SteelStar
Senior Systems Designer
With Update 60 introducing the Machrotechnic Epic Destiny, we decided to take this opportunity to do some much-needed Rune Arm shot rebalancing. We currently have ~20 Rune Arm shot types, which vary wildly in damage, number of hits, speed, spread, homing, and hitbox size. In this pass, we've standardized many things to make more Rune Arm types viable, bring in odd outliers, and make the user experience better.
General Notes
Breakdown By Shot Type
General Notes
- The information below is sorted by Shot Type - Every Rune Arm with that Shot Type is affected by the listed changes.
- It's mentioned in the general notes for this Preview, but the Rune Arm Charge UI is now moveable like other UI elements. If you can see it, you can click and drag it to a new spot where it will remain.
- All Rune Arm shots now have a consistent projectile size. This should especially help ones like Light Spirals, which were so large they'd often impact the ground before actually shooting.
- One of the biggest power disparities we tackled here is in AOE vs. Single(ish) Target Rune Arms.
- An example of AOE is Fire Blast, which is a cone that hits many enemies inside it
- An example of Single(ish) Target is Salt Shot, which shoots 5 homing projectiles at a single target. That doesn't mean all of those will hit that target, or ONLY that target as things can get in their way, but they're single target mostof the time.
- We've made the target damage for Single(ish)-Target ones equivalent to what Salt, Knife, Ghost, Book, and Bee Shot are currently dealing (below called "New Single Target Curve"). Their damage has remained the same; other shots have come up to meet them.
- Currently, these have similar damage curves. However, many of the AOEs only hit their target once, while the Single(ish)-Target ones can hit up to five times. Meaning the AOEs are doing 20% of the damage of Single(ish)-Target ones, sometimes less.
- We also don't necessarily want big AOE cones doing 100% of the damage that single-target ones do.
- So: The damage on AOEs that do 1 hit to affected targets has gone up by A LOT across the board. This puts their damage at roughly half of what the Single Target(ish) ones do with the number of projectiles they fire at the same tier (i.e. what 2 projectiles do at Tier 2, what 5 projectiles do at Tier 5). (Below called "New AOE Curve").
- All Rune Arms that deal multiple damage types still do, we've just split the numbers to fit the new damage paradigm.
- Please hop into game for exact damage numbers, which are in the tooltips on each Rune Arm for each tier of each shot type
- Fine details of the changes are definitely up for adjustments if needed; outside of changes requiring gigantic bodies of work and the general relation between Single Target and AOE, we can be flexible.
Breakdown By Shot Type
- Acid Bolt
- Updated damage to New Single Target Curve
- Changed shot spread to narrow
- Increased projectile speed
- Bee Shot
- No changes (slow projectile speed remains as this one also delivers a DOT)
- Book Shot
- Increased projectile speed
- Cold Bolts
- Updated damage to New Single Target Curve
- Increased projectile speed
- Cannon Shot
- Updated damage to something close to New AOE Curve, split across two damage types
- Increased projectile speed
- Electrical Blast
- Updated damage to New AOE Curve
- Electrical Lash
- Updated damage to New AOE Curve
- Increased projectile speed slightly
- Added homing - This projectile does not explode on impact, but this change will fire it in the direction of your target instead of straight ahead.
- Ghost Shot
- Increased projectile speed.
- Fire Blast / Corrupted Fire Blast
- Updated damage to New AOE Curve
- Exploding Fire Shot / Corrupted Exploding Fire Shot
- Updated damage to New AOE Curve
- Added homing
- Increased projectile speed
- Made hitbox significantly larger - This now matches other shot types, but we wanted to call it out because the hitbox on this one was SO SMALL before, especially without homing, that it... often just wouldn't hit anything.
- Force Shot
- Updated damage to New Single Target Curve
- Changed shot spread to narrow
- Increased projectile speed
- Gold Shot
- Updated damage to New Single Target Curve
- Increased projectile speed
- Knife Shot
- Increased projectile speed
- Light Spirals
- This shot type actually works now, no longer immediately destroys itself while standing on the ground
- Updated damage to New Single Target Curve
- Increased projectile speed
- Salt Shot
- No changes
- Trash Shot
- This is our outlier. Trash Shot is currently doing around double the damage of the next-best Rune Arm in the game. Yes, there are trade-offs, but its current role is not good for the overall Rune Arm meta. We've adjusted the damage down and given it homing and better projectile speed.
- Its damage has been reduced by around half, putting it slightly higher than the New Single Target Curve to most targets.
- It has four damage types, but very few will almost take all four - Poison and Rust are generally mutually exclusive against targets.
- Each damage type here is slightly higher than 1/3 of the New Single Target Curve. If you manage to find a target that will take all four types of damage... Well, this Rune Arm will be good for that.
- Added homing
- Increased projectile speed
- This may not be in this build, but the tooltip is in need of some rewriting; the current one on Live describes the tiers at which you get additional projectiles, but it's entirely wrong.