Patch 1.1
- slamanthaplays
- Mar 27, 2022
- 11 min read
Updated: Apr 6, 2022
Patch 1.1 marks a turning point. We now have the ability to alter the power, MP cost, use ranges, and status effects of moves. This is the big one, I hope you have some time and a pair of reading glasses.

FIRE
Fire Tower
"Fire Tower has seen very little use up till now. In Rookies Spit Fire was quicker and cheaper while Red Inferno was stronger and more reliable. To make fire tower a more compelling choice not has it's power been nearly doubled and it's less prone to blocks, but it's use-range has been more than doubled. This'll lead to it appearing to be a much faster move than it has been making it much more reliable and a sexier pick. To compensate for all the buffs, the MP cost has been increased."
Power: 155 -> 288
MP: 81 -> 120
Use-Range: 300 -> 800
Accuracy: 55 -> 65
Prominence Beam
"Big anime laser beam. This is the identity that Prominence Beam should embody. To better fit this vision it's use-range has been increased, making it the longest in the game."
Use-Range: 800 -> 1000
Spit Fire
"Spit Fire falls into the category of spam-attacks; attacks that don't cost much to use and fire off extremely fast. Spit Fire has been the weakest of the bunch, but it has proven extremely effective on Agumon due to Agumon's access to Muscle Charge. That combination has allowed Agumon to invest in stats away from MP, speed, brains AND offense. While this does make for a very intriguing build, a small change in MP will help keep it from going too far off the rails. Doubling MP cost is a small change, right?"
MP: 30 -> 60
Red Inferno
"Red Inferno is similar to Fire Tower; it is a power move that is accessible to rookies that isn't particularly safe to use. However unlike the direction taken with Fire Tower of making it safer to use, we are instead going to buff Red Inferno's power and decrease it's MP cost. The intention is to make it a high risk-high reward option."
Power: 270 -> 380
MP: 171 -> 150
Magma Bomb
"Speaking of high risk-high reward...Magma Bomb. This move is incredibly unsafe to use. It has a very long set up animation making it easy to punish. This move would be best used with a setup attack to increase the chance of success, and to make that combination worth using it's power and confusion chance has been increases. It's accuracy has been increased as well, a move that barely lands shouldn't have such a high chance of being blocked."
Power: 279 -> 424
Confusion: 4% -> 90% Accuracy: 50 -> 63
Heat Laser
"An example of a setup attack. Heat Laser has always had the niche of being a way to inflict flat, but the pay off for having a setup move never really felt there. By increasing the chance of inflicting flat it should be a much more appealing 2nd slot choice to combine with unreliable attacks like Magma Bomb or Inifinity Burn. However, to stop this move from being abused, a attack penalty has been applied."
Power: 84 -> 52
MP: 105 -> 96 Flat: 32% -> 90%
Inifinity Burn
"Good ol' Inifinity 'Not Infinity' Burn. This move has big super attack energy seeing as it's only available to 3 Digimon: the penultimate boss, the secret optional boss, and the Digimon who's literally made out of fire. It also sounds really intimidating and should have the power to match."
Power: 488 -> 999
MP: 264 -> 330
Meltdown
"Meltdown up to now has been the most reliable fire tech. It goes off fast enough that it's unlikely to be interrupted at the cost of being easily punished in return. It has high power but high MP cost to match. It is a relatively balanced move. The only issue is that it has a very high chance of stun at 24%. That's gotta change."
Stun: 24% -> 5%

AIR
Thunder Justice
"Thunder Justice is one of the strongest moves in the game, however you wouldn't know from the amount of success it has seen in tournaments. It is just a bit too slow to stand with the other top attacks. With other techs getting nerfs as well, Thunder Justice should naturally see more use. Just a minor nerf to it's damage and a larger nerf to it's stun chance to keep the game healthy while keeping it a competitive choice." Power: 586 -> 512
Stun: 32% -> 12%
Spinning Shot
"We are actually going to leave Spinning Shot alone this time. It has high enough power that might end up defining the Rookie tier, but until anything happens to prove a reason to nerf, we will let lay. It feels weird to make a note for something that won't actually change, so uh, here's a joke. Which Digimon makes the best friend? Palmon." Electric Cloud
"Electric Cloud has had a bit of an identity crisis. It's a rookie-tier projectile with a stun. It's not super fast like Wind Cutter, nor is it super strong like Megalo Spark. That leaves the stun. Electric Cloud's new given identity is as a safe setup move." Power: 120 -> 45
Stun: 9% -> 85%
Use-Range: 900 -> 800
Megalo Spark
"The second top-5 tech we have to tackle. Megalo Spark is worse than the others, but there is one thing that makes it a must-nerf: Rookie class. Elecmon and Kunemon having access to this attack uniquely defined the rookie tournaments, being by far the most powerful move in the class. Nerfing everything except for range, which will get a buff to keep it safe from punishment from spam attacks it would have formerly outtraded due to damage output." Power: 382 -> 240
MP: 178 -> 189
Stun: 23% -> 10%
Use-Range: 400 -> 600
Static Elect
"Ugh... melee attacks. There is a major issue with balancing these due to the fact that...well...they are melee. There is definite uncertainty if there is necessarily anything that can be done to make them viable. The current idea is to make them particularly strong in certain aspects. Static elect for example, will be a guaranteed stun." Stun: 15% -> 100%
Wind Cutter
"Why is it always the Elecmon techs? Wind Cutter, with it's high power, turbo speed, and low cost, has proved to be incredibly powerful in Megalo Spark's absence, thus a nerfed Megalo Spark necessitates a nerfed Wind Cutter. To compensate the fact that we are DECIMATING it's power and it's use-range, a small confusion chance will be added to add some spice." Power: 178 -> 63
Confuse: 0% -> 10%
Use-Range: 800 -> 400
Confused Storm
"Confused Storm should confuse. Also be a little bit safer to use."
Confuse: 60% -> 100%
Use-Range: 400 -> 600
Hurricane
"Hurricane has easily been one of the worst attacks in the game. It's incredibly unsafe, very easy to interrupt, not particularly strong, and to top it off, a confuse effect that makes landing the move twice harder. With the advent of the setup move, in particular Electric Cloud, we hope to give Hurricane a new genesis, one where it is a powerhouse move that has the potential to dominate the Rookie class through Biyomon, and possibly beyond."
Power: 366 -> 999
MP: 255 -> 201
Confuse: 13% -> 0%
Use-Range: 400 -> 600
Accuracy: 73 -> 100

ICE
Giga Freeze
"Another move that just straight up stank. Not particularly power, slow to go off, painfully close-range, low chance of stun. Buffs to increase viability as a power option for the likes of Betamon or Penguinmon." Power: 264 -> 326
Use-Range: 200 -> 800
Ice Statue
"Ice Statue is ******* stupid. The strongest move in the base game, easily. Speed, power, low MP cost, stun chance; it does it all. Ice Statue should be a strong move, it is accessible only by champions and ultimates, but everything it does needs to be toned down."
Power: 424 -> 312
MP: 186 -> 309
Stun: 38% -> 20%
Winter Blast
"Winter Blast actually hasn't seen any play yet, but there is 100% potential here. This move comes across as Ice-Meltdown; quick to attack but leaves the user vulnerable for a counter with a decent chance of stun. I think that's neat, however due to it being accessible in the Rookie-Class, numbers have to be lowered. Baby's first meltdown." Power: 120 -> 202
MP: 165 -> 201
Ice Needle
"Ice Needle falls into the same class as Spit Fire and Wind Cutter; low cost and spammy. In Megalo Spark's absence this attack dominated Rookie Class and even saw some use above it. Nerfs inbound." Power: 126 -> 93
MP: 78 -> 75
Use-Range: 800 -> 400
Water Blit
"Good ol' Water Blit. This attack saw almost no competitive use up until now, and that might have been a mistake. It's a little slow to launch but still very powerful for what was a low MP cost. A change in identity can help put this tech on the map. Think of it now as "slightly Megalo Spark but with flat." Power: 211 -> 295
MP: 102 -> 171
Flat: 0% -> 5%
Use-Range: 600 -> 800
Aqua Magic
"We finally get to talk about buffs! Some buffs can be game-changingly strong, able to fit your entire build around them. Aqua Magic is not one of those. With middling stat buffs, Aqua Magic is typically used to fill in a tech-slot. Since not all Digimon have the ability to do that, the best method to deal with this strat is to make it more costly to use."
MP: 36 -> 300
Aurora Freeze
"Aurora Freeze has big super-attack energy. It's only accessible to only a few Digimon, and is a bit of a pain to get off due to ease of interruption. However, instead of buffing it's power to absurd levels like Inifinity Burn or Hurricane before it, we are going to dedicate it to the "freeze" aspect of it's name." Stun: 24% Flat -> 74% Stun
Use-Range: 600 -> 800
Tear Drop
"A setup move that actually saw some use in tournaments! Unfortunately not to much success. It was just a touch too inconsistent. Hopefully some more range and higher flat chance will help it do what people expect to see." Flat: 46% -> 64%
Use-Range: 400 -> 600

MECH
"Notes purely for a typing! Wow something must be wrong! Mech moves should be impressive. It's a whole typing that's solely in the Ultimate-class. However it stinks. Almost everything resists mech meaning the attacks don't come across very strongly. As such it's going to be a whole lot of buffs with many attacks picking up secondary effects after priorly having none."
Power Crane
"A melee attack with range! Sorta. You get to bonk the opponent with a big dumb crane arm, that's melee, right? This is the quickest mech tech not named all-range beam and should serve as powerful setup attack to support all other mech techs."
Stun: 0% -> 65%
Use-Range: 700 -> 800
Metal Sprinter "Metal Sprinter is an AOE that doesn't really do anything. Some extra power and a high chance of confuse will help it out."
Power: 150 -> 350
Confuse: 0% -> 64%
Full Potential "The best mech-tech and it's not even an attack. Full Potential, another top-5 tech, to put it simply, is busted. Massive stat gains AND fills a tech-slot. If you want to unlock your full potential, be prepared to pay for it."
MP: 99 -> 765
Pulse Laser "Slow pew-pew lasers should make you go 'Ouchie'."
Power: 389 -> 678
Delete Prog "During testing this move was surprisingly reliable to connect. It'd just be nice if it were a bit more consistent with it's flat chance."
Flat: 50% -> 60%
DG Dimension "A mech-tech with super-attack vibes. DG Dimension takes a bit of time to set up so it's easily punishable. Increasing the power due to the heavy amounts of mech-resistance, and a bit more range to make it easier to launch."
Power: 722 -> 999 POW
Use-Range: 400 -> 800
Reverse Prog "A mech-tech with super-attack vibes. Reverse Prog takes a bit of time to set up so it's easily punishable. Increasing the power due to the heavy amounts of mech-resistance, and a bit more range to make it easier to launch. Also guaranteeing flat so it's not literally just DG Dimension."
Power: 256 -> 780
Flat: 12% -> 100%
Use-Range: 700 -> 800

EARTH
Bug
"The last Top-5 Tech™. Bug has the unique distinction of being the only one of the damaging Top-5 that is exclusive to the Ultimate-class. It makes sense for it to be strong, but being able to hit for massive damage twice with 2 large chances of being able to inflict flat? Maybe not that strong. Number reduction is necessary." Power: 500 -> 350
Flat: 35% -> 25%
Mass Morph
"Unlike Aqua Magic, Mass Morph actually has sizable buff increases with 20% to defense and 10% to speed. As such it should cost a bit more than Aqua Magic." MP Cost: 30 -> 450
Poison Claw
"MELEE!!! Poison Claw is actually decent as far as melee goes. It's animation is lightening quick. Raising it's chance of inflicting poison to make it a more attractive choice compared to poison powder and insect plague." Poison: 40% -> 100%
Danger Sting
"MELEEEEEEEEEE!!!!!!!!! Danger Sting is not decent as far as melee goes. It's animation is slow and it has a low chance of inflicting flat. Across the board buffs are necessary." Power: 157 -> 210
MP: 102 -> 78
Flat: 26% -> 95%
Green Trap
"Green Trap has a very unique issue; the targets often simply walk past it. Tinkering with use-range didn't help, and with the tools we currently have available nothing can be done to solve this. As such, Green Trap is going to go harder on the "trap" aspect."
Stun: 55% -> 80%

BATTLE
Tremar
"Tremar is unique in the sense that it's the only ranged attack in all of melee that doesn't concede ground. This move needs to be strong for battle-mons to have a shot at viablity." Power: 178 -> 352
Stun: 0% -> 18%
Use-Range: 600 -> 800
Muscle Charge
"Muscle Charge is the second strongest buff in the game giving a monsterous 30% attack buff. That needs to be hit."
MP Cost: 66 -> 600
War Cry
"War Cry falls into the category of ineffective buff that is mostly used as a slot-filler."
MP Cost: 42 -> 300
Sonic Jab
"MELEEEEEEEEEE! Sonic Jab comes across as baby's first attack, so let's make it not cost anything. This will give it an identity as a struggle move you can use after burning the rest of your MP."
Power: 52 -> 200
MP Cost: 18 -> 0
Dynamite Kick
"Dynamite Kick is a pretty uninteresting attack. It's just kind of a kick. Dynamite Kick however, is a super cool attack. It's a kick from a horse! Or a Dino-Fossil! Dynamite Kick has different power depending on who's using it. It should be buffered around the board, but should really be brought home for the Unimon/Centarumon/SkullGreymon variant."
Regular
Power: 193 -> 393
Horse
Power: 255 -> 878
Counter
"Counter is in a unique place where it's a solid slot-filler because it's unlikely to ever be used and is strong in the situations where it actually activates. Unfortunately there isn't much that can be currently done to hit it. Keep an eye on this in the upcoming patches."
Megaton Punch
"Mega punch do mega damage. Mega stun too."
Power: 500 -> 640
MP: 123 -> 99
Stun: 9% -> 49%
Buster Dive
"The super attack of battle techs. It has decent enough range but tends to trade due to conceding ground. Giving it even more power to make it a more appealing option. Also removing the confusion effect due to it making harder to get follow up attacks."
Power: 320 -> 640
MP: 258 -> 231
Confuse: 14% -> 0%

Filth
"Filth is shit. In it's default state it is easily the worst set of techs in the game with only 1 being almost passible, and this isn't just due bad values. Only Poop Spd Toss has anywhere near enough speed and range to be a reliable option for combat. Additionally, many of these attacks are graphically hard to differentiate. For this patch we are going to buff just a few filth moves. To give filth a unique gimmick as a typing, MP cost will be dirt cheap as to promote low-MP builds."
Poop Spd Toss
"Time to turn this move from shit to THE shit. It is fast to launch which is a really nice starting spot. Just about adding some power and offsetting some of these massive buffs with a poison chance reduction."
Power: 122 -> 200
MP: 96 -> 6
Poison: 11% -> 5%
Use-Range: 700 -> 800
Ult. Poop Hell
"What move has a more intimidating aura around it's name than ULTIMATE POOP HELL. It's gotta have the stats to match! Also it's easy to interfere so it'll be fine. Probably."
Power: 333 -> 999
MP: 333 -> 9
Use-Range: 600 -> 800

EVERYTHING ELSE
Finishers
"Some finishers have a ranged animation attack but need to be up close to be activated, effectively making them less effective than others. This is going to be a bit of a game of whack-a-mole and they will be changed as they are discovered."
Betamon's Electric Shock: 100 -> 600
Kunemon's Electric Shock: 200 -> 600
Elecmon's Super Thunder Strike: 100 -> 600
AOEs
"In the vanilla release of the game, all AOE attacks cannot be used while another is being used. This is most likely to stop the game from crashing during single player while there are as a lot more going on screen. This isn't single player though, this is Digimon World VS. Some of these attacks still don't function properly when unlimited however, causing weird issues such as the attack going through but not causing damage. Listed below are all the attacks this is relevant to. Green means it's now unlimited, red means it's still limited.
Meltdown
Hurricane
Aurora Freeze
All Range Beam
Metal Sprinter
Tremar
Rnd Spd toss
Heat Laser
Inifinity Burn
Confused Storm
Winter Blast
Poison Powder
Charm Perfume
Big Rnd Toss
Poop Rnd Toss
Ult. Poop Hell
Poison
"It's hard to find a sweet spot for poison. If buffed too much it becomes the most powerful force in the game. If it's too weak it becomes ignorable and almost every earth-tech is ignorable. This is one of those times it has to be nerfed."
Poison Tick Frequency: 1.5x -> 1.3x
Graphics Changes
Bars properly load during battle introduction
Command bar removed from battle HUD due to irrelevancy
HOW TO APPLY: Drag & drop the input ROM on extract.bat and then run rebuild.bat. This will create a DigimonWorldPatched.bin file.









Comments