed to see your continued support and dedication to the Remnant franchise. It's been an amazing year, and we're happy that Remnant II and its DLC are bringing you as much joy as it has for us creating this world for you. That said, we're not done yet. We'll have more news on the Dark Horizon DLC coming soon!
Thank you again for being an integral part of the Remnant family. We're excited about the future and look forward to sharing more adventures with you.
Gunfire Games Team
Gunfire Games
Remnant II Patch Notes 432,022– 07/18/24
--|Performance and Crashes
- Fixed an issue where reloading without a weapon equipped could cause the game to crash.
- Fixed a few bugs.
- Added memory improvements.
-|Quality of Life|--
-A added a function to delete the progress of the campaign from the player selection screen.
Note: This is for use when the campaign is damaged and cannot be accessed. This keeps the character progress, but the campaign data is deleted. The progress data of the campaign once deleted cannot be restored.
-Anated with DLSS 3. 7. 10.
-| Other corrections
-A fixed problem that could have multiple unique items in the character stock.
-Fixed a problem that the story "Forgetful Kingdom's Requiem Song" could not be given even if the ending of the story "forgotten kingdom" was cleared.
David Adams
Remnant II Patch Notes 420,332 – 05/09/24
--|Performance and Crashes|--
-The problem that impact Canon may cause performance problems in the annihilation war.
-The correction of problems that repeated upgrade/ downgrades may cause problems and speed decreases.
--|Archetypes|--
| Advocacy
-Engram: "Tradition" and "Description" displayed in Wallace's inventory are now displayed correctly.
-Way of kauela: The rush applied from other sources is no longer deleted at the end of Kauela.
-Way of kauela: Corrected the problem that the loop of DRENCHED SOUND lasts after killing.
-Way of kaeula: Modified the problem that Tidal Wave bypassed a cool down and activates many times.
-Way of kauela: Corrected the problem that writing cool down is refreshed.
Dev Note: Way of Kauela's Lighting Blast is a timer type, and the timer is updated by the reorganization. Currently, it is an independent timer, so the reorganization will be lighted at the timing of the original case.
-Way of meidra: DRENCHED has no longer returned to basic damage while replacing Archeytpe.
-Way of meidra: We have been consistently recovering friends and summoned beasts.
-Way of meidra: Way of meidra has revised the problem of recovering the boss.
DEV Note: Vash Kawai in the share.
-Way of lydusa: The probability of critical bonus increased from 5%to 10%.
-Way of lydusa: Adding elemental damage type to Aoe explosion.
-Way of Ridusa: The width is now scale.
-Way of lydusa: Cooling Skill Bar is now working correctly when using "Reactivation" effect.
-Way of lydusa: Sand devil can be generated from skill/ status damage.
DEV NOTE: Currently, any damage can spawn Sand Devils, but we are keeping an eye on it. This is because if damage mods or stats continue to be applied, it allows for an infinite cycle of Sand Devils & amp; gt; Detonation. The original plan was for fragility to be triggered by ranged and melee damage, and for Sand Devils to only be spawned by those damage types. We will see how this plays out, and may eventually limit it to only those damage types.
|Terrorist
- Prime: Fixed a bug where Amplitude was doubling up on Vile.
- Wrath: Increased max level damage bonus from 20% to 25%.
DEV NOTE: Ritualists are already pretty powerful, but we wanted to make sure their power wasn't entirely status damage. This is a light damage that benefits all damage in any scenario.
|Battleship
- Sidewinder: Reduced reload time from 10 seconds to 6 seconds.
DEV NOTE: With this change, you can now swap reload the Sidewinder multiple times in the base 60 seconds. Previously you could do 7. With this update you can do 11. Of course you still benefit from the increased duration.
|MASTER
- Power Creep. Increased mod generation bonus from 5% to 10%.
- Chaos Gate: Increased mod generation bonus and mod generation bonus from 5% to 10%.
- Chaos Gate: - Fixed an issue where VFX was still visible to customers after being disabled.
- Havoc: Fixed an issue where Havoc would scale in some cases.
- Havoc: Fixed an issue where the ability would be cancelled after going through a labyrinth gate.
- Havoc: Fixed inconsistent cooldown refund behavior.
- Havoc: Fixed an issue where Blink would trigger AOE Explosion twice.
- Havoc: Fixed an issue where Footwork and Swiftness were doubling the Speed Bonus.
DEV NOTE: The Havoc form was incorrectly always showing as being in "AIM" mode, allowing Footwork and Swiftness to stack when applying to Lighting Hands and Shield, but the movement speed bonus would apply to both (not just the AIM bonus).
- Havoc: Reduced Lighting Hands base damage from 56 to 48.
- Havoc: Reduced movement speed when firing Lighting Hands.
- Havoc: Slightly increased the cost of reducing the time per pulse of Lighting Hands.
DEV Note: The combination of motion stacking bonuses and fir e-rate stacking (still effective) allows Arcon to easily rotate highly difficult content with both hands shining. Flash reorganization was hardly necessary for achievable speed. With this change, the Arcon can maintain the maximum speed bonus during normal movement, reducing the effect of simply a round during shooting. The power creep also increased the overall outbreak of Archon's mod and returned a little to CHAOS Gate.
engineer
-Vulcan Tallette: Fixed an issue where the turret mistakes a small enemy like a hollow or parasite.
--|Gear / Items|--
| Weapon
-Fixed Vulcan: Increased basic damage per bolt from 42 to 44 (126 to 132 per shot).
-The Sone (blowback): Added correction damage scaling to the blowback burst.
-C. Aphelion (Aphelion): Fixed an issue that caused a weapon to hit the player and push it off.
-C. Sorrow: Fixed an issue that hindered colleagues and summoned beasts.
-Monoris: Add Elemental Damage Type to Primary Fire (Range + Elemental)
-A monolith: Fixed an issue where primary fires could pass some of the enemies.
-A monolith (sandstorm): Fixed an issue that hindered the use of MOD when there was no ammunition.
-A monolith (sandstorm): Maintain the duration of the bonus mod.
-Monoris (Sandstorm): Mod + Elemental Damage Bonus is now scaled properly.
-A monolith (sandstorm): Fixed an issue that hindered the appropriate damage calculation.
-Prasma cutter: Fixed a problem in which some VFX particles shifted.
-Polygun: Fixed an issue where an incorrect value appears when upgraded.
| Apple weapon
-Mirage: Fixed the UI problem that the status/ explanation caused the boundary of the toolbox to break.
-Mirage (Cyclone): Appropriate damage type scaling (Melee + Elemental) has been enabled.
-Crystal staff: Corrected incorrect damage scaling values.
-Crystal staff: I reduced basic damage to calculate the appropriate 3x damage scaling.
-Crystal personnel: Fixed an issue where the inspection information was not projected correctly.
-Ans all Katana: The damage caused by backstep increased from 0, 9 to 1, 45 per hit.
-Stile Katana: Critical probability increased from 11%to 13%.
-Edge of Forest: The critical probability increased from 9%to 11%.
| Weapon mod
-Explosive shot: Fixed an issue that hindered the appropriate damage scaling according to the weapon level.
-Eafir Song: Fixed some browsers that damage was recorded as Hedarsspot hits.
- Fireshot: Fixed damage not updating in inspection info.
- Bomb Trap Drop: Fixed an issue where Flying Bomb Traps could damage allies.
| Weapon Converter
- Failure: Fixed incorrect refund calculation for mods that consumed multiple charges at once.
- Activity: Fixed an issue where the level 10 bonus broke reloads on weapons that didn't have heat.
- Pressure Point: Fixed an issue where the level 10 bonus would trigger twice when mods were activated.
- Weapon Load: Fixed the main effect description.
- Slayer: Increased damage bonus from 20% to 25%.
| Trinket
- Step Mist: Fixed an issue where some weapons would disappear.
- Fix: Fixed a number of items being lost: Perfect Dodge now applies Expose to enemies within a 3m AOE.
- Bearding the Lost: Confident Perfect Dodge no longer applies Expose to self.
- Jester's Bell: Increased duration from 15 to 20.
- Kinetic Shield Alternator: Increased mod output from 20% to 30%.
- Stoneshaper's Chisel: Lasts after post-travel.
- Ahanae Crystal: Increased loss bonus from 4% to 5% per stack.
- Fanatic's Zone: Increased status damage bonus from 25% to 30%.
- Fanatic's Zone: Decreased duration penalty fro m-65% t o-50%.
- Bold Dependence: Constantly interacts with God's Weight.
- Fan Dependence: Increased mod output from 25% to 30%.
- Mesmer Dependence: Decreased health penalty fro m-25% t o-20%.
- Devoured Loop: Fixed an issue that was preventing cooldown abilities from resetting.
- Paid Loop: Fixed an issue where active skill cooldowns would not reset.
- Outflow Booster: Increased acid bonus from 20% to 25%.
- Matriarch Ring: Increased duration from 5 to 7 seconds.
- Ravager's Accord: Removed hidden skill damage stacking on base bonus.
- Shadow of Misery: Increased status damage bonus from 15% to 20%.
- Shock Device: Increased shock bonus from 20% to 25%.
- Talisman of the Sun: Increased fire attribute bonus from 20% to 25%.
| Relics
- Limited Heart: Reconfiguration now properly refreshes Stronghold stacks.
- Broken Heart: No longer causes a long black screen after dying while equipped.
--|Enemies|--
- Fixed an issue where Bloodless Heir's deflection was completely focused on the summoning.
- Fixed an issue where Furnace enemies could shoot into some walls.
- Fixed an issue where the Tal Rata Phantom's roll attack had the wrong weapon.
- Fixed an issue where some enemies would become incapacitated during smart combat.
-Rarely, the characters of weapons and shotguns are associated with melee attacks.
-A fixed problem that the route knight may not move while hovering on the route link.
--|Misc Fixes|--
-The change from LMB to another key has been corrected, even if the button is not released, the weapon automatically drops.
-Sanguine Vapor Immunity's toolbox has been corrected to be inaccurate and does not match the description of the item.
-The conflict problem that the player may be displayed on the spot while riding on the lift has been modified.
-The problem that Trinity murals were not always displayed correctly.
-The problem that some cubes are not redesigned after death during the polygamist quest.
Gunfire Games
Remnant II Patch Notes: 05/01/24 – 419,098
--|Performance and Crashes
-Fixed the problem that DLSS is no longer displayed in the Microsoft Store version and PC GamePass version.
-The problem that could crash when unlocked new features has been modified.
-If you cannot reach the server, we have corrected the problem that the game may crash.
-|Quality of Life|--
-| General
-In addition, if a damaged store is found, the backup store has been added to Steamd and the Epic is automatically loaded.
Devnote: This is a function only on Steam and Epic platforms.
-| Bug correction
-| General
-Changed some players who couldn't receive "Thank you for becoming a friend".
Devnote: If the reward is given when the achievements should be issued, the achievements should be released simply by touching the World Stone in the 13th ward.
-When the player has a true Crimson Crown, we have corrected the problem that you cannot receive Crimson Gard Schloud.
-The issues in mult i-players may not be completed all Memento Tur n-in.
Devnote: Players can continue quests on Dwell. After the quest is completed, if you haven't received the reward yet, follow Dwell again and request a piece.
-The issues that could be obtained with items with the goddess Temp_mcguffin tag have been modified.
-| Progress and reward
-The problem in which a quest to collect Polygun is locked after a specific cube is started.
-| Archi type
- Fixed an issue where Gunslinger's main perks were not activating properly.
-|Tools/Items
- Fixed an issue where Weapon Load values were not matching the intended values listed in a previous code update note.
- Fixed an issue where the decay timer for Corrupted Savior's Mod was not ending for customers.
- Fixed an issue where the Corrupted Merciless Mod was autoloading upon the last download.
- Fixed an issue where the Trinity Crossbow and Huntmaster were skipping the "recock/bolt" part of the reload animation while Bulletstorm was active.
- Fixed an issue where the Trinity Crossbow was gaining infinite ammo while Bulletstorm was active.
- Fixed an issue where Power Stone bullets were not targeting certain Fae enemies and would instead hover over them.
- Fixed an issue where Deathwish was not draining the correct amount of life per second.
- Fixed an issue where Bulletweaver was not using Anguish's Mod.
- Fixed an issue where duration modifiers were not working with Anguish.
- Fixed an issue where Anguish's Mod explosion damage was not being calculated correctly.
- Fixed an issue where Crystal Staff was targeting creatures in the world.
- Fixed an issue where Hunter's Focus was always providing 100% critical chance.
- Fixed an issue where Blasting Cap's damage bonus was incorrect.
- Fixed an issue where Bottom Heavy was displaying in text format.
- Fixed an issue where the Defense Action Loop check info was not being set correctly.
- Fixed an issue where Sweetleaf was not working properly with Bulwark.
- Fixed an issue where Samoflange was not reducing damage as stated in its description.
- Fixed an issue where Thorn could lock onto invisible objects.
- Fixed an issue where Bloodless Crown was missing some in-game visuals.
- Fixed an issue where Polygun's reload animation would continue to play while jumping.
- Fixed an issue where many weapons with overheat pattern animations would continue to play when making a landing roll.
- Fixed an issue where certain skill cooldowns were being ignored if the player fell while the skill was active.
- Fixed an issue in Monolith's Mod where certain items could be unintentionally trained, allowing players to perfectly dodge in Sandstorm Mod.
--|Enemies
- Fixed an issue where the Shifting Soldier's texture was incorrectly changing when tagged with a Blooming Flower.
- Fixed an issue where the Stampede inscription was dealing excessive damage.
-Revified the problem that Lydusa was not affected by BrightStone Consector Debuff.
-Revified the problem that Stone Guardian had been damaged more than intended.
-The problem that enemies flying in the oblivion area may not be able to move in a specific place.
-The corrected the problem that the successor who does not connect blood will teleport from the end of the arena.
-When is expelled from Repulsor Mod, fix the problem that the pile enemies can still fire projections.
-| UI
-The problem that "%" lacked in the explanation of the inspection information of Profane Soul Stone.
-A fixed problem that the explanation of the Profane Soul Stone was wrong.
-When all the arched type is unlocked, you have modified the problem that cannot be scrolled.
-The problem that had disappeared without updating the purpose of the quest after conquering the area of oblivion has not been updated.
-The problem that Burnwave had displayed the wrong value.
-| Other corrections
-The adventure mode and on e-shot version of DLC2 have been modified to tell Walt that they are looking for friends.
-Fixed the problem that players can use the wormhole to get out of the world at the base of the earth.
-The problem of continuing to regenerate reload animation when the player's client goes down during reloading.
-The character may be deleted from cinematic and the player is locked out from cinematic.
-A modified the problem that a very good child may not be able to move in the minibos of CinderClad Forge.
-The problem that the visual effect of the monolith and the plasma cutter disappears when shooting on a specific shelf.
-After completing the questline, the problem that the player could r e-join the rest of the goddess to claim rewards was modified.
-The problem that the global stone animation may not be played with the replacement equipment has been modified.
Gunfire Games
Remnant II Patch Notes April 23rd, 2024
[ The Forgotten Kingdom DLC Launch ]
The lon g-awaited Kingdom DLC will be distributed on April 23! Find new secrets, new dungeons, get powerful equipment, meet unexpected friends, confront new threats, and regain peace in forgotten kingdom.
Introducing a typical Invoker
Learn this completely new archetype and manipulate your skills freely. Invoker is based on the power of YAESHA, brings profits to the team, debuffs enemies, and is a valuable additional element for all arched combinations.
The story of the kingdom of oblivion is automatically woven in all new campaigns!
If you want to experience the forgotten area immediately from the box, go to "Adventure Mode" from Word 13 World Stone and select "One Shot". Like the original DLC, you will be able to complement the adventure with DLC content and access the latest quests, NPCs, enemies, and of course loot!
[ Overview ]
Along with the Forgotten Kingdom DLC, this update will generally adjust the balance overall.
Our goal about balance was always to provide more craft options and promote the creativity of players as much as possible. Almost all of the gear options have been reviewed to strengthen the foundation that all players are relying on. With this change, we hope that you will try a crazy new build combination and experience all of the new content we will deliver with confidence.
We are looking forward to contacting you about our formal differences, watching your videos and clips, and of course you are reading your posts and comments anywhere. 。 Both shooting and arc games, feedback from players is big for us. We are absolutely grateful for the remnants' community and the dedication and affection you show in the game, so there is a megayer update for you!
Welcome to the jungle
-Sheating & arc games
Ordinary
= DLSS 3. 7 and Xess 1. 3 support have been added.
DEV Note: These options are now available on the setting menu.
= Added the invitation of the platform friend and participation in the game. Added FOV Modifier to the console version game.
[UI]
-After closing the inventory and reopening, a specific item may not be possible to equip or unable to cancel the equipmen t-Corrected the incorrect po p-up of the tutorial related to downgrad e-Weapon tools do not display RPS information correctly. Fixed an issu e-Fixed an issue where the viewer name disappeared after changing the zon e-Fixed a problem in which the UI is displayed in the maximum size in damage state. -When a player skips the last cinematic game, the problem has been revised in which rewards for conquering the disappearance are displayed behind the credit screen.
Dev Note: The items were always rewarded. However, the toast of the UI was hidden.
[Player]
= Adjust the melee attack window after getting off the ladder (initial) -Acrease the proximity attack window after all forward dodg e-an extremely heavy neutral dodge increas e-The melee attack window after Omen Dash Increas e-increase the melisted attack windo w-increased movement speed from 150%to 200%(sprint, jog, crouching, ad).
Dev Note: QOL in general. More delicate sensations when the proximity attack is removed from avoidance. Same when you get off the ladder.
= Vs Player: When the sort is active, healing has been appropriately recovered.
DEV Note: Added a correction to work the same as players to some boss attacks. Let's play wisely!
= Slow state =-Activate the interaction with the elements that require a "negative condition effect" for activation. It is not regarded as an "element condition effect".
DEV Note: Added another way to activate the element effects that are looking for a state effect, and made it one of the "basic status" (bleeding, burning, overload, corrosion, slow).
= EXPOSED Debuff = -Increases the damage received from all sources by 15%.
Dev Note: This is a fixed value for both single players and multiplayer. The number of players in the game does not fluctuate. We are also considering publishing magnification debuffs, but I would like to first check how this version works on a scale.
= Range shooting = -Increase "infinite bullet/ damage" startup of active volum e-Modified MOD load and skill charges to star t-u p-Corrected the DPS meter disappeared when it reached a specific damage value.
DEV Note: Casting a mod so that it is pushed out of the trigger volume has made it difficult to get a solid DPS value. At present, it is now possible to move and push it back, but some things (doubl e-concrete shots, etc.) are still pushed out. I left a little extra to reset trackers. It's time to try Big Bang DPS! Yes, the refresh volumes trigger the charging of MOD and skills.
enemy
= Diversion of spawning roaming =-The spawning rate increased at low difficulty.
DEV Note: Survivor doubled the spawning rate and reduced the spawning rate slightly for all difficulty levels, excluding disrodges. To be clear, Apocalypse still has the highest probability of generating roaming anomalies.
= FAE KNIGHTS = -FAE KNIGHTS is a teleport and fixes the problem of death.
Dev Note: Dummy.
Features
= General balance and functionality overhaul. Dark Pact has been replaced with Gray Health Conversion instead of Gray Regen reduction. We've also reorganized Swiftness to Wayfarer and Amplitude to Resonance. These updates should make for some more exciting choices.
= Dark Pact = - Changed Gray Health Regen reduction to Gray Health Rate Conversion.
DEV NOTE: The original Dark Pact design proved to be too specific. Changing to Gray Health Conversion Rate allows for more holistic interaction, especially with many of the new gear elements that have been updated.
= Bloodthirsty = - Increased max from 30% to 35%.
= Handling = - Decreased max from 40% to 30%.
DEV NOTE: The spread reduction was still a bit too high in general, so we've made some adjustments to most of the relevant elements and perks, including Handling.
= Wayfarer = - Removed feature - Combined bonus with Speed feature
DEV NOTE: We're sad to see Wayfarer go as a standalone feature, but you can earn a new feature in its place. Go back to the original rewards site and get it!
= Added Wayfarer bonus.
DEV NOTE: The original Wayfarer value is now fully combined with Swiftness. That means "+10 Agility" is now equivalent to "+10 Agility" and "+10 Wayfarer".
= Resonance = - Removed trait - Combined bonus with Amplitude trait.
DEV NOTE: A new trait is now awarded in place of Resonance. Adventure again to earn new prizes and improve your next build!
= Amplitude = - Added bonus Resonance (same 50% as original Resonance bonus).
DEV NOTE: You can now receive bonus AOE and AURA from a single attribute "Amplitude" like "Swiftness" and "Wayfarer" combined!
[Archetype]
= Hunter = - Prime: Melee weak spot hits also extend ability duration: Hunter Focus: 0, add 75 seconds. 0. 0 second delay: Hunter Focus: Remove critical bonus ・Points (Overall): Reduced critical chance bonus from 15% to 10%.
DEV NOTE: Hunter Critical Chance with Mark gives a more consistent advantage than any other archetype due to the nature of its multiplier. The base amount has been reduced and the bonus during Hunter's Focus has been removed due to the addition of delay. Total Ranged and Weakspot Modifier make it stand out as a precision-focused class.
= Challenger = -Skill: Lampage: Lots of initial shooting rates from 15 % to 10 % -Skill: Lampage: Adjust the Melee window after Berserk (initial) -PERK: All critical probability is reduced from 10 % to 5 %.
DEV Note: The critical probability did not decrease like damage. As a result of reviewing the power of 10 % of all CRITs that were only in Challenger, it was reduced to 5 %, but has always been permitted (damage is still deleted). I've been proud of Rampage for quite a long time. By lowering the launch rate, you will be able to make it smoother, incredibly powerful, or damage monsters.
= Medic = -PERK: Good: Fixed a problem that Goodness does not work stably.
Dev Note: Still Medic. Still good. =)
= Bleeding from partners is not counted as "unique" bleeding.
Dev Note: V. G. B. Also, it is unacceptable to not be able to play VERY GOOD BOY, but it will improve in the future!
= Skill: Side Winder: Increase duration from 12 seconds to 60 second s-Skill: Side winder: Reduced from 80 seconds to 50 second s-Skill: Side winder: Duration is 10 seconds by obtaining ammunitio n-Skill: Side Winder: Reduced exchange speed bonuses from 50 % to 35 %
DEV Note: Side winder has been the strongest skill in the whole game since launch. However, playing perfectly required considerable skills and dexterity, so he only used the top 0. 01%players. Furthermore, due to the short duration, it was generally used only with a single weapon. With this change, the hardboard player can enjoy the play style called "Swappy", and other players can use a moving mania with excellent speed speed, and have enough time to use free roads. The duration of the side winder is not deleted if the swap is not a ammunition. < SPAN> = Challenger = -Skill: Lampage: Initial shooting rate is reduced from 15 % to 10 % -Skill: Rampage: Adjust Melee window after Berserk (initial) -PERK: All critical probability is 10 % to 5 Reduction to %
DEV Note: The critical probability did not decrease like damage. As a result of reviewing the power of 10 % of all CRITs that were only in Challenger, it was reduced to 5 %, but has always been permitted (damage is still deleted). I've been proud of Rampage for quite a long time. By lowering the launch rate, you will be able to make it smoother, incredibly powerful, or damage monsters.
= Medic = -PERK: Good: Fixed a problem that Goodness does not work stably.
Dev Note: Still Medic. Still good. =)
= Bleeding from partners is not counted as "unique" bleeding.
Dev Note: V. G. B. Also, it is unacceptable to not be able to play VERY GOOD BOY, but it will improve in the future!
= Skill: Side Winder: Increase duration from 12 seconds to 60 second s-Skill: Side winder: Reduced from 80 seconds to 50 second s-Skill: Side winder: Duration is 10 seconds by obtaining ammunitio n-Skill: Side Winder: Reduced exchange speed bonuses from 50 % to 35 %
DEV Note: Side winder has been the strongest skill in the whole game since launch. However, playing perfectly required considerable skills and dexterity, so he only used the top 0. 01%players. Furthermore, due to the short duration, it was generally used only with a single weapon. With this change, the hardboard player can enjoy the play style called "Swappy", and other players can use a moving mania with excellent speed speed, and have enough time to use free roads. The duration of the side winder is not deleted if the swap is not a ammunition. = Challenger = -Skill: Lampage: Lots of initial shooting rates from 15 % to 10 % -Skill: Lampage: Adjust the Melee window after Berserk (initial) -PERK: All critical probability is reduced from 10 % to 5 %.
DEV Note: The critical probability did not decrease like damage. As a result of reviewing the power of 10 % of all CRITs that were only in Challenger, it has been reduced to 5 %, but has always been permitted in every range (damage is still deleted). I've been proud of Rampage for quite a long time. By lowering the launch rate, you will be able to make it smoother, incredibly powerful, or damage monsters.
= Medic = -PERK: Good: Fixed a problem that Goodness does not work stably.
Dev Note: Still Medic. Still good. =)
= Bleeding from partners is not counted as "unique" bleeding.
Dev Note: V. G. B. Also, it is unacceptable to not be able to play VERY GOOD BOY, but it will improve in the future!
= Skill: Side Winder: Increase duration from 12 seconds to 60 second s-Skill: Side winder: Reduced from 80 seconds to 50 second s-Skill: Side winder: Duration is 10 seconds by obtaining ammunitio n-Skill: Side Winder: Reduced exchange speed bonuses from 50 % to 35 %
DEV Note: Side winder has been the strongest skill in the whole game since launch. However, playing perfectly required considerable skills and dexterity, so he only used the top 0. 01%players. Furthermore, due to the short duration, it was generally used only with a single weapon. With this change, the hardboard player can enjoy the play style called "Swappy", and other players can use a moving mania with excellent speed speed, and have enough time to use free roads. The duration of the side winder is not deleted if the swap is not a ammunition.
= Summoner = -PRIME: Ruthless: Change so that sacrificed and angry minion does damage according to H P-Change the sacrifice of sacrifice from skill to skill+explosiv e-Ryusi to DMG type to supplement the DMG type. Reduced damage due to flyer (40% dr) -Increase minion armor: Lever (50% Dr) -Fixed the problem that the building could be frustrated when using a yellow door.
DEV Caution: In the previous build, sacrifice caused more damage to the low minion explosion. This reversed, eliminating the risk of losing minions due to normal damage. All minions were a little tough. This is a hidden interaction, not listed in the tooltip, but intentional.
= Alchemist = -Skill: Fixed an issue that hindered the appropriate cool down behavior.
DEV Note: Occasionally, the small bottle stopped working in that state.
= Adjusted the key clitical damage of all turrets from 110 % to 150 % -All turret shields (50 % dr) -heavy transport speeds are reduced from 200 % to 150 %. N i-Skill: Vulcan: Increased the functional damage of the turret from 0, 4 to 0, 5-Skill: Flame radio device: Increased burning from 50 to 10 seconds in 10 second s-Skill: Flame Radio: Fire Radio: 10 → 1 5-Trait Load: Special skill load: -1 Changed special skills to +1 special skills.
Dev Note: Fixed the deviation of the critical damage of the turrets. We are considering the possibility that turrets can receive some of the engineering statistics. For now, this should be a little more powerful. < SPAN> = Summoner = -PRIME: Ruthless: Changed so that the sacrifice and furious minion can do damage according to the H P-Change the sacrifice throwing of the sacrifice from skill to skill+explosiv e-to supplement the DMG type Reduced damage due to leaflet sacrifice-: Flyer (40% dr) -Increase minion armor: Revised the problem that the building may be frustrated when using a yellow door.
DEV Caution: In the previous build, sacrifice caused more damage to the low minion explosion. This reversed, eliminating the risk of losing minions due to normal damage. All minions were a little tough. This is a hidden interaction, not listed in the tooltip, but intentional.
= Alchemist = -Skill: Fixed an issue that hindered the appropriate cool down behavior.
DEV Note: Occasionally, the small bottle stopped working in that state.
= Adjusted the key clitical damage of all turrets from 110 % to 150 % -All turret shields (50 % dr) -heavy transport speeds are reduced from 200 % to 150 %. N i-Skill: Vulcan: Increased the functional damage of the turret from 0, 4 to 0, 5-Skill: Flame radio device: Increased burning from 50 to 10 seconds in 10 second s-Skill: Flame Radio: Fire Radio: 10 → 1 5-Trait Load: Special skill load: -1 Changed special skills to +1 special skills.
Dev Note: Fixed the deviation of the critical damage of the turrets. We are considering the possibility that turrets can receive some of the engineering statistics. For now, this should be a little more powerful. = Summoner = -PRIME: Ruthless: Change so that sacrificed and angry minion does damage according to H P-Change the sacrifice of sacrifice from skill to skill+explosiv e-Ryusi to DMG type to supplement the DMG type. Reduced damage due to flyer (40% dr) -Increase minion armor: Lever (50% Dr) -Fixed the problem that the building could be frustrated when using a yellow door.
DEV Caution: In the previous build, sacrifice caused more damage to the low minion explosion. This reversed, eliminating the risk of losing minions due to normal damage. All minions were a little tough. This is a hidden interaction, not listed in the tooltip, but intentional.
= Alchemist = -Skill: Fixed an issue that hindered the appropriate cool down behavior.
DEV Note: Occasionally, the small bottle stopped working in that state.
= Adjusted the key clitical damage of all turrets from 110 % to 150 % -All turret shields (50 % dr) -heavy transport speeds are reduced from 200 % to 150 %. N i-Skill: Vulcan: Increased the functional damage of the turret from 0, 4 to 0, 5-Skill: Flame radio device: Increased burning from 50 to 10 seconds in 10 second s-Skill: Flame Radio: Fire Radio: 10 → 1 5-Trait Load: Special skill load: -1 Changed special skills to +1 special skills.
Dev Note: Fixed the deviation of the critical damage of the turrets. We are considering the possibility that turrets can receive some of the engineering statistics. For now, this should be a little more powerful.
= Prime: Removed mod generation rat e-generation- - Prime: Increased max level of mod generation mods from 3/6 to 15/30 - Spirit Inside: Removed reference to mod power regeneration over time - Power Drain: Reduced base gain from 200 to 100 - Skills: Skill: Reality Rune: Added automatic mod generation while in Inside Dome - Skill: Chaos Gate: Damage Aplt/Taken Debuff Grants Stacks (up to 50x) Skill: Chaos Gate: Skill: Havoc Form: Reduced bonus generation from 20% to 5% - Skill: Havoc Form: Increased entry/exit speed - Skill: Havoc Form: Cancel Havoc Form return for some skills - Skill: Havoc Form: Reduced shield cost - Skill: Havoc Form: Increased base movement speed - Skill: Havoc Form: Increased projectile movement speed Skill: Havoc Form: Increased Shooting Movement Speed Skill: Havoc Form: Momentum Activation Continues During Chaos Skill: Havoc Form: Speed Up Edge of Chaos Recovery (Allows You to Move/Act Faster)
DEV NOTE: Archon has undergone some major changes. The original League generated too much mod power compared to any other source, while mod ticking generation was uneven. We have made some major changes to how Archon generates mod power, significantly increasing the ticking rate and giving Rune Reality more utility. Havoc has also undergone some changes, allowing him to stay active for longer, be more responsive, and return faster after canceling due to the CD Skill Return mechanic.
= Invader = - S. H. A. R. K: Stacks are now properly removed when they exceed the archetype.
DEV NOTE: We have plans to give Invaders more love in the future. For now, we have fixed some bugs and made Dodge Wormhole the perfect action. This should allow for some more interesting combinations.
= Explorer = - Starting melee weapon changed to Shovel.
DEV NOTE: We will be watching this change closely. If the Shovel proves to be too powerful we will take appropriate action! It's a shovel.
= Ritualist = - Wrath: Fixed an issue where skill/mod invocations were not receiving damage bonuses - Wrath: Reduced critical chance from 10% to 5% - Ability: Eruption: Increased base cooldown from 30 to 40; change d-1 stamina to +1 spirit.
DEV NOTE: Mostly smoothed out the rough edges. Eruption gets a new interaction with SLOW and properly spreads vile. Miasma damage reduced to match other skills. Deathwish got a nice damage boost. The goal was to make all three skill options appealing, not just one.
[Melee Weapons]
= Assassin's Dagger = - Always damages weakspots behind enemies - Removed extra damage when attacking bleeding targets - Reduced base damage from 41 to 35.
DEV NOTE: I wanted it to feel a bit more lethal. Give it a try!
= World's Edge = - Reduced abnormally high impact/stagger scalars - Reduced base damage of waves - Reduced critical chance from 6% to 3%
DEV NOTE: Impact scalar should have always bee n-20% (0, 8) but was set to 1, 8. It has now been fixed. The other modifiers are to make it more comparable to other options, but because of how it works it has always been a highly desirable weapon.
= Spectral Blade = - Fixed an issue that prevented some attacks from activating Disengage Mutator.
= Stonebreaker = - Reduced impact stagger from 10% to 5% - Removed double damage stacking on charge attacks
DEV NOTE: Melee weapons with special charge attacks always do less damage from the physical portion, except for Stonebreaker. This has been fixed.
=Atom Splitter= - Increased weak spot modifier from 90% to 95% - Increased critical chance from 5% to 6% - Increased impact scaling from 6% to 7% - Increased range of neutral charge backstab attack~DEV NOTE: Made the jacket lighter to make this gun more appealing.
=Hero's Sword= - Reduced health cost to load/swing missiles - Reduced minimum health required to fire missiles
DEV NOTE: While a cool weapon, it was charging stamina when it didn't need to. This change should make it more appealing to fans of the original!
= Huntress Spear = Customized to make charge/release windows faster Increased patient modifier rate from 100% to 110% Reduced critical chance from 6% to 5%
Dev Note: In a world with Krell Axes, a secondary option is appreciated. We've made some tweaks to give the Huntress Spear a bit more purpose (and feel).
= Smolder = - Increased burn damage over 5 seconds from 150 to 200.
Developer Comment: A small tweak to give it a bit more burn!
[Standard Guns]
= General = While there are some very powerful standard guns (those with swappable mods), there are also some that lag behind in terms of blast damage, overall damage potential, or overall feel. These mods are meant to bring them closer and smooth out the rough edges.
=Repeater= -Increased magazine size from 15 to 2 0-Increased fire rate from 7, 5 to 8, 1
Developer Comments: A good aspect that often fell by the wayside when compared to some of the stronger options. A bit faster, a bit more.
=MP4 0-R= -Increased stock by 42 (+1 magazine)
Developer Comments: Moar Bulletz.
=Silverback 500 Model= -Increased cylinder capacity from 5 to 6-Increased total rounds from 40 to 48
DEV Note: Back in the day, shooters would often keep their chambers clean to be safe, but we decided to remove all restrictions. A little extra kick and a little extra overall damage goes a long way. Don't shoot in the eyes!
= Sureshot = - Damage increased from 105 to 110 - Total ammo increased from 21 to 24 - Reload speed increased
Developer comment: Small tweaks to bring this weapon into parity. It's already powerful enough, but now it packs a punch.
= Tech 22 = - Reserve increased by 60 (+2 periodically) - Reload speed increased
Developer comment: Bulletz Moar. Nice buff on reloads too!
= Service Pistol = - Magazine size increased from 9 to 10 - Reload speed increased
Developer note: Minor quality of life changes.
= Western Classic = - Stock increased by +6 - Damage increased from 32 to 36 - Fire rate increased from 5 to 5, 8 - Reload speed increased
Developer comment: Small changes to keep the Western Classic competitive. The Western Classic was already a solid weapon with good burst power, but now it has more!
=Double Barrel= - Damage reduced from 110 to 105 - Fire rate reduced from 2. 3 to 2. 25 - Reload speed reduced slightly (
Min drop distance increased from 7m to 8m.
DEV NOTE: No major melody. Instead, the range has been increased slightly.
= Rupture Cannon = -Ideal range increased from 13 yards to 14 yard s-Fire rate decreased from 3. 1 to 2. 7 5-Reduced recoil per sho t-Reduced spread when not movin g-Increased slight spread when movin g-Greatly increased reload speed
DEV NOTE: To make the Rupture Cannon stand out in a sea of incredible weapons, we've increased its range and given it a bonus when stationary. We've also improved its reload speed, recoil, and accuracy (the latter when stationary).
= Bolt Driver = -Fire rate increased from 7. 4 to 7. 6 3-Fire rate increased from 12000 to 15000
DEV NOTE: The increased projectile speed allows this gun to fire at longer distances and has a slightly longer range.
= Huntmaster = - +7 increase in stock (1 magazine) - Split fire and bolt action animations allow for faster firing and movement.
DEV NOTE: This change allows you to move out of ADS immediately after finishing firing. You are no longer locked out when doing bolt action.
= Wrangler (lever action) = - +10 increase in reserve ammo - Reduced horizontal recoil - Reduced vertical recoil - Increased recoil recovery
DEV NOTE: More ammo. Improved accuracy. Enjoy.
= Pulse Rifle = - Significantly reduced horizontal recoil - Slightly increased vertical recoil
DEV NOTE: Pulse rifles were already compact rifles. We increased their accuracy to give them a more unique flavor.
= Widowmaker = - Improved reload speed.
DEV NOTE: One of the main drawbacks of the Widowmaker was its slow reload. It's a heavy hitter that can be adopted into more builds.
= Crossbow = - Damage increased from 115 to 120 - Weakness modifier increased from 110% to 115% - Increased firing sequence speed - Decreased ready time (fires slightly faster) - Increased reload speed
DEV NOTE: The Crossbow has been an underused weapon for a while. It has been given new life with an overall damage increase and improved overall ease of use.
= Royal Bow = - Fire rate increased from 4, 3 to 5, 3 - Time to load for the perfect shot decreased - Reload speed increased
DEV NOTE: To help differentiate between bows, the Royal Bow is now a Shooter speed option. It is now faster in almost every way.
= Sparkfire = - Fire rate slightly decreased from 1, 4 to 1, 3 - Reload speed slightly decreased
DEV Note: Finely adjust here to maintain the identity and strength of Sparkfire and harmonize with other options.
[Special weapon]
= Hellfire = -Correction: Increase basic damage from 155 to 17 5-Fix: Increase Fire from 100 damage in 5 seconds to 250 damage in 10 seconds
Dev Note: There are several additional plans for Hellfire, but we first wanted to help separate some of the "explosive flame" style MODs. We have hit Fire Proc more strongly, increasing the overall combustion damage (both as a whole and DPS).
= Rune / Pistol = -Increases damage from 15 to 1 6-Reload spee d-Reduces horizontal recoi l-Mod: If there is a bullet, power automatic reloading when activated.
DEV Note: The damage is slightly increased, the accuracy is increased, and the QOL at the time of MOD is buffed. This should make the burst options of the weapon slot more attractive.
= Damage increases from 16 to 17, horizontal reaction decreases ・ MOD: If there is a bullet, it is automatically loaded at the time of activation.
Developer comments: There is no retreat because there are as enthusiastic fans like the normal rune pistol.
= Fixed a problem that the evening line could not respond to long-range damage.
Developer notebook This is not done by most people. Bug correction.
= AFFLICTION = -Increase the launch speed from 12000 to 1350 0-Primary waveform increases from 18m to 19 m-Reduced horizontal recoil
DEV Note: Simple QOL adjustment to smooth the performance of guns and use it even with a slightly longer range.
= Increase the projection speed from 9500 to 1150 0-Increased launch speed from 2, 3 to 2, 6-Reduced horizontal recoi l-slightly reduce d-Reload spee d-Modification: Remote scaling from Damage MOD
DEV Note: Mainly quality of life, but also a solution to deal with wild mod scaling. Improving speed and accuracy helps to remove the target.
= The destroyed nebula = -WISP speed increased from 800 to 1600
DEV Note: Nanobot travels a little bit of his active time, so he can reach his goal faster.
= Star shot = -Richarge speed increases.
Fat Note: You and your team will always die. I pray for good luck.
= Cube Gun = - Increased firing speed from 4000 to 6500 - Moved the "recall" trigger to an earlier time in the manual reload animation - "Reload" no longer triggers when projectiles return to the gun - Fixed: Fixed an issue where player projectiles would not penetrate the cube.
Dev Note: Cube weapons are pretty powerful when you're in a situation where you're unlikely to lose ammo (white space). But if one or two shots go too far, you're at a big disadvantage. So we've adjusted it so that you can get them back faster if you miss a shot or two.
=Reverse Cube Gun= ・Decreased heat per shot from 0. 2 to 0. 1975 ・Decreased wind-up time from 0. 5 to 0. 35 seconds ・Increased heat decay rate per second from 0. 45 to 0. 50 ・Decreased heat decay rate from 0. 1 to 0. 05 ・Decreased secondary drop range from 40m to 35m ・Custom hitbox for more accurate contact ・Mods: MOD: Increased heat decay rate from 15% to 20% - MOD: Increased heat decay rate from 50% to 75% - MOD: Locked alignment from global space to player.
Dev Notes Look. It's all better. Maybe too good. But it shoots cubes, that's all that really matters.
= Anguish = - Reduced base damage from 105 to 92 - Reduced charge time to perfect shot - Reduced ideal range from 18m to 16m - Mod: Forced auto-reload on activation: Mod: Increased mod requirement from 500 to 915 - Mod: Customized low health damage boost curve - Mod: Added text about damage bonus to low HP enemies - Mod: Fixed improper scaling of explosion damage modifier
DEV NOTE: Anguish was clearly outclassing most weapons in the game. Mods kept the damage bonus to weak targets and fixed inconsistent explosion damage scaling. Overall a bit weaker, but still incredibly powerful.
= Sagittarius = - Changes: Refactored to allow stars to "pulse" damage across an AOE.
DEV NOTE: More effective at hitting targets on the ground. But may make it harder to deal with pesky enemies. Primary fire is on!
= Increased projectile speed from 5000 to 7500 - Greatly increased reload speed - Increased mesh compression speed (induces bleeding earlier)
DEV Note: Increasing the bullet will make it more accurate at a longer distance, and the mesh compression speed will increase, so that the bleed can be retained faster. Reload can win anyone who likes this gun. However, the MOD was a little too low for the size of the damage.
= Mercyless Fix = -Weekspot bonus damage increased from 100 % to 105 % -MOD: Changed so that 3WS visits instead of turns before reloa d-MOD: Interaction with the size of the expansion magazine Fixed an incorrect problem
DEV Note: Especially for MOD, it is a difficult weapon to balance. Especially about mods. It is no longer necessary to hit Weakspot Hits three times in a row, and it is necessary to simply hit Weakspot three times before actually loading. In other words, EXTENDER and Bandit can have some margin even if you make a mistake if you continue to acquire a total of three Weakspot Hits. We will carefully observe Corrupted Merciless and make additional adjustments as needed.
= Nightfall = -Increase launch speed from 10000 to 1350 0-Damage is reduced from 31 to 2 8-Increased launch speed from 4, 35 to 5 (total DPS increase) -Cosage of magazine capacity from 10 to 13. AM.
DEV Caution: Basic damage has been lower, but the launch speed has increased. This is an overall improvement of DPS and increases the reactivity of weapons.
= Twisted Arbalest = -slightly increased the reload speed.
Dev Note: Simple QOL. It doesn't change the game, but it feels good.
= Damaged Twisted Arbalest = -Reservoir is reduced by 8 (-1 magazine).
DEV Note: When considering reserve, bounce, and bursts, the total bullet damage increases. Minor change to adjust this.
= Deception = -Change: Additional damage to the ring sword and slow swor d-Changing: Increase the damage to the single throw sord from 100 to 12 5-Change: Change Charge Damage from 125 to 5 0-Change: Magic 35 to 25 Reduce d-Change: Add clear text to debuff of the charge melee fragment
Dev Note: DECEIT has several additional plans in the future, but these changes make the "full loop" play style more rewarding and execute the Melee Mod generation and launch options. It was done to do something.
= Mod: Add close damage to Sablade.
Dev Note: Change the same proximity damage as normal DECEIT.
= Monarch = -Change: Mode duration bonus is correctly scaled.
DEV Note: King doesn't need any more victory.
= Plasma Cutter = -Pulse / Pulse / Shot is slightly reduce d-Increased patient correction from 75 % to 80 % -100 reduction of reserve (-1 magazine)
DEV Note: When comparing all weapons, the plasma cutter increased the total damage by more than 40 % due to the increase in nature and the total amount of reserve. With this change, the total damage increased by about 10%. The DPS burst and sustain DP have not changed at all. In addition, the accumulation of heat was adjusted so that the magazine could be fully consumed without overheating the final shot by installing a micro communication.
= Saber = ・ Reduced basic damage from 72 to 50. -Increased perfection road correction from 2, 3 times (166) to 3, 4 times (170). Increase (133), increase fire rates from 1, 9 to 2, 1, increase reload speed, reduce stock by 6 (-1 mug) ・ Remove the required conditions for fragments.
DEV Note: Basic Ankanbird Damage (Mash) has been reduced, but has been offset by the increase in Perfect Modifier and overloaded modifier. The total damage of ammunition is very high without investment. The loading speed and launch speed have been improved as the price of losing some stocks. Highly reactive weapon.
= Clean saver = ・ Reduced magazine size from 50 to 40 ・ Reduced total ammunition from 300 to 200. Basic launch speed is expanded from 3, 0 to 3, 15, the maximum launch speed at full power is reduced ・ horizontal recoil. Reduced, vertical recoil, reduced reload speed, add new reticle to make it easier to understand, MOD. MOD cost is reduced from 400 to 330 per charge ・ MOD is MOD: MOD: MOD: Improve launch speed by 300 % ・ mod Added a new retecture to make it easier
Dev Note Bad Boy has demonstrated a super hot, heavy supernatural performance in most of the categories other than MOD. I wanted to go back and forth between the primary shooting and the MOD, so I made some adjustments to make it more attractive. The MOD has been built faster, fired faster, and can now reload ammunition to the primary magazine according to the consumed class. It is one of the weapons you want to watch in future adjustments.
= APHELION = -Fully aut o-fired possibl e-greatly expands the width of the waves of the main gu n-increase the vertical thickness of the wav e-Custom VFX improves synchronization with hit s-increases the injection speed of the main gun from 2000 to 3000. Deleted with almost all WAVE Wave All Aim Assist on Wav e-MOD: Increase the collision size of the or b-MOD: Reduced recover y-Mod: Increase the release speed (manual & amp; postfire) MOD: Increase the missile speed from 350 to 85 0-mod: generate primary fires once.
Dev Note: This is basically all quality of life. We made some changes to push Aphelion toward the destination. This weapon is the best weapon for controling the crowd, which damages individual targets. When a mod is activated, one primary ammunition is generated instead of reloading from the reserve. As a result, the supernova is always destroyed by capital fire.
= Afferion = ・ ・ Magazine size increased from 6 to 8 ・ The total number of ammunition is reduced from 48 to 40. -Increased primary shooting speed from 2000 to 4500, damage increased from 21 to 33 (63 & AMP) GT; 99 Total Damage Reduction 2. From 1 and 4 5-Reload speed increase s-Reduction of vertical and horizontal recoi l-Increased thickness of vertical wave s-mod: Reduction of recovery in fir e-mod: Involvement speed Increase (manual & amp; amp; after fire) -Mod: Incredited to Incredite d-Mod: Damage to 7 5-Mod: Change: Change: Increase basic burst range from 1m to 1, 25 m-Change: Change: Secondary Burst damage Increased from 100 to 15 0-Change: Increase the Secondary Burst range from 2m to 2, 75 m-Change: DAEMAG 30EMAG is reduced from 100 to 15 0-Change: MOD cost increases from 850 to 100 0-Change: Change: Rising speed from 350. Increase to 50 0-Change: Change one primary ammunition when firing.
DEV Note: Corrupted Aphelion has been r e-adjusted and gives a more "shotgun laser" sensation to make it easier to distinguish from the original. Faster and faster. The most important thing is that the mod has been changed. Micronova's chain reaction became easier to use, and the behavior of bullets became more stable. When MOD is activated, one primary bullet is generated as in normal Afelion.
= Alpha/omega = - reduced time from 0, 5 s to 0, 25 s is reduced - the base damage was reduced from 15 to 14 (Max. 23 to 21) - the rate of fire from 2, 0 to 1, 87 was reduced - the reloading rate - increased - the speed of reloading was increased Horizontal return was reduced - a vertical recoil has been reduced - a problem was corrected that led to a decrease in damage with a significant decrease in the load speed - mod: the speed of the projectile’s flight speed from 4000 to 10, 000 is increased: when reloading, the priority has a gap of beta rays.
DEV Note: The faster winding makes alpha/omega more sensitive when you start shooting. To compensate for this, the basic damage has decreased slightly, but the total damage increased due to the twisting and faster reloading. To make the Beta explosion more smooth, during the explosion it will always have priority over reloading. This means that even if Alpha/Omega does not have enough cartridges in the store, the explosion will always happen the first to require pressing the second button for reloading. [...]
= Starkiller = - 水平反動を軽減 - 垂直反動を軽減 - 実際の命中精度をよりよく表現するためにレティクルを調整 - 静止中の拡散を大幅に軽減 - 移動中の拡散を大幅に増加 - SCOPE 時の 垂直 反動 を 軽減 time を 5 秒 から 秒 秒 に に に に に : 修正 ダメージ を を を 250/200 から 375/250 に 増加 修正 修正 挙動 を 設計 、 エンゲージ し て ない ない 全て の に に に する する する する する する する する する する する する する する する する する する する する する に 変更 変更 変更 修正 : 弾 が 場合 、 起動 時 に 的 に オートロード オートロード わかり わかり やすく ため に 修正 修正 修正 : カスタム sfx バースト パンチ を 追加 修正 カスタム sfx バースト クール さ さ を を を を を を を を を を を を を を を
DEV Note: スター キラー (r1 の パーティクル アクセラレーター) は 常に ファン の お気に入り だっ た 、 性能 は 今 ひと だっ た。 メイン ファイア の は 、 クオリティ ・ ・ ライフ と フィーリング ため。 しかし 、 、 、 、 mod の 変更 は スター キラー を の 栄光 に 戻す こと 目標 に 行わ れ た。 あるいは 、 閉鎖 する (以前 は クレイジー だっ た!)。)))))
= リパル サー サー = - リチャージ 速度 を 大幅 向上 向上 向上 向上 向上 向上 向上 向上 の パワー コスト コスト を を を から 250 に に 減少 減少 減少 減少 減少 減少 起動 後 の オフ を 無効 化 化 チャージ 3 から 1 に 減少 減少 減少 減少 減少 減少 減少 減少 減少 減少 減少 の の の の の の の の の の の の の の の の の の の の チャージ ライン が 使用 後 正しく 表示 さ れ ない 問題 修正 修正
DEV Note: Reload speed was the biggest painting for most players. The mod was changed to one charge, but the build was much faster. The purpose of this change was to unload and return to action more seamlessly. In addition, it can be handled even if the MOD is disabled when Banish starts up.
= Sporebloom = -Increased launch speed from 1, 55 to 1, 9 5-Reduced secondary drops from 30m to 25 m-MOD: Delete explosive damag e-MOD: Cloud applies rush (enemies maintain slowness) -MOD: Reduced charge from 2 to 1
DEV question: Does this really need buff? I don't know anyone, but I feel more responsive and I want to use MOD more. Let's lock!
[Swapable mod]
= Draw Blood = -Corrected the problem that Draw Blood could not be damaged.
= Bore = -Increase duration from 6 seconds to 10 second s-Increased patient correction rates from 150%to 165% -Charge to 1-1 -increase correction cost from 500 to 750
Developer comments: I thought that excavation would cost a little more because the duration was longer and the overall loss increased. The reduction of the load is to resume activities without turning on the power manually. Try it!
= Energy Wall = -Increased base size by 25%.
= Known = -Corrected the problem of a familiar attack that summons minions.
= Fargazer = -Fixed a bug that can use multiple Fargazer at once.
= Fire Storm = -Modes appropriately to the duration bonus.
= Night guard = -Change the damage type to natural + mo d-Curse is no longer applie d-The proximity transducer is no longer started.
The development note curse was not intentional. The player does not hit the enemy.
= Ring of Spears = -Reduce costs from 1800 to 125 0-Ringed Spears, SROWING SPEARS, RECALLED SPEARS Added combat damag e-Added explosive damage to AOE when returnin g-Increased throwing speed from 3000 to 500 0-Return time Reduced from 0, 5 seconds to 0, 25 seconds
DEV Note: Spears rings were rarely used because of the high initial costs. We have added some sweeteners to reduce costs and enable more combinations.
= Increase basic damage from 20 to 7 5-Increased impact weakness corrections from 50%to 125% -Explosive damage increased from 60 to 10 0-Explosive range from 4 m to 1, 5 m-Increased launch speed from 5000 to 12500. -Delete damage over tim e-Reduced charge from 3 to 2
DEV Note: Rotted Arrow has more emphasis on hit accuracy to make it easier to distinguish the "Explosive Shot" style mod. Hit the week spot stronger and reach the goal faster. However, it does not work in a wide range, but concentrates on one target.
= Scrap Shot = -ORIGINAL CALTROPS deleted dot behavio r-Increased bleeding damage for 10 seconds from 220 to 40 0-Slow time to 5 to 3 seconds.
Dev Note: This is a more integrated MOD intended. Has a more powerful BLEED, SLOW is maintained, but the duration is shorter. It is also to make Slow mods easier to distinguish from other mods. This point will be later!
= Song of Eafir = -The enemy's damage reduction has been reduced from 15%to 10%.
= Changed to the appropriate scale with the increase in the damage bonus MOD.
[Ranged Mutators]
= General = There was a big difference between many Ranged Mutator. Some were r e-adjusted/ balanced, and others were recreated. Our goal was always to enable more construction options and diversity of construction.
= Extender = -Capacity bonus increases from 40%to 45% -Reload speed bonuses are increased from 15%to 20% -Fixed the problem in which the extender remained active/ visible other than equipment.
= Bulletweaver = -It no longer affects both weapons.
= Momentum = -reduced critical bonuses for each stack from 3%to 2%.
Dev Note: This change has made it possible to arrange many other Ranged Mutator.
= The behavior of Prime was redesigned to consider the basic damage obtained instead of the number of kills.
Dev Note: "Base Damage Deal" and "ON KILL" are more player s-friendly options in games that do not always have enemies to be killed. This helps Mutator to be able to execute immediately.
= Twist Wounds = -Increased bleeding time from 200 to 20 seconds in 10 seconds.
= Carry = -Reduce the range damage bonus is reduced from 20 % to 15 % -The duration is reduced from 20 seconds to 15 second s-Adjusting the text to clarify that net ammunition is a trigger trigger.
Dev Note: Originally, the transpose (Band of Accord, Corrupted Cube Room, C. Aphelion Mod, Transference, Refunder, ENGINEER & AMP; ERKS, etc.). However, we thought it was cool, so we adjusted the duration and power and allowed this interaction. It does not function in ammunition shift from backup to main. It must be pure ammunition.
=Timewave= - Edited Primary to increase ranged damage to slowed enemies - Fixed L10 to apply SLOW for 5 seconds on mod usage (10 second CD) - Increased SLOW range from 7. 5m to 10m.
DEV NOTE: Timewave offered a lot of SLOW for a small investment, especially considering mods like Prismatic Driver and Stasis that can activate dozens of times per second. Reworked SLOW application to be more balanced and the primary effect more flexible.
= Increased maximum refund chance from 35% to 50% - Decreased L10 bonus from 50% to 25%
DEV NOTE: Basically, you get a ton of ammo. Not a very desirable Mutator since many other options have damage bonuses, the Mutator can make you rarely run out of ammo in most situations.
= Failsafe = - Increased max mod damage from 20% to 25%.
= Shell Ghost = - Reduced Weakspot's consecutive hit requirement by 1.
DEV NOTE: Very small change that should have an immediate effect. But it's definitely a mutator we're keeping an eye on.
= Increased L10 bonus from 10% to 15%.
= Deadly Calm = - Increased damage bonus increase rate after 3 seconds from 20% to 25%.
= Battery = - Fixed issue where all stacks could be applied to the minimum amount of mods used.
= Spirit Healer = - Reduced mod cost required from 500/300 to 150/50 - Reduced healing per mod cost from 5% to 2% - Increased duration from 5 seconds to 10 seconds
DEV NOTE: Made Spirit Healer more fluid, allowing it to be triggered more frequently. Reduced healing amount to balance it out and increased duration to make it more sustainable overall.
= Reduced max heat reduction from 50% to 30% - Increased max recharge speed bonus from 50% to 55% - Increased max heat recharge speed range from 90% to 85%
DEV NOTE: Heat reduction was overcharged, so we reduced it while giving some love to the other bonuses.
= Increased buff duration from 3 seconds to 5 seconds.
DEV NOTE: Sequential Shot was meant to provide a second mutator related to charging in case players wanted to run two charge weapons. It was overpowered with the Supercharger, so we've made some modifications to give it a bit more power.
= Bottom Heavy = - Reduced base fire rate to 7% (up to 25%) - Changed L10 to 1, 5% reload speed for every 10% missing (up to 30%)
DEV NOTE: Small tweaks to fire rate and a major quality of life update to the reload speed bonus.
=Bottom Feeder= - Renamed to Spirit Feeder - Redesigned - Reloading increases attached mod damage by 25% for 5 seconds - L10: Casting an attached mod increases reload speed by 25%. Takes 5 seconds.
DEV NOTE: We found that Bottom Feeder encouraged a nasty playstyle. Once activated, it knocked most mutators out of the water due to its very specific use. We decided to edit it completely to give players an additional source of mod/reload play.
=Ftid Wounds= - Reduced corrosion from 200 for 10 seconds to 75 for 10 seconds.
=Sleeper= - Reduced time needed to save from 7 to 5 seconds.
= Fixed bug with damage bonus not being rewarded - Reduced grey requirement % from 10% to 5% - Reduced damage bonus from 2%/4% to 1%/2% (max 20% with 50% grey) - Increased reload bonus from 15% to 25%
DEV NOTE: Fixing this bug will help, but increasing the damage will make it more noticeable and will make the 10% grey more noticeable even if it doesn't happen completely. Total damage bonus is unchanged, but it works now!
= Prophecy = - Changed L10 bonus to movement speed per stack.
DEV NOTE: This was adjusted to give Mutators more cohesion. The mod cost reduction was basically the same as the additional generation mod.
[Melee Mutators]
= General = Melee Mutators also had some big power inconsistencies and we wanted to address that. Like Ranged Mutators, the goal is to provide more build options and overall variety. We made a lot of tweaks to both balance and usability.
= Vampire Blade = - Increased maximum melee bonus from 25% to 30%.
= Reinvigorate = - Increased L10 charge melee bonus from 15% to 20%.
= Redesigned base effect to scale with level. Changed base effect duration to fixed.
DEV NOTE: Critical damage bonus puts this mutator way out of line with other options.
= Striker = - Fixed stacks not decaying properly over time - Adjusted stacks to fall off one at a time
= Increased L10 duration from 2 seconds to 3 seconds.
= Steadfast = loss reduction is reduced from 10%-20%to 5%-10%.
DEV Note: The net damage reduction bonus has gained too much defense, especially for a mutant that makes all gray health conversion at the time of charge.
= The required number of strikes was reduced from 5 to 3, and damage per stack was increased from 10%to 15%.
Dev Note: Make it easier to activate and increase damage bonuses to make it more attractive.
= Transfer = -L10 Reload speed after ammunition is increased by 50%by recharge.
Dev Note: Change the L10 bonus and make the muatger in line with the theme. You can get ammunition by transfer and you can use it faster.
= Vengeful strike = -increased the lowest damage bonus from 20%to 25%.
= Studied = -Increase the minimum damage bonus from 10%to 15% -Maximum damage bonuses increase from 30%to 35%
= Armored Strike = -Increase the maximum value of the shield bonus for each layer from 4%to 5% -The maximum total value of the shield bonus increases from 40%to 50% -The effect time is reduced from 10 seconds to 5 seconds.
Dev Note: One overall buff. To keep the shield for a long time, you need to keep attacking.
= WeaponLord = -Increase strike bonuses from 10%to 15%per stac k-Reduce the duration of strike bonuses from 7 seconds to 5 second s-L10 CRIT required strikes required for 5 to 3 times.
DEV note: WeaponLord will reward players with more focusing settings as the cost to activate the L10 bonus.
= Delete Cooldown of L10.
DEV Note: By replacing "Kill" with "Fac e-t o-face basic damage", it is a more playe r-friendly option.
= Shocker = -The strike required for PROC is reduced from 5 to 3.
= The optionunist = -Changed the critical buff to last for 2 seconds instead of the "next proximity attack".
Dev Note:.
= INFECTED BLADE = -Lower damage from 500 to 25 0-Reducing the effect time from 20 to 1 0-Maximum damage bonuses are reduced from 10%to 8%.
= Adjust the melee of L10 from 2, 10%gray to 0 to 0 and 5%per 1%gray.
DEV Note: This is a bug fix, and the muateter is now possible. Previously, there was no substantial impact because the critical was locked at a low price. That's right now!
= Executor = -Increased maximum range from 10m to 20m.
[Trinke t-Amulet]
= It is difficult to adjust the amulet. The neck slot is a royal road, and it is very difficult to invite players to choose other things (understand!). The priority when adjusting the balance was to properly trade off the damage bonus. If all damage has no conditional bonuses, the bonus is generally lower than when the condition is required for activation. We looked at each amulet, weighed strengths and weaknesses, and adjusted the power budget better.
For other devices without damage, we have considered increasing the benefits and reducing penalties. I hope this will give you a chance to try out the equipment that you have never incorporated before. Well, what can you find!
= Reduced critical damage bonuses from 30 % to 15 %.
DEV Note: As one of the few magnification damage bonuses, while boasting a very disproportionate scale with almost all other trilimickies. With this change, WhetStone has been aligned and provided a stable magnification bonus.
= Ankh Ove Power = -The total damage bonus is reduced from 30%to 25%.
DEV Note: Ankh is an excellent al l-damage amulet. I reduced the bonus a little to make it the same as other adjustments.
= "Birth of Lost" = - "Exposure" debuff is increased from 10 seconds to 15 second s-Add 10 % bonus to all damage
= Butchers Fetish = -Reduce the effect time from 15 seconds to 5 seconds.
DEV Note: In order to maintain the power of the item and specialize in the proximity, it is out of the pure RANGED camp due to the shortening of duration. Although it is a tremendous neck for both Melee and Weaving, the original duration surpassed almost all the other trilimickies in the game. With the recent changes to other trinkets, this coordination will make Melee users who will be whisking with RANGED, MOD, and skills can still benefit from the full power provided.
= Increase damage bonuses from 20%to 25% -Penalty increases from 20%to 25% -Reli c-delay to 30 seconds to 15 seconds
Dev Note: More damage. More pain. The delay in Richarging was halved. If you survive, you can benefit!
= Daredevil Charm = -Delete Damage Penalt y-Slightly increased moving speed per piece of armor
Dev Note: The penalty when you don't use armor is already large. If you do not use armor, the penalty is already large, removing it and increasing the movement speed to boost your reckless action!
= Torn margin = - Increased combat damage from 25% to 35% - Increased life from 1. 5% to 3%
= Death's Embrace = - Reduced all damage bonuses from 20% to 15% - Added 10% all damage bonuses when below 50% HP (max 25%)
DEV NOTE: Increased all damage when below 50% HP.
= Idl e-Moked Death = - Increased damage bonus from 5% to 6%.
= Engine Difference = - Increased life value from 1. 5% of base damage to 3%.
= Downward Spiral = - Increased Waved bonus from 3% to 4% - Increased Melee bonus from 4% to 5%
= Emergency Switch = - Increased Relic Save Chance from 35% to 50% - Reduced cooldown from 60 to 30
DEV NOTE: Using an amulet without a damage bonus is usually a high bar to overcome, so we've increased the Relic Save Chance and reduced the cooldown. It might save your life!
= Activate Neck Coils = - Overloads can now properly trigger explosions - Fixed explosion damage calculations to be more accurate - Reduced status damage bonus from 25% to 20% - Reduced base explosion radius so that activated explosion size scales.
DEV NOTE: We found that the calculations for Neck Coils were off. They are now calculated more reliably. The DPS increase is still very respectable though.
= Circlet Circlet = - Increased area damage from 20% to 25%.
= Gift of Euphoria = - Reduced health threshold from 25 to 20 - Reduced duration from 7 to 5 seconds - Adjusted stacks to fall off one at a time.
DEV NOTE: Quality of life adjustments to make this trigger fire more often and stay active for longer.
= Removed max health reduction - Added 5% movement speed per charge (up to 20%).
Dev Note: Gift of Unbound is now unlocked.
= Safety Firearm = - Increased auto ammo reload rate.
Dev Note: Previously, lanyards only had a few specific uses. Increasing the ammo reload rate might give you more ways to avoid having to manually reload your firearm. In most cases you won't get the damage of the heavier bullets, but having ammo available all the time feels so good!
= GunSlinger Appeal = - Increased reload speed from 20% to 25%.
DEV NOTE: Makes it more competitive against guns with low capacity magazines that reload frequently.
=HyperConductor= - Reduced skill focus penalty from +50% to +25%.
Dev Note: Another talisman that had a specific use but never got caught. The penalties have been greatly reduced. It's time to shine! Try it out with an Invoker!
= Indignant Fetish = ・Requires "enemy damage" condition (works on all damage taken) ・Reduced all damage bonuses from 25% to 20% ・Reduced duration from 20 to 15 ・Fixed cases where buffs remained on unequipment
DEV NOTE: By changing "enemy" to "entity", players themselves can now activate the amulet. Incredibly easy to maintain, especially with the atonement aspect.
= Increased movement grace period from 1. 5 seconds to 2 seconds, and clarified the original "fixed" duration requirement to 0. 5 seconds.
Dev Note: Powerful amulets had strict conditions. They have been relaxed enough to allow more leeway.
= Jester's Bell = - All damage bonuses reduced from 20% to 15%.
= Kinetic Shield Exclair = - Mod output increased from 15% to 20%.
= Laemir Censer = - Mod cost penalty reduced from 15% to 10%.
= Leto's amulet = - Durability cost reduction increased from 30% to 35%.
= Necklace of Excellence = - Full health damage bonus increased from 25% to 30%.
Dev Note: Git good. Git pays off. Consolidated multiple "Do Not Knock" options into 5s.
= Nightweaver's Grudge = - Critical chance reduced from 20% to 15% - Range increased from 15m to 20m.
Dev Note: Grudge is brighter than most other amulets. The reduced critical chance keeps it strong, but now it has a lot of competition.
= One-Eyed Joker Idol = - Reduced durability cost penalty from +30 to +15.
= Onyx Pendulum = - Changed bonus from 25% extra to 1, multiplier x2 - Reduced threshold trigger from base 150 to 100
DEV NOTE: This is one of the only high multiplier trinkets in the game. The potential damage is much higher than the initial 25% extra bonus.
= Samoflange - Increased damage reduction time from 2 seconds to 5 seconds.
Developer Comment: Another talisman with a strong effect, but hard to justify with so many attractive damage options. This change makes the effect very good. Might stand out in some builds even more.
= Shaedbloom Crystal = - Increased physical/elemental damage bonus from 30% to 35%.
= Stalker Brand = - Increased base range from 10% to 12. 5% (max 25%).
= Soul Anchor = - Increases all damage by 20% while at least one call is active.
= Twisted Idol = - Increased damage reduction fro m-15 t o-20.
= Whispering Marble = -Bulwark1 Bonuses of all damage per stack are reduced from 3%to 2%.
Dev Note: A phenomenal Talisman that gives both damage and defense. The damage is decreasing, but the defense bonus remains.
[Trinke t-Ring]
= Acidstone = -Acreased anxid damage bonus from 10%to 12%.
= Ahanae Crystal = -Change to additional damage bonu s-Damage per stack is reduced from 5%to 4% -Added interaction with Slow
= Reduced critical probability from 15%to 10% -Critical damage bonuses are reduced from 15%to 10%
= Affair is applied to both A'TAERRI BOOSTER = -Heavy Carry mode and Turret mode.
= Critical bonus is reduced from 10%to 5%.
DEV Note: Atonement Folds often activate the ATONEMENT FOLD with automatic BLEED, so it became the most interesting ring I've ever created. The number of critical opportunities has been reduced a little so that automatic startup is the main, but overall is still a very versatile ring.
= Band of Accord (Band of Accord): -A ammunition bonus increased from 25 % to 50 % for each ally.
Dev Note: Teamwork makes a dream.
= Bitter Memento = -Add a function to convert 33 or 5%health to gray health when using skills.
Dev Note: A part of effort to increase the options for building gray health. Many are combined with Gray Health, and more in the future will be combined.
= Black Outing = -Change so that the reload speed increases by 3%every time the magazine is lost (up to 15%).
Dev Note: This is just a simplified QOL. To make up for a slight decrease in reload speed, make it easier to understand and flexible.
= BLASTING CAP RING = -Increased blast damage bonuses from 10%to 15%.
= Braided Thorns = -Change the critical probability to 10%.
DEV Note: Start from the bottom, I'm here now.
= Bridge Warden's CREST = -Increased the damage bonus of melee attacks from 15%to 20% -Increased effect time from 7 seconds to 10 seconds
= The amount of recovery during Perfect Dodge increased from 20%to 25%of the maximum physical strength.
= The burden on the destroyer = -Acreased the range penalty fro m-25%t o-35%.
DEV Note: In many cases where Destroyer was used, Range Baden did not play. The number of loading was increased to make it a little bigger. It is weight. And we are still watching the progress.
= Increase the burden of God = ・ Damage penalties increased from 10 % to 15 % ・ Common healing is reduced from 50 % to 30 %
DEV Note: The weight was not sufficient for the absolute strength of the joint treatment. I reduced it to get a little more binding.
= The burden of attachment = -mod has been reduced from 50 % to 25 %.
DEV Note: The absolute power of the bonus, like the Burning of God, has deteriorated the side of the burden. Instead of making the burden more painful, MOD was generated.
= Player's burden = -Clitical damage bonuses are reduced from 20 % to 15 %.
= The penalty for cooling skills has been reduced from 25%to 15%.
= The burden of sciolist = -The penalty for bullet storage is reduced from 25%to 20%.
= CATALOGER'S JEWEL = -Acreased functions per second from 8 to 10.
= Celerity Stone = -Increased consumables from 20%to 25%.
= Coercion loop = -Increased effect time from 7 seconds to 10 seconds.
= Preservation Seal = -Increased the maximum probability of save from 25%to 50%(up to 50%HP)
= CRIMSON DREAMSTONE = -Increased damage bonuses from 1%to 2% -Stack reduced from 15 to 1 0-Reduction of effect time from 10 seconds to 5 second s-One decrease one by one.
Dev Note: Buff is buffed as a whole. Very effective for Crit and Skill Build.
= Deep Pocket Ring = -Increased stock from 25%to 35%.
= DevOURED LOOP = -Change so that one charge is applied for each prop.
Dev Note: Like the original Remnant, Devoured (Devouring) Loop provided a very high power with coin flip. I suppressed it.
= Digested Hog Lure = -Increased effect time from 5 seconds to 7 seconds.
= Dran Skavenger Ring (Dran Scavenger Ring) = -30 seconds to increase the maximum HP recovery from 15 % to 50 %.
= Dry Clay Ring = -Bulwark DR Damage increase is reduced from 60%to 50%.
= RAISED RING =-Increase the damage reduction amount fro m-5 t o-10-Increase the damage reduction amount fro m-5 t o-10-Dodge sculpture value is increased from +5 to +10.
= Embrace of Shahara = = Damage reduction increased from 5%to 7%.
= Endless Loop Endira = -Reduce the activation time from 2 to 1-Health regeneration is increased from 1 to 5 from 2
= Increased range bonuses from 30%to 35%.
= The occurrence of Feirin's emblem = -Mod has increased from 10%to 15%.
= FAERIN'S SIGIL = -Mod generation increased from 10%to 12 and 5%.
= Fire stone = -Increased fire damage bonuses from 10%to 12%.
= Focusing Shard = -Increase distributed reduction rates from 30%to 70% -Effective time increased from 3 seconds to 4 seconds
DEV NOTE: Small value changes didn't have much of an effect on shard focus, so we went the other way. Acro.
= Frivolous Band = - Reduced duration from 10 to 7 seconds.
= Galvanized Reset Belt = - Increased ammo pickup from 50% to 100%.
Developer Comments: Hope you have big pockets.
= Grounding Stone = - Increased shock damage bonus from 10% to 12%.
= Increased Jewel of Beholden duration from 10 to 15 seconds.
= Lighthouse's Lighthouse Ring = - Increased mods per second from 3 stacks to 4 stacks.
= Increased duration from 7 to 15 seconds. Increased reload speed bonus from 5% to 10%.
= Momentum Driver = - Reduced sprint duration from 2 to 1. 5 seconds.
= Outcast Ring = - Duration reduced from 15 to 10 seconds.
= Panless Obsidian = - Add 1 stack of turrets while you have grey health (except rush).
DEV NOTE: New changes to health initiative. It's not bad to have grey health with towers and rushes.
= Point Focus Ring = - Increased spread and bonus recoil reduction from 25% to 30%.
= Power Saver = - Increased save chance from 25% to 35%.
= Chance Cable = - Reduced critical failure bonus from 30% to 20%.
Dev Note: Way. Very. Powerful. But seriously. The value of this ring overwhelmed all other options. Now it's more fair and opens the door to other options.
= Provisioner's Ring = - Increases the stacking rate of auto-reload on weapons.
= Shed the stone = - Increased life from 3% to 5%.
= Reserve Boosting Gem = - Increased base regeneration from 0. 333 to 0. 5 - Increased max from 2 to 2. 5 (down from 50%).
= Cursed Ring = - Changed to deal 0. 4% total damage per 1% of grey health - Added 5% critical chance when grey health is above 50%
Dev Note: Another grey health option to hit. Damage bonus is much higher than before based on the amount of grey health. Critical bonus is a nice bonus for the effort.
= Distortion Ring = - Increased deflection chance from 35% to 50%.
= Reversal Ring = - Increased duration from 1. 5 seconds to 5 seconds.
= Punishment Ring = - Damage and reload modifier increased from 10% to 15%.
=Ring of Waste= - Decreased iframe reduction from 50% to 35%.
DEV NOTE: I like the concept of the "No Dodge" build, but the penalty with Ring of Waste was pretty harsh. It still hurts, but it's not as bad.
=Sapphire Dreamstone= - Increased ability refund from 3% to 4%.
= Shaed Stone = -Increased skilled bonuses from 12%to 15%.
= Shiny Hog Lure = -Change the range from 25-30 to 25-50 MOD POWER GAINE D-Disable the effect of combining with the automatic cubet gun.
= Changed additional damage bonuses from 10%to 12%.
DEV Caution: It was a magnification before, but was changed to an addition to approaching other damage ring options.
= Soul Shard = -Increase the damage bonus for each summon from 4%to 5% -Maximum damage bonuses are increased from 12%to 15%
= Stock charger = -Acreased damage bonuses from 13%to 15%.
= Continuing stone = -A skill duration is reduced from 25%to 15%.
= All "other" damage penalties are reduced from 6%to 5%.
= Increase duration from 5 seconds to 10 seconds.
= Reduce duration from 20 seconds to 15 second s-Increased damage bonuses from 10%to 15%
= Tomb Dweller's Ring = -Increase the effect time from 10 seconds to 15 second s-increased the drop damage reduction rate from 25%to 50%
= Remnant Power = -Reduce the time until the effect occurs from 7 seconds to 5 seconds.
DEV Note: A part of the integration of "don't knock" time. A similar change was added to the Necklace of Supremacy.
= Increased bonuses of all damage from 10 % to 15 %.
= Zania's Malice = -Increase the stack from 3 to 4-Bonus for each stack is reduced from 10%to 5% -Effection time is reduced from 7 seconds to 5 seconds.
DEV Attention: Ek is Jammer, Zania!
= Zohee's Ring = -Mod duration increased from 15%to 20% -Mod duration increased from 15%to 20%.
[Relic]
= Relic has been proved to be a fa n-drooling item added to Remnant Franchise. Our goal is to make them all attractive, even if they are very special. However, many of them can be created by customization of other items that interact with Lelic. In this code update, we made adjustments to make some Relerrics a more theme.
= Broken Heart = -Increase the speed of 50%of health at the time of us e-adds a natura l-2 health regeneration that exceeds 50% -special healing objects (for example, "Brooken Heart") Interact.
DEV Note: Instopting the interaction with the healing bonus to complete the theme of "BROKEN". In addition, continuous degeneration was enabled so that when health exceeded 50%, it slowly returned to 50%. It is a very interesting Relic that goes well with 50 % health build and can be used for quick healing.
= LifeLess Heart = -Delete all healin g-50%speed bonus
Developer comments: The theme has changed again. Lif e-free heart no longer recovers, but recovers faster. It is a good option of Relic Perk and "on Relic Use" construct.
= Paper Heart = --0, recovers 100%of the maximum physical strength over 1 secon d-10 seconds, 10 seconds "Paper Heart" -75 Basic Damage regardless of damage type, 1 stack "Paper Health" After 15 seconds, the remaining stack changes to gray physical strength (10%per stack).
Developer comments: The heart of the paper is "fake" as well as those related to Raywise. In order to express the nature of the fake of the heart, the stack operation mechanism has been cleaned up. When the base is processed, the stack is removed, and if the stack remains after the timer, it becomes a gray health. It may not be bad!
= The usage rate of the speed bonus has been reduced from 50%to 25%.
DEV Note: The correction was enough, so I gave it to Lifestate Heart to reduce use speed and bonuses and cause more diversity. Savared is still doing a lot.
= Correct bugs in which damage scaling becomes irregula r-Use speed increases from 20%to 25% -Life amount is reduced from 25%to 20% -Lifestyle bonus & Life Steel correctly scaling.
Dev Note: Mainly strange movements, Tortured Heart has benefited from other life bonuses.
[Relic Shard]
= General = Relic Shards We plan to update more comprehensively soon, but this patch made some detailed adjustments to create a more balanced base. This also overlaps with the major revision of many in the game.