Items - Lunar

Updated 2 weeks ago

Reworks

Effigy of Grief

- Maximum number of totems reduced from 5 to 1 (reusing the equipment always repositions the effigy).
- Radius increased from 15m to 20m.
Comments:

Effigy of Grief is good while you don't need to move into the affected area, but sucks otherwise. Reducing the number of totems, while in theory a nerf, makes it a lot easier to reposition poorly-placed totems. This equipment now allows you to micromanage a slow field and move it to wherever you need it most.

Light Flux Pauldron

"Convert a portion of attack speed bonuses into cooldown reduction."

- Mechanics completely reworked: now reduces your attack speed modifiers by 33% and grants 1% cooldown reduction per 2% attack speed lost this way.
  - Each additional stack increases the amount of attack speed converted by 33%.
- Applies an additional 15% attack speed penalty per stack.
Comments:

Light Flux Pauldron is unfun, unsynergistic, and generally just sucks all around. This rework is designed to no longer penalize your base stats, and instead let you choose to increase a rare stat at the cost of a common one.

Neutronium Weight

- Debuff is now stackable, self-inflicts a number of debuffs equal to the item count.
- Upon hitting an enemy with a skill, one debuff will be transferred to the target for 8 seconds (+2 seconds per stack).
- Once the duration has elapsed or the target dies, the debuff will be transferred back to the owner.
- Stat drop no longer requires the user to be in combat.
Comments:

Rework to make it less gimmicky and have both higher upsides and downsides, as well as more consistent behavior. It feels like an actual lunar item now. Interestingly, this item might be one of the best to pick up if you're behind, as it benefits more when you are struggling with killing enemies.

Stone Flux Pauldron

"Convert a portion of movement speed bonuses into armor."

- Mechanics completely reworked: now reduces your movement speed modifiers by 33% and grants 1 armor per 2% movement speed lost this way.
  - Each additional stack increases the amount of movement speed converted by 33%.
- Applies an additional 15% movement speed penalty per stack.
Comments:

Stone Flux Pauldron is nowhere near as bad as Light Flux Pauldron, but it's still not exactly great. It's kind of annoying to use, and on all characters but False Son the health increase isn't worth it unless you already have a high amount of movement speed. Armor is a much better stat to buff than maximum health, as it also indirectly buffs shields, barrier, and health regeneration in the process. Just like Light Flux, this rework is designed to no longer penalize your base stats, and instead let you choose to increase a rare stat at the cost of a common one.

Buffs

Focused Convergence

- Teleporter charge rate increased to better match logbook description.
  - On average, reduces charge time by ~8 seconds.
Comments:

Focused Convergence is a massive downside and doesn't really have much noticeable benefit. Maybe that's because the effective charge rate bonus is only 23% rather than the stated 30%, which is just too low to be worth it outside of speedruns.

Glowing Meteorite

- Cooldown reduced from 140s to 100s.
- Meteor rain duration reduced from 20s to 12s.
- Meteor telegraphs no longer disappear halfway through, and are also slightly brighter.
- Base damage increased from 600% to 800%.
- Deals half damage to self and allies (like other friendly fire effects).
- Meteors use a different falloff model that scales their damage down to a minimum of 50% at the edge.
- Meteor spawn rate increased by ~10% on average (the actual formula is kinda complicated, but not worth going into).
- Meteors can no longer roll for crit (if they succeed the roll then every single Meteor in the storm will deal double damage).
Comments:

Meteor has the potential to be so much more than just a troll item. With these changes, it results in higher damage within a shorter duration so that players aren't forced to dodge meteors for a century, and the meteors have more consistent telegraphs so that they aren't as annoying.

Visions/Hooks/Strides of Heresy

- Some slight buffs, mostly to overall feel. Check out Heretic's page for details.

Nerfs

Shaped Glass

- Damage multiplier stacks linearly rather than exponentially.
  - First stack unchanged, second stack bonus 4x->3x, third stack bonus 8x->4x, etc.
Comments:

Shaped Glass's stacking mechanics are really funny, but just too much for the game' balance to handle.

Spinel Tonic

- Attack speed bonus reduced from 70% to 30%.
Comments:

Tonic is just a liiiittle stronger than I'm comfortable with, so I'm toning back its attack speed bonus. All of tonic's bonuses are multiplicative, so the actual bonuses you receive are even more than what's on the label, and it already straight-up doubles your damage.

Transcendence

- Bonus health changed from 50% (+25% per stack) to 30% (+30% per stack).
- Now has a new stackable downside: reduces shield regeneration rate by 50% for each stack.
  - Shields take 2 seconds to regenerate by default, this increases that time by 1s per stack.
Comments:

Transcendence is one of my favorite lunars, but it sticks out for not having any semblance of a stackable downside, and as such is incredibly powerful. I'm toning down a bit of its first stack strength while also giving it a bit of a drawback to prevent it prom being a free pickup on subsequent stacks.

Tweaks

Corpsebloom

- Interaction with healing modifiers fixed, will no longer multiply healing twice with Rejuvenation Rack or divide healing twice with Eclipse 5 difficulty modifiers.
Comments:

This is mostly to fix the Eclipse interaction that makes the item actively detrimental, but I think removing its crazy synergy with Rejuvenation Rack is also a good thing for consistency.