Martial Cutie Balance Adjustments

1. Counter Mechanic Adjustment

Counter mechanic adjusted: it now costs 65 Sword Energy.

 

2. Potion Adjustments

Draco Storm

Old effect: Can be used 1 time. Triggers on a successful Counter: charges all items for 4s and adds 2/4/6/8 Poisoned to all weapons.

New effect: Can be used 1 time. Triggers after a common attack: adds 4/6/8/10 Poisoned to all weapons.

 

White Tiger's Prowess

On activation, the time it Freezes all of the opponent's items is reduced from a fixed 3s to 1/1.5/2/2.5s.

 

3. Weapon Adjustments

Blade Mystique

Charged Attack: costs 40 Sword Energy, deals 2.2x weapon Attack as damage, reduces the opponent's Max Health by 100/200/300/400, and grants your side +15/20/25/30 Health Recovery.

Common Attack: activates when Sword Energy is insufficient, deals damage equal to weapon Attack, and grants +20 Sword Energy.

Sword Energy required for the Charged Attack lowered to 30; the opponent's Max Health reduction adjusted to -180/250/330/400.

 

Will of Heaven

Sword Energy required for the Charged Attack reduced from 40 to 34.

 

Magmata

Sword Energy cost reduced from 50 to 24.

 

Divine Root

Sword Energy required for the Charged Attack lowered from 45 to 30.

 

Wolf King's Fang

Sword Energy required for the Charged Attack lowered from 40 to 36.

 

Stalactice

The "+Attack to all weapons" effect on triggering Freeze is changed to grant +Attack to this weapon only.

Each activation Freezes 2 random opponent items -> Freezes 1 random opponent Item.

 

Ryuzan

Charged Attack damage reduced from 3.7x Attack to 2.6x.

 

4. Souljade Adjustments

Bloodlust Souljade

Old effect: On critical hit, adds 3/4/5/6% Lifesteal to all weapons, stacking up to 20 times.

New effect: On critical hit, adds 5%/6%/7%/8% Lifesteal to all weapons, stacking up to 10 times.

 

Tempest Souljade

Old effect: On a Charged Attack, triggers +2%/4%/6%/8% Critical Rate for all weapons.

New effect: On critical hit, reduces the opponent's Sword Energy by 10/16/22/28.

 

Tu Na Souljade

Attack bonus upon receiving healing: Max stacks reduced from 20 to 10.

 

Veteran Souljade

Attack bonus upon receiving healing: Max stacks reduced from 10 to 7.

 

Flowing Souljade

Attack bonus when your items are hasted: Max stacks reduced from 20 to 10.

 

Burst Souljade

On critical hit, +Attack to all weapons increased from 4/6/8/10 to 8/12/16/20.

Max stacks reduced from 20 to 10.

 

Chains Souljade

Old: On critical hit, charge 1 random Item for 1.5/2/2.5/3 sec.

Changed to: On critical hit, haste 1 random Item by 1.5/2/2.5/3 sec and slow 1 random opponent Item by 1.5/2/2.5/3 sec.

 

Terror Souljade

On critical hit, slow 1 random opponent Item -> slow 2 random opponent items.

 

Mortal Defiance Souljade

Old: When you Freeze an opponent's Item, restore 25/40/55/70 Health to yourself.

Changed to: When one of your own items is Frozen, restore 25/40/55/70 Health to yourself.

 

Soulquake Souljade

Duration for Freezing 1 opponent Item changed from 1/2/3/4 sec to 1/1.5/2/2.5 sec.

 

5. Curio Adjustments

All Extreme and Legendary Curios gain effect; all Epic and Rare Curios have their effect reduced.

 

Crit Core

Added an active trigger effect:

Increases all weapons' Critical Rate by 8/12/16/20%, with an activation interval of 9/8/7/6 sec.

 

Crimson Heart Ring

Added passive effect:

When hit, this Curio charges for 1.5 sec; opponent's Sword Energy -21/-24/-27/-30.

 

Heavenly Spirits

Added an active trigger effect:

Charges all items for 1.5/2/2.5/3 sec (excluding itself), with an activation interval of 9/8.5/8/7.5 sec.

 

Heavenly Order

Added passive effect: when you inflict Poisoned on the opponent, the opponent's weapons -10/15/20/25 Attack, stacking up to 10 times.

On activation adjusted: per activation, opponent Poisoned / your Health Recovery changed from 3/5/7/9 to 5/10/15/20.

 

Karma Lotus Candleholder

Added passive effect: when you inflict Burning on the opponent, all weapons +2/3/4/5% Critical Rate, stacking up to 8 times.

On activation adjusted: per activation, opponent Burning +8/12/16/20 -> +30/60/90/120.

 

Divine Forger

New On activation: when a Haste effect triggers, remove the Slow and Freeze states from adjacent items.

 

Rebirth Bead

Reworked.

On activation: Max Health +75/100/125/150, Health Recovery +10/20/30/40.

 

Wind Horn

Added an active trigger effect: grants 10/13/16/20 Sword Energy, with an activation interval of 8.5/8/7.5/7 sec.

 

Frostflame Token

Reworked.

On activation: all weapons +30/40/50/60 Attack, slow all opponent items by 2 sec; activation interval adjusted to 9/8/7/6 sec.

On activation: when hit, slow all opponent items by 1.5/2/2.5/3 sec.

 

Eternal Lamp

Reworked.

On activation: reduce the opponent's Max Health by 75/100/125/150, with an activation interval of 9/8/7/6 sec.

On activation: each attack reduces the opponent's Max Health by 15/20/25/30.

 

Panther Sigil

Removed its effect triggered on being hit.

The boost applied to 2 random items increased from 1.1/1.4/1.8/2.2 to 2/2.5/3/3.5.

 

Mirage Bud

Reworked.

On activation: restore 100/150/200/250 Health.

Removed the On activation.

 

Glitterite

Removed the effect on triggering Freeze.

Freeze effect changed to: Freeze 2 random opponent items for 0.9/1.1/1.3/1.5 sec.

 

Enlightenment Stone

On activation: all weapons +8%/12%/16%/20% Critical Rate.

 

Sunwing's Breath

Reworked

On activation: increases Health Recovery by 10/15/20/25.

 

Serpent Ring

Each trigger increases the opponent's Poison from a fixed +2 stacks to +5/6/7/8 stacks.

 

Spark

Each trigger increases the opponent's Poison from a fixed +6 stacks to +12/15/18/21 stacks.

 

Ice Essence

Removed the triggered effect.

Active effect changed to: Freeze 1 random opponent item for 1/1.3/1.6/2 sec.

 

6. Armor Adjustments

All Armor stats have been increased. See the details below.

 

  Initial Armor
1-Star 100
2-Star 150
3-Star 200
4-Star 250

 

Fortified Armor
  Initial Armor Armor gained each time Slowed
1-Star 180 10
2-Star 270 15
3-Star 360 20
4-Star 450 25

 

Defensive Armor
  Initial Armor Armor gained when an attack hits
1-Star 180 8
2-Star 270 12
3-Star 360 16
4-Star 450 20

 

Rejuvenation Armor
  Initial Armor Heals when hit
1-Star 380 20
2-Star 570 30
3-Star 760 40
4-Star 950 50

 

Counterpressure Armor
  Initial Armor Armor gained when your Item is Frozen
1-Star 380 20
2-Star 570 30
3-Star 760 40
4-Star 950 50

 

Guardian Armor
  Initial Armor Armor gained when healed Innate Health Recovery per second
1-Star 500 30 12
2-Star 750 45 18
3-Star 1000 60 24
4-Star 1250 75 30

 

Darksteel Armor
  Initial Armor Armor gained on Counter / being Countered Damage Reduction
1-Star 600 60 6%
2-Star 900 90 9%
3-Star 1200 120 12%
4-Star 1500 150 15%

 

Almighty General Armor
  Initial Armor Armor gained when Frozen / Countered Heals self when Frozen / Countered Damage Reduction
1-Star 750 60 20 8%
2-Star 1125 90 30 12%
3-Star 1500 120 40 16%
4-Star 1875 150 50 20%