Nomad Idle 0.9.2 - The Big Balance Patch
Added 2025-02-16 23:27:01 +0000 UTCThere's an absolute ton here. At the very least, check out the summary and the important stuff at the top. I put all of the balance stuff at the bottom as it's pretty bulky. I recommend you check out "GENERAL BALANCING" (below the bug fixes section), if nothing else.
= SUMMARY
- More skills stay relevant for longer due to new scaling.
- Balance overall is greatly changed. Please go in with this expectation.
- Starting Skill, LMB/RMB now have Damage Mults that scale with Level.
- Late-game enemies no longer one-shot you at higher Stages or in the Void and may have more or less HP.
- Much less Cooldown Reduction, but skills have been re-balanced around this.
= NEW STUFF
- You can now right-click the LMB/RMB skill icons to enable/disable LMB/RMB autocasting.
- You can now right-click Passive Skill icons to enable/disable Smartcasting.
- New Setting in Settings -> Gameplay: Autocast LMB
- New Setting in Settings -> Gameplay: Autocast RMB
= MISCELLANOUS STUFF
- Various skill visual effects added or adjusted.
- Purifying Circle renamed to Putrefying Circle. I may still accidentally call this "Purifying Circle" moving forward out of habit.
- Hover tooltips for skills that scale off of stats, such as Cultist's "Cursor Ritual", now display the correct total damage even when considering these bonuses.
- Removed "drops", "yields", etc. from Loot Log.
- Ebb and Flow now shows "Healing" instead of "Damage", except in the Skills Menu, where "Damage Mult" still makes the most sense.
- Increased spacing of percentage completion shown over Bestiary Area tabs for the Japanese language so that they more closely align with the correct tab.
= BUG FIXES
- Fixed: Some skills would go on cooldown even if you didn't have the mana to cast them. The correct behavior is to stay available until casted.
- Fixed: Some skills would stop inflicting damage if Player Skill Opacity was set to 0.
- Fixed: Text discrepancies.
- Fixed: Enemy Projectiles were sometimes not hitting the Player, but damaging the Player anyway.
- Fixed: The Divine's Purification (Evolution B) incorrectly showed the Cooldown stat being affected by Cooldown Reduction. This was a visual bug only.
- Fixed: Equipment that could be upgraded one more time until max would not have a red exclamation mark notice appear when eligible to be crafted.
- Fixed: Ascension point numbers now round down, you should no longer be told you'll obtain points that you actually will not receive.
- Fixed: Key of the Keeper Trinket was not working.
- Fixed: Homunculus' Soul Bomb was not working.
= GENERAL BALANCING
- Adjusted the Passive Skill EXP Gain curve down, which means they will level up faster, especially at lower levels. (Not Passive Skill Mastery)
- Starting Skill Damage now affects LMB/RMB Skills.
- Character Starting Skills, LMB Skills, and RMB Skills now display their damage as a Damage Mult, similar to your Passive Skills. Every 10 Levels increases the Damage Mult. Overall, Starting Skills, LMB Skills, and RMB Skills should all scale better.
- Cooldown Reduction efficacy has been reduced by 70%. To compensate, a lot of adjustments have been made to enemy health and skill damage, which may not all be listed here as it's a more general, sweeping change. This change should help with visual clarity and performance (somewhat).
- Cooldown Reduction Cap reduced 70% -> 50%.
- Summon skills had a Base Damage value built in. This has been changed to be a Damage Multiplier, which in total works like this: (summon damage from stats x summon damage base value of skill) x summon damage mult from stats
^ This is sorta difficult to explain and perhaps isn't very important for you to know, but it will allow for more fine-tuning of the kind of damage summons inflict.
- Summon Damage granted from STR reduced. 20 -> 10. This is actually moved from STR to DEX, as well.
- Enemies have had various damage scaling changes, i.e; how much stronger they get at higher tiers.
- Cultist's Boon: 10% Health Recovered when killing an ememy -> 5%
- VIT: Max Health 10 -> 50
- Ascension Nodes regarding Passive Skill EXP Gain have been increased by 10x. (You will obtain this bonus automatically for all nodes you own regarding it)
= EQUIPMENT BALANCING
-- Tier 1
- Leather Helmet: Max Health 3 -> 20
- Leather Tunic: Max Health 5 -> 30
- Leather Tunic: Max Health Mult 0.01 -> 0.05
- Leather Armband: Max Health 2 -> 20
- Crooked Cane: Added 0.01x Mana Regeneration Mult
- Cloth Cap: Added 0.01x Mana Regeneration Mult
- Cloth Cloak: Added 0.01x Mana Regeneration Mult
-- Tier 2
- Mercenary Helmet: Max Health 5 -> 50
- Mercenary Helmet: Defense 1 - > 2
- Chainmail: Max Health 8 -> 50
- Chainmail: Defense 1.3 - > 3
- Chainmail: Max Health Mult 0.01 -> 0.05
- Greaves: Defense 1.8 -> 2.5
- Gauntlets: Defense 1.8 -> 2.5
- Brown Beret: Defense 1 -> 2
- Brown Beret: Added 1 Mana Regeneration
- Brown Beret: Max Health Mult 0.01 -> 0.05
- Hunter's Garb: Defense 1.3 - > 3
- Hunter's Garb: Added 12 Summon Damage
- Hunter's Claws: Defense 1.2 -> 2
- Hunter's Claws: Added 12 Summon Damage
- Hunter's Boots: Deefense 1 -> 2
- Hunting Boots: Added 12 Summon Damage
- Hunting Bow: Summon Damage 2 -> 12
- Hunting Bow: Added +0.01x Mana Regeneration Mult
- Hunting Bow: Added +10% Passive Skill EXP Gain
-- Tier 3
- Soulcatcher: Mana Regeneration 1 -> 3
- Soulcatcher: Added 12 Summon Damage
- Darksea Mask: Defense 2 -> 5
- Darksea Mask: Mana Regeneration 0.5 -> 3
- Darksea Mask: Added +10% Passive Skill EXP Gain
- Oceanplate: Defense 2.5 -> 8
- Oceanplate: Added +10% Passive Skill EXP Gain
- Trench Treaders: Added 0.2 Movement Speed
- Trench Treaders: Added 0.2 Summon Movement Speed
- Cobalt Fist: Damage 2 -> 8
- Cobalt Fist: Added 12 Summon Damage
- False Crown: Max Health Mult 0.04 -> 0.05
- False Crown: Added 80 Max Health
- Regal Mantle: Added 0.05 Max Health Mult
- Regal Mantle: Added 80 Max Health
- Fancy Footwear: Added 0.05 Max Health Mult
- Fancy Footwear: Added 0.2 Summon Movement Speed
- Royal Cuffs: Added 0.05 Max Health Mult
- Royal Cuffs: Added 0.01 Defense Mult
- Azure Rapier: Added +10% Passive Skill EXP Gain
-- Tier 4
- Dragon Idol: Max Health Mult 0.01 -> 0.1
- Executioner: Added +10% Passive Skill EXP Gain
- Alpha Cowl: Added +10% Passive Skill EXP Gain
- Emerald Arbalest: Added +10% Passive Skill EXP Gain
= BESTIARY BALANCING
- Squirrel: Max Health 10 -> 30
- Ladybug: Max Mana 10 -> 30
- Snail: Defense 0.3 -> 1
- Onion: Summon Damage 1 -> 4
- Pepper: Damage 0.8 -> 2
- Broccoli: Max Mana 15 -> 50
- Apple: Health Regeneration 0.5 -> 4
- Cabbage: Defense 0.5 -> 3
- Corn: Max Health 15 -> 50
- Ratpick: Defense 0.7 -> 6
- Ratwarrior: Damage 0.8 -> 7
- Ratmage: Max Mana 15 -> 100
- Ratpriest: Health Regeneration 0.5 -> 5
- Giant Crab: Max Health 20 -> 150
- Gnoll: Health Regeneration: 0.5 -> 8
- Umberhulk: Defense Mult 0.01 -> 0.02
- Octopus: Defense 1 -> 10
- Kuo-Toa: Health Regeneration 0.5 -> 12
- Sunken Terror: Defense Mult 0.01 -> 0.02
- Hell Critter: Max Health 50 -> 120
- Demon: Defense 1.6 -> 12
- Fiery Beast: Defense Mult 0.01 -> 0.02
- Harpy: Damage 5 -> 20
- Frost Giant: Defense 4 -> 16
- Mind Flayer: DoT Damage 1 -> 5
- Kobold: Summon Damage 15 -> 100
- Dragon Hatchling: Health Regeneration 1 -> 20
- Kobold Dragonshield: Defense 10 -> 24
= TRINKET BALANCING
- Amulet of Aggression: Acuity Scaling 0.2 -> 0.1
- Toxplosive Trinket: Max Poison Stacking 200 -> 500
= SKILL BALANCING
-- Characters
- Adventurer's Full Circle (Evolution A): Base Damage Bonus removed. No longer necessary with new Damage Mult system.
- Cultist's Phantom Fusillade: Projectile Speed Stat is now 2x more effective.
- Cultist's Cursor Ritual: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT
- Cultist's Mortal Coil (Evolution B): Instant kill chance percent based on 50% of Bleed Stacks -> based on 0.5%
- Ratfolk Archer's Trick Shot: Base Projectile Speed 500 -> 200
- Ratfolk Archer's Trick Shot: Projectile Speed Stat is now 6x more effective.
- Ratfolk Archer's Razor Splinter (Evolution A): Every 4 Trick Shots -> Every 3
- Ratfolk Archer's Trickiest Shot (Evolution B): Every 2 Trick Shots -> Every 4
- Crusader's Holy Aura: Cooldown 9 -> 6
- Crusader's Cursor Aura: Mana Cost 20 -> 120
- Crusader's Spirit Aura: Mana Cost 20 -> 160
- Crusader's Crusader's Boon Boon (lol): Max Health Damage 5% -> 3%
- Crusader's Smite (Evolution A): Base Projectile Speed 140 -> 50
- Crusader's Smite (Evolution A): Projectile Speed Stat is now 8x more effective.
- Crusader's Smite (Evolution A): Hammers proc every 4 casts -> every 12 casts.
- Summoner's Spirit Weapon (Evolution A): Inflicts 5 Bleed Stacks -> 30
-- Summons
- Fox's Deft Strikes: Bleed Chance 4 x Acuity% -> 30 x Acuity%
- Fox's Carnivorous Bond: 50% of self Bleed Chance for the Player -> 100%
- Fox's Hunting Party: Critical Chance by 1 x Speed% -> 1.5 x Speed%
- Fox's Hunting Party: Duration 2 x Insight -> 1 x Insight
- Owl's Foresight: Critical Damage 4 x Speed% -> 6 x Speed%
- Owl's Foresight: Duration 2 x Insight -> 1 x Insight
- Hedgehog's Quills: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT
- Hedgehog's Quills: Mana Cost 15 -> 100
- Hedgehog's Thornskin: No longer has additional scaling from Max Health.
- Hedgehog's Thornskin: Reflects Damage 30x -> 50x
- Imp's Fireball: Mana Cost 66 -> 1000
- Imp's Circle of Suffering: Mana Cost 66 -> 900
- Imp's Might: Damage 6 x Speed -> 10 x Speed
- Imp's Might: Duration 2 x Insight -> 1 x Insight
- Homunculus' Vampire: Healing based on 0.005x Power -> 0.01x Power
- Homunculus' Clarity: Mana Regeneration bonus 3 x Acuity -> 6 x Acuity
- Homunculus' Clarity: Mana Regeneration 2 x Acuity -> 3 x Acuity
- Homunculus' Clarity: Duration 2 x Insight -> 1 x Insight
-- Skills
- Curious Wisp: Bonus Projectile every 12 DEX instead of every 15 INT.
- Curious Wisp: Base Mana Cost 30 -> 40
- Curious Wisp: Damage Scaling 0.16x -> 0.5x
- Curious Wisp: Mana Cost Scaling 0.1x -> 0.9x
- Dancing Dagger: Now targets random enemies, instead of random nearby enemies.
- Dancing Dagger: Initial Projectile Speed reduced by 50%
- Dancing Dagger: Projectile Speed Stat is now 5x more effective.
- Dancing Dagger: Base Mana Cost 20 -> 45
- Dancing Dagger: Damage Scaling 0.2x -> 2x
- Dancing Dagger: Mana Cost Scaling 0.1x -> 1x
- Dancing Dagger: Bleed Chance 1% -> 9%
- Glint of Steel: Damage Scaling 0.4x -> 0.15x
- Glint of Steel: Mana Cost Scaling 0.1x -> 1.2x
- Glint of Steel: Bleed Chance 1% -> 3%
- Colorless Glyph: Damage Interval Bonus now scales off of DEX instead of INT.
- Colorless Glyph: Base Mana Cost 41 -> 52
- Colorless Glyph: Damage Scaling 0.2x -> 2.1x
- Colorless Glyph: Mana Cost Scaling 0.08x -> 1.5x
- Colorless Glyph: DEX Duration Bonus 0.05s -> 0.15s
- Great Divider: Damage Scaling 0.4x -> 2x
- Great Divider: Mana Cost Scaling 0.1x -> 0.9x
- Great Divider: Bleed Chance 1% -> 8%
- Ghost Blade: Size increased by 33%
- Ghost Blade: Damage Scaling 0.8x -> 1x
- Ghost Blade: Mana Cost Scaling 0.2x -> 0.9x
- Lightning Bolt: Cooldown 6 -> 15
- Lightning Bolt: Base Mana Cost 20 -> 30
- Lightning Bolt: Damage Scaling 1.3x -> 12x
- Lightning Bolt: Mana Cost Scaling 0.3x -> 5x
- Lightning Bolt: +1 Bolt ever 10 INT -> Every 5 INT
- Final Spark: Mana Cost Scaling 0.45 -> 1.1
- Final Spark: Damage Scaling 3x -> 2x
- Waterspout: Cooldown 24 -> 18
- Waterspout: Damage Scaling 1.3x -> 3x
- Waterspout: Mana Cost Scaling 0.5x -> 1.5x
- Ebb and Flow: Cooldown 30 -> 20
- Ebb and Flow: Now heals a flat amount instead of percentage of Max Health.
- Infernal Ray: Mana Cost Scaling 0.15x -> 0.8x
- Infernal Ray: Damage Scaling 0.8x -> 3x
- Infernal Ray: Bonus Amount every 40 SPI -> 25 SPI
- Molten Volley: Mana Cost Scaling 0.2x -> 0.9x
- Molten Volley: Damage Scaling 0.12x -> 0.5x
- Molten Volley: Launch 9 Projectiles -> 6 Projectiles
- Molten Volley: +1 Projectile per 5 AGI -> per 10 AGI
- Blizzard Sigil: Mana Cost Scaling 0.2x -> 0.9x
- Blizzard Sigil: Damage Scaling 5x -> 18x
- Blizzard Sigil: Bleed Chance 10% -> 30%
- Icicle Barrage: Mana Cost Scaling 0.12x -> 1.2x
- Icicle Barrage: Damage Scaling 0.2x -> 1.5x
- Icicle Barrage: +1 Amount per 4 SPI -> 2 SPI
- Icicle Barrage: Bleed Chance 1% -> 8%
- Icicle Barrage: Projectile Speed Stat is now 2x more effective.
- Putrefying Circle: Mana Cost Scaling 0.4x -> 1.2x
- Putrefying Circle: Damage Scaling 12x -> 6x
- Putrefying Circle: Bleed per 5 INT removed. Now Poison per 5 INT
Comments
Hedgehog's Quills: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT RIP Hedgehog. :(
Rye
2025-02-18 22:05:15 +0000 UTCSuch thing doesn't exist, but we can always improve. Keep the great work!
Samuel Lopes Mastrofrancisco
2025-02-16 23:53:49 +0000 UTCThanks. I'll never be able to achieve perfection, but I've certainly done my best.
The Fox Knocks
2025-02-16 23:51:56 +0000 UTCWow, it's a whole new game Well done, lot to test
Samuel Lopes Mastrofrancisco
2025-02-16 23:46:08 +0000 UTC