Crystal Project

Crystal Project

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Update: 20 May @ 12:32am

Update: 19 May @ 9:06am

Update: 19 May @ 1:00am

Update: 18 May @ 4:35am

Added Scythes
- Scythes innately have 25% Physical and Magic Penetration
- Scythes are intended to help the typeless damage casters, Cleric and Shaman, reach decent Magic Penetration numbers while still focusing on Spirit.
- Cleric and Shaman can both equip Scythes and Tempest from Nomad and Sunder from Druid can now also be used with Scythes.
- Ten new Scythes added throughout the game with various interesting effects.

Update: 8 Mar @ 2:59am

Update: 7 Mar @ 7:27am

Cleaned up a number of ability names and quirks.

I finally got around to removing some Passives that felt like taxes. Not all are gone, but three big ones have been addressed. If you're a physical attacker, Perfect Vision is mandatory. The chance to miss is always factored into expected DPS and it's always the biggest return on investment to make sure you never miss. Perfect Dodge is for one specific build and the passive tax for that felt lame. HP Boost was incredibly good but also difficult to cost right. I've given each character an HP boost starting at level 1 and removed it. The earlygame was already fairly simple so I'm not concerned. Lastly, Luck has done very little for quite some time. It's effectively just an additional chance to crit or dodge or very rarely used in Lucky Dice builds. I don't normally like variance in games like this but given that Luck equalizes the effects of variance over time and can be stacked to give the same effects as a damage increase, I've decided to add 10% variance to the damage/healing characters can do. Luck will be a more desirable stat now rather than something thrown on gear to make it slightly better.

(These are all lumped in with the other hidden effects each character has)
Characters have HP increased by 100 - Removed HP Boost
Characters have Perfect Vision and Perfect Dodge
Characters have 10% physical and magical variance

I've wanted to change Refresh and MP Leak for awhile and so I finally did with this most recent set of playtests. Refresh is now quite a lot better, acting even as a possible substitute for traditional MP healing give the right build. Refresh and MP Leak now effectively counter eachother as well, similar to DoTs and Regen. I wanted MP Healing to be more accessible rather than reason 9 billion why your party wants a Bard.

Refresh - 10%
MP Leak - 10%
Mana Song - No MP cost
Healing Song - 25% Variance - Loses no threat gain
Empower - Back to Barrier - Becomes an AOE
Insult - Back to being Magic
Lucky Dice > Sonic - Variance reduced to 50%
Perfect Vision > Maim - Attacks apply Agility Down/2
Perfect Dodge > Riposte - Counter after evading physical attacks
Hawk Stance > Hidden Stance - No threat gain
Snipe - Loses no threat gain

Update: 10 Dec, 2024 @ 10:18am

Hitofuri somehow became buyable again from vanilla. Not sure when or how this happened but I'm keeping it for the hell of it and changed it to a Sword. Master Dagger also had % evasion by mistake.

Update: 16 Nov, 2024 @ 6:37am

Update: 29 Sep, 2024 @ 4:35am

"Counter" now properly displays that it is a once per turn effect.

Update: 27 Sep, 2024 @ 4:43am

Somewhere along the way the Jail keys stopped being consumable. No idea how that happened but it's been fixed.