The basic premise here is buffing the underpowered items of Thicket, along with parts of the bosses that are too weak for their intended tier.
Changes:
Damage: 60-90 (Avg. 75; 1500 Total) -> 85-100 (Avg. 92.5; 1850 Total)
MP cost: 65 -> 80
Shot Pattern: Straight -> Wavy (1 tile amplitude once per 0.1 seconds)
Passive Stats: 20 HP 2 Att -> 20 HP 2 Att 2 Dex
Why: Since the spell originates from one point in the middle of a crowd, the piercing becomes less and less impactful the farther the enemies, it also has low damage per shot getting very weakened by the defense of even many regular enemies, with these changes it also gets wavy shots to cover more area and hit more times, and passive stats that compete slightly better with new tiered given the high likelihood more classes will get wismod eventually, all of this making it a more viable sidegrade overall.
Changes:
Wisdom: 10 -> 16
Why: Now, the stat total is fine on this one, but for one reason or another MP is definitively the worst stat to invest heavily in right now, even if we consider In-Combat is coming pretty soon, comparing to Shendyt of Geb, the 3 wis gain doesn’t actually affect any significant number of builds, and the 155 MP might be a big number, but few if any would pick that over 15 def, 25 hp and 7 vit either, so i figured pumping the wisdom up to 16 would be the best way to make it a sidegrade despite the massive survivability loss, why 16 and not 15? That gets one more target than 15 with Devastation Scepter + Condu (pretty annoying how you miss that one wis with Ritual, but wismod rebalance doesn’t seem to be a prority to Deca right now, so it had to be made for what we have now )
Changes (When armored buff is nerfed):
MP per second: 40 -> 15
Addition: +15 Vit while key held
Why: Simply put, the MP consumption on this one is insane compared to any other ability out there, costing 40 + your MP recovery per second, up to 90 if your pet is max level, just for 1 second of armored, this would make it a much better Ninja sidegrade to Jugg, being a more self-benefitting ability in compensating for berserk with the vit buff, a vit buff that plays into compensating for Tenne’s bad defense, especially if you get the ring’s 5 more vit too, resulting in a pretty major total In-Combat timer reduction. It might still not be able to be kept up at all times like Jugg now, but its’ fairly low MP per second still benefits greatly from otherwise weak MP leathers like Harlequin or Skuld Mantle.
Changes:
Passive Stats: 50 HP 4 Dex 4 Vit -> 50 HP 5 Dex 5 Vit
Why: The stats are just a minor fix so it actually does something with the IC/OoC formula, which only works in increments of 5.
The change to
Drops:
Daybreak Chakram, Hirejou Tenne, Heavenly Magatama: Now drop from Xolotl too, at a lower rate than Reikoku.
Xolotl now drops a guaranteed effusion for everyone who makes it to the end, along with a bit more guaranteed life and life in general, a good comparison would be Tomb, as they’re both once-per-realm, but Thicket does require you to skip Oryx
Why: To offer more incentive to stay in the dungeon until the end, and because these other changes would make the dungeon significantly harder. (Also because effusions are a bit too rare for what they are)
Changes:
Debuff: None -> Pet Stasis (1.4 seconds for the one with the longest range, adding 1.4 seconds the further back and lower damage the variant)
Now armor pierce
Now predict movement in phase 3
Movement Speed: 10 -> 5 Tiles per Second
Changes:
Now orbit Tezcacoatl about 2 tiles farther during phase 3
Speed: 15 -> 5 Tiles per Second
Range: 1.95 -> 10 Tiles
Now armor pierce
Damage: 80 -> 65
Now fires spreads of 3 with 30 degrees apart during phase 7
Speed: 7 -> 3.5 Tiles per Second
Why: The most changed one for a good reason:
Despite arguably having the best drops in the dungeon right now, the difficulty of this boss definitively does not reflect that, with its’ only attacks able to put a dent in any group of decent characters being the one with confusing minions and slow shots (phase 6), that do massive damage but are very predictable, the minions are practically harmless in phase 2 due to their extremely small range, some phases are practically harmless to players with maxed defense due to their overall extremely low damage and no armor pierce or major debuffs, like the phase 3 tooth shots or phase 5 minion train shots, phase 3 is too repetitive due to the fact you just circle and the same applies to phase 7 for being just single shots.
These changes seek to address all of these in different ways, the shots with extremely low damage now armor pierce, phase 3 minions give you more space, and Tezcacoatl’s shots are slower, but now they also predict movement and do decent damage, so just circling won’t cut it, and phase 7 is now about dodging slow spreads, with all these changes, Tezcacoatl’s drops are more justified, as he no longer is far below El Dorado, practically rolling over and dying to players with maxed defense, which are a large chunk of the players entering Thicket, given its’ tier.
Changes:
Now armor pierces
Damage: 90 -> 70
Speed: 3.5 -> 6 Tiles per Second
Sick Duration: 1.4s -> 3.5s
(OBS: Mask variant changes = Armor pierces; Sick Duration: 1.4s -> 2s)
Now pierces players
Damage: 60 -> 190
Debuff: Blind 1.4s -> Stun 2.5s
Now chases a little slower, by say, 20%
Why: Among all the tribesmen, the Insect Tribesman sticks out like a sore thumb as being far more of an annoyance than a real threat to any kind of character, with his insignificant damage, equally insignificant debuffs, and the blind having no reason to be there but to annoy, and painfully slow sick shots that wouldn’t be a threat even if they stung a little, he’s the only changed part about El Dorado, receiving quite a major buff to match the other Tribesmen and have a dynamic of his own in weaving through the sick shots and avoiding the single, high damage stun (don’t tell me he doesn’t look like he’s holding a shield) shot.
Meanwhile, the Bird Tribesman sticks out in terms of threat above the rest… a bit too much for its’ overt chasing aggressiveness in the second phase, especially with confusion, it poses a constant threat of confusing and/or sitting on you that makes it significantly less manageable for melees than the other tribesmen, knocking its’ speed down a peg should make it more even with the rest.
Changes:
Now armor pierces
Damage: 125 -> 95
Damage: 80 -> 100
Damage: 130 -> 150
Damage: 120 - > 150
Damage: 140 -> 160
Radius: 3 -> 1
Landing Time: ?s -> 0.1s
Now armor pierces
Damage: 105 > 95
Survival phase spreads now try to aim inside where the rotation will be, rather than being much more inconsistent due to always aiming cardinally or diagonally
Survival phase now waits 5 seconds before beginning to shoot spreads, and waits another 5 seconds before beginning to throw out lightning, 10 seconds longer
Why: As Xolotl’s overall drops were improved, and to better match the ability to punch through groups he should have as a fairly lategame, life dropping boss, his damage was slightly increased across the board, and his survival phase’s spreads are more predictable and consistent to avoid, but also more consistently dangerous rather than sporadically being or not being a threat depending on which “triangle” you’re positioned in, his survival phase sick grenades were also given a much shorter radius to stop hitting people inside the arena, but given an almost instant landing time to keep them an effective anti-cheese.
Last but not least, the phase now has an added 10 seconds of building up the intensity from a relatively tame initial 5 seconds of not shooting spreads or lightning at the start to make the phase just a little bit more learnable for those inexperienced, however this shouldn’t increase the difficulty at all, as much as it is just a warmup.