Laboratory of Madness - Update 1

Interesting to see that I never updated this map once since its release, but that aside now.
I had another look at this map and I remember I had made mage weak early game intentionally due to the huge increase in damage it gets later on, but on second look it is too weak to perform semi decently and rounds take too long to complete, so this update will focus on giving mage class a bit of power in the early game to help more easily reach the later powerspikes.

On another note, this is also a good chance to bring up this post where you can see all the modified projectiles in the map.


Test Subject: MGE-L7 (mage)

Weapon chest 1

  • Wand of Sparking (tier 0) damage increased from 8 to 10
  • Amethyst Staff (tier 1) damage increased from 17 to 20
  • Diamond Staff (tier 2) damage increased from 23 to 25
  • Flower of Fire (tier 3) damage increased from 32 to 36
  • Crystal Serpent (tier 4) damage increased from 49 to 56
  • Unholy Trident (tier 5) damage increased from 62 to 66
  • Betsy’s Wrath (tier 8) damage increased from 107 to 118

Weapon chest 2

  • Space Gun (tier 0) damage increased from 17 to 19
  • Gray Zapinator (tier 1) damage increased from 27 to 29
  • Laser Rifle (tier 2) damage increased from 35 to 39

Weapon chest 4

  • Nebula Arcanum (tier 2) damage increased from 75 to 90
  • Slightly increased the projectile shoot speed

Armor chest

Reduced price of jungle armor (tier 3) from 13,500 to 12,000


Melee class seems solid so no changes will be made there, mage was struggling early so hopefully these changes make the class more bearable and slightly stronger in early game, or at least make rounds 6-10 not last 10+ minutes each.
Also a personal tip, if you have mana issues then I recommend buying mana since it is rather cheap in this map (4 mana for 444, into 40 mana for every 4,440 points)

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