Dragonstone - Patch 1.8.1
Cycle 9 - Patch 1.8.1 
New Items

Molten Tools

Infernal Armor

Aether & Nether Gemstones


Forge Potions

Developer Notes (Click to show)
These new forge potions should allow players to recover more quickly from the high damaging abilities of forge items and difficult bosses. Mana Potions will help mages recover mana more quickly to sustain their magic attacks and have higher uptime, as they often exhaust themselves too quickly and have to wait for their next mana surge or rely on natural regeneration to continue fighting. The new Leyline and Smite potions should help make dealing with dungeon hordes a little easier and faster, especially at higher difficulties. ~Dragon & Dummy
⚙️
New Mechanic ⚙️
Armor Plating
Balance Changes
Armor

Aether Armor (Full Set)


True Aether Armor (Full Set)

Developer Notes (Click to show)
The high magic resistance of Aether Armor made PvP matches with other magic users very slow. We still want them to be a little resistant to their own element, but not to the extent they were previously. We shifted some of that resistance into their offensive utility, and a little bit into armor toughness to help mages survive longer in dungeons. ~Dragon
Mana surge had too low of an impact with too high of a cooldown in PvP. With careful testing, we believe these changes will help mages deal burst damage more often. ~Dummy

Hellstone Armor Set

Developer Notes (Click to show)
Tier 1 Hellstone Armor was not only competing with Tier 2 Aether Armor, it was often stronger due to a number of problems with physical builds dealing way too much damage in PvP scenarios. These changes help to bring physical more in line with where it should be. ~Dummy
We also gave the Hellstone Armor a small amount of mana capacity to help melee users utilize their right click abilities more often, such as Molten Slash and Magma Bomb. ~Dragon

Raven Wings

Developer Notes (Click to show)
We are removing damage resistance while in-flight to combat potentially annoying PvP scenarios. ~Dragon

Sky Dragon Helmet

Developer Notes (Click to show)
Sky Dragon Helmet was severely weaker than the other dragon helmets, largely due to being locked out of its flight buff in boss fights. These changes allow for the sky dragon to enhance their magical attacks while keeping their floaty movement in dungeon boss fights. ~Dummy

Fire Dragon Helmet

Developer Notes (Click to show)
The Fire Dragon Helmet was definitely a controversial topic when discussing how it should be balanced. First of all, Fire Dragon specifically made the best use of chromatic scales in both PvP and PvE content, and was next to impossible to kill in PvP scenarios. We have replaced chromatic scales on all dragon helmets with armor plating. Additionally, it had too many meteors and poke potential, so we condensed the power of them while giving them less stacks. Finally, we made a straight nerf to combust, as it was scaling unexpectantly with physical stats. ~Dummy
Meteor make big boom boom now! ~Dragon
Sea Dragon Helmet
- Added +4 Armor Plating. 0 ➜ 4
- Removed Chromatic Scales. 20 ➜ 0
- Healing Potency reduced from 50% ➜ 25%
- Removed 5% Parry Chance. 5% ➜ 0%
Developer Notes (Click to show)
HealingInsertwas largely overlooked as only one healing build existed. After calculating potential healing numbers with different amounts of investment into healing, we decided to nerf the sea dragons healing potency to level out its raw healing potential with a green focused Aether Staff. ~Dummy
In addition, we are removing RNG stats like % parry chance from all dragon helmets for the time being as we consider more skill-based methods of blocking or parrying attacks. ~Dragon

Void Dragon Helmet

DeveloperDev Notes (Click to show)
This item is pending a rework, but for consistency purposes, we are giving this dragon helmet the same treatment as the others. ~Dragon
Melee

All Melee Weapons

Developer Notes (Click to show)
We finally figured out a way to change how much damage is dealt between Mobs and Players with physical weapons. This should help make physical builds more viable in dungeons. Additionally, damage vs players was slightly reduced in order to keep physical in check as it was previously too strong in PvP. ~Dummy
In addition, testing revealed that slash attacks made it difficult to tell if you landed a crit or not, as more often than not the slash would hit the player when it felt like it should've been a crit. We changed the behavior of slash attacks to no longer occur while in the air to reduce the feeling of missed crits. ~Dragon

All Axes

Developer Notes (Click to show)
This change to axes was made to prevent axes from constantly slashing while chopping trees. This also helps to balance their power a little bit, as axes have much wider slashes compared to swords which made them a little too powerful when swinging freely. ~Dragon

Aether Blade + Eternal Wind


True Aether Blade

Developer Notes (Click to show)
The True Aether Blade was another controversial item when it came to its balance. Its AoE damage capability in dungeons far exceeded the True Aether Wand, and it found little to no use in PvP. We decided to make it a CC tool to help mages deter physical units by increasing the knockback power of Whirlwind. In addition, we increased Whirlwind's cooldown to reduce knockback spam in both PvE and PvP. ~Dummy

Hellstone Blade


True Hellstone Blade


Aether Axe


Angelic Axe


Hellstone Axe


Volcanic Edge

Developer Notes (Click to show)
Magma Bomb deals a large amount of damage very reliably on a relatively short cooldown. Instead of targeting the high damage, we decided to increase the cooldown slightly to maintain the item as a good wave clearer in PvE and heavy poke tool and/or finisher in PvP. ~Dragon

Reliquae Aurora


Chaos Hammer

Developer Notes (Click to show)
While Paragon Items remain as a source of uncertainty in the development process, we still want to ensure they are at least as viable as a Dragon Helmet. As such, this item is receiving various buffs to maintain a power level similar to a Tier IV item. ~Dragon
Ranged

All Forge Bows

Developer Notes (Click to show)
We found that bows were out damaging other weapon types with zero investment, so we tuned their damage to be more respective of uninvested weapon damage numbers of other damage types in preperation for future ways to invest in ranged/bow capabilities. ~Dummy

True Aether Bow

Developer Notes (Click to show)
With the ability to deal shotgun levels of damage up close, and choke the spread for longer distance sniping, this is now a very formidible weapon. As a safety precaution, we are reducing the damage slightly and will be keeping a close eye on this weapon. ~Dragon

Hellstone Bow


Magma Bow

Developer Notes (Click to show)
After discussing feedback on the Magma Bow, we decided to heavily buff the charge speed for explosive arrows to make the bow feel quicker, more reliable, and much more fun to use. In addition, we reduced the arrow velocity of Hellforge bows to ensure that they are not strictly better than Aether bows. They both have their own benefits and drawbacks.

All Forge Repeaters

Developer Notes (Click to show)
Repeaters were dominating single target DPS with no investment, especially in PvE content. Their original purpose was to relieve strain of pulling back arrows while still having a bow type weapon, however they ended up being an infinitely better choice than regular bows. We are nerfing them in hopes of letting regular bows shine once more. ~Dummy

Aether Repeater


True Aether Repeater


Hellstone Repeater


Magma Repeater

Magic

True Aether Wand

Developer Notes (Click to show)
The barrage ability of this weapon is often used as a finisher or as a high damage tool, but was found to be unreliable outside of point-blank range. We are tuning the spread and damage capability to make this ability more reliable in fast-paced PvP combat, and reducing the cooldown so mages have more opportunities to deal good burst damage to a tanky opponent, especially considering the new existence of instant consumables. ~Dragon

Infernal Wand

Developer Notes (Click to show)
This item has very strong crowd control potential in PvP. As such, we are keeping a close eye on this item and are working on finishing up the unfinished secondary ability we accidentally released. ~Dragon

Aether Staff

Developer Notes (Click to show)
This change was to allow healers to target party members that are closely fighting other players, without accidently healing non party members. Additionally, you can still heal players in the open world without needing to be in a party with them. ~DummyHere
🧟 Dungeon Changes 🧟
Outpost
Ancient Digsite
Developer Notes (Click to show)
The health reduction is to compensate for the Repeater nerf and to slightly reduce the duration of the boss fight at higher difficulties, as this dungeon already takes enough time to finish as it is. In addition, we have boosted the base rare drop count to account for this dungeon being of much higher difficulty than other dungeons. ~Dragon
🛠️ Forge Changes 🛠️
Dragon Communion Altar
Essence Generator
Aether InfuserForge
Hellstone Furnace
Developer Notes (Click to show)
We made the difficult decision to remove the shard dust options for smelting dungeon ores, because we found that there was little reason to gather and spend vanilla materials anymore. ~Dragon
Hellstone Forge
Event Forge
All costs below are in Event Points, which can be obtained from server events, beta testing, and development work.