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  3. Daily Patch #11 - Percent Damage Rework, Rebalancing, and More!

Daily Patch #11 - Percent Damage Rework, Rebalancing, and More!

[p]Hi everyone![/p][p]It's the 11th day of daily patches, and this one's mostly focused on rebalancing different things so that a wider array of options are more viable! Mainly, percentage damage loot.[/p][p]I also wanted to mention that yesterday's post outlines the plans for the first big content update for Desktop Defender, read more about it here![/p][p]Also, if you're enjoying the game, I would REALLY appreciate it if you reviewed it. It's the best thing you can do to support the game if you're enjoying it![/p][p][dynamiclink][/dynamiclink]Anyways, below are the patch notes![/p]
  • [p]Modified the % damage formula for loot, loot affecting % damage should be MUCH more effective now. It is now multiplicative, so note that if you're dealing low damage, it's probably because you have lots of negative % damage loot[/p]
  • [p]Fixed bug that caused projectile speed to fire behind you if you had tons of loot with negative projectile speed modifiers[/p]
  • [p]Made the minimum possible damage 1 instead of 0[/p]
  • [p]Made it such that leveled up HP gets added on top of multiplied by your loot, so leveling up HP is more worth it even if you have a low HP-build through your loot[/p]
  • [p]Fixed bug that caused your starting HP to be higher than it should've been after the previous HP fix[/p]
  • [p]Buffed Burst, by making it such that it gets more affected by flat damage[/p]
  • [p]Buffed Flamethrower, by making it such that it gets more affected by flat damage[/p]
  • [p]Buffed Electromagnetism, by making it such that it gets more affected by flat damage[/p]
  • [p]Buffed Revolver, by making it such that it gets more affected by flat damage[/p]
[p]- Conrad, Lead Developer[/p]