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Patch 1.2

There is a good chance you were not aware that Digimon World has an elemental weakness system. It is not described in the game or the manuals. You would only only discover this with testing or looking into the code of the game. The elemental weakness system was not only convoluted to figure the math for, make very little logical sense to remember any of the interactions, but it would allow moves to get damage bonuses as high as 67% extra, or allow a Digimon to resist as much as 57% from an attack. In a game where you can switch out your fighter to something that has a better elemental match-up this wouldn't be a problem. However Digimon World is not that kind of game. Digimon World does not have counterplay to this, so a bad elemental matchup could decide a game ahead of time due to bad luck. There was a choice to be made, whether or not to rebalance the typing system entirely, or to just scrap the whole thing, but to respect to the game's original designs and how the franchise treats elemental matchups elsewhere, it was decided to keep and rebalance it. Instead we are using a new elemental chart going forward. One where it's easy to figure out the calculations, and hopefully easier to remember logically. Additionally, the amount matchup advantages influence the calculations has been significantly reduced. Previously there were 2 tiers of match up advantages, strong and super strong, with strong giving a 17% bonus and super strong giving a 33% bonus. There will now only be strong, and it will give a 10% bonus.

Digimon World VS. Typing Chart


Here are some ways you can remember what's strong against what. Fire: Burns punching strikes. Fire scorches the Earth.. Battle: Operate machinery. Beat the shit out of you.

Air: Fire can't exist without it. Strikes cant touch it. Earth: Plants feed off water. Plants feed off manure. Ice: Water puts out fire. Water ruins circuitry.

Mech: Mechs run on electricity. Industrialization destroys forestry.

Filth: Filth pollutes the air. Filth pollutes the water.




FIRE


Fire Tower

"The last patch was an emergency reaction to making Fire Tower too strong, hopefully this rebalance will find it a much smoother place where it can find use for being strong without being as oppressive by reducing it's accuracy."

Power: 220 -> 260

MP: 183 -> 162

Use-Range: 600 -> 700

Accuracy: 65 -> 35


Prominence Beam

"Big anime laser beam had issues where the Digimon would struggle to get in position to use it. Reducing the move's range for increased consistency as well as upping the power and MP cost to help give it a stronger identity as the second strongest Fire attack." Power: 444 -> 575

MP: 183 -> 300

Use-Range: 1000 -> 900


Red Inferno

"The overshadowed Fire attack. Not as strong as Prominence Beam, not as strong as Magma Bomb, not as safe or fast as Fire Tower or Spit Fire. Another attack increase to try to turn some heads." Power: 380 -> 420

Magma Bomb

"Magma Bomb has stayed a popular choice due to it's safety when used with flat, it's high power, and high confusion chance. Lowering it's attack to help further the distinction between Red Inferno and itself."

Power: 424 -> 320


Heat Laser

"Heat Laser has been getting a whole lot of play as a key part of Fire strategies. Slight nerf to lower it's consistency." Flat: 90% -> 60%

Accuracy: 80 -> 60


Meltdown

"Meltdown has seen 0 to no play after it's original nerf. Giving it a little something back to see if that gets people to remember it exists."

Power: 400 -> 450

Stun: 5% -> 10%




AIR


Electric Cloud

"Electric Cloud has been instrumental in setting up some devastatingly strong combos, and that's cool. It just needs to be less good at it."

MP: 69 -> 99 Stun: 85% -> 60% Static Elect

"So the guaranteed stun idea fell flat. More often than not it resulted in a digimon failing to even get close and getting punished for trying. This made Static Elect look like the Electric Cloud we have at home. Instead of trying to do what Electric Cloud does, Static Elect is now going to try it's best at being a powerful melee attack with a high chance of stun." Power: 85 -> 411

MP: 45 -> 198

Stun: 100% -> 25%

Accuracy: 55 -> 80


Wind Cutter

"With the right build, spam attacks are still finding ways to be oppressive. Dropping Wind Cutter's accuracy down is a the best way to give a chance for breathing room between rapid projectiles."

Accuracy: 62 -> 42


Confused Storm

"The idea of guaranteed status effects is over. High chances are still good though. Also, increasing it's power to make the MP feel worth and distinguish it between it's Earth cousin, Charm Perfume."

Power: 225 -> 270

Confuse: 100% -> 80%


Hurricane

"Hurricane has taken a complete 180 since it's previous buff and the advent of the Electric Cloud rebalance. It has been incredibly powerful when setup is achieved, and even sometimes if the right matchup arises. However, it can also still be punished to user only wants to use hurricane. For this patch we are going to count the Electric Cloud nerf as the Hurricane nerf, but if Hurricane continues to be a problem going forward, it will be addressed directly."


ICE


Giga Freeze

"Giga Freeze's hitbox max range continues to be a pain in the butt to nail down. Dropping use-range by another 100 to try to prevent whiffs."

Use-Range: 600 -> 500


Ice Statue

"Ice Statue has finally seen play again! And it's still mighty oppressive! Lowering the attack's range and accuracy to give the target more chances to get back on offense."

Use-Range: 700 -> 600

Accuracy: 79 -> 60


Winter Blast

"Winter Blast has seen very little play and it's largely because it hasn't excelled in anything to make it stand out in particular. Not doing enough damage or not having a big status effect chance. The power is going to be increased by a large chunk this time due to the understand that this move does leave the user up to being punished before the attack lands." Power: 202 -> 300


Ice Needle

"Same idea as Wind Cutter, just trying to ease up the effectiveness of spam builds by putting it at the same accuracy as Spit Fire and Wind Cutter."

Accuracy: 50 -> 43


Aurora Freeze

"Last time Aurora Freeze was touched the intention was made to make the attack honor the "freeze" part of it's name. Well, mission accomplished, it's part of one of the most powerful combos in the game. Aurora Freeze cannot only stun-lock with itself, but it also has perfect timing to combo with Tear Drop's flat. Nerfing the consistency of Aurora Freeze's stun and upping the MP cost to make this a more expensive combo. MP: 258 -> 300

Stun: 74% -> 40%

Tear Drop

"Aurora Freeze's accomplice. Upping the MP cost and lowering it's flat chance to make it less consistent, however also increasing the accuracy to put it in line with Heat Laser and Electric Cloud. " MP: 42 -> 102 Flat: 64% -> 60%

Accuracy: 44 -> 60


MECH

Power Crane "Power Crane is in a good place right now, it's being blocked way too consistently."

Accuracy: 53% -> 63%


DG Dimension "DG Dimension has been seeing a lot of play and has been very effective, which ya, it should be, it has 999 power. Now that Mech isn't resisted by just about every single Digimon in the game, the power is being lowered pre-emptively to avoid it being too strong."

Power: 999 -> 800

Accuracy: 100 -> 80


Reverse Prog "Similar deal as DG Dimension, and like mentioned earlier, no more guaranteed effects."

Power: 780 -> 700

Flat: 100% -> 80%


EARTH "Max defense Palmon builds in Rookies continues to be a problem. Previously poison was treated like other status effects. That was a mistake. Other status effects setup win conditions, poison IS the win condition."


Poison Powder

"This will be the most reliable way of setting up poison...and it's eating nerfs." MP Cost: 171 -> 201

Poison: 62% -> 40%

Accuracy: 77 -> 70


Bug

"Bug's damage output is still feeling strong, just lowering it's accuracy so it feels a bit less oppressive." Accuracy: 80 -> 55


Insect Plague

"Poison Powder will be the most reliable way of setting up poison...so where does that leave Insect Plague? Well, Earth lacks attacks that are strong and able to land reliably other than Bug which is only available in Ultimate, so sure, lets do that." Power: 58 -> 392

MP Cost: 96 -> 315

Poison: 90% -> 5%

Accuracy: 83 -> 60


Poison Claw

"Poison Claw continued to be oppressive with how fast it is. It's cool that a melee attack can fire off as fast, but not that it was proccing poison on just about every hit. Increasing it's power to allow it to shine as a fast melee attack, decreasing it's poison chance, cost, and accuracy. " Power: 102 -> 222

MP Cost: 87 -> 147

Poison: 50% -> 10%

Accuracy: 60 -> 55


Danger Sting

"Going harder with the damage on this one to try to encourage more use. Once again, no more full chance status effects." Power: 210 -> 389

MP: 78 -> 162

Flat: 95% -> 50%


Green Trap

"900 user range resulted in the Digimon running the move to seem not to want to try to even use the move. Closing the distance to encourage the AI to use the attack."

Use-Range: 900 -> 800




BATTLE


Tremar

"Tremar has continued to see a lot of play but constantly seems outshined. Hopefully the elemental system's revamp helps Battle moves do more damage without having to have obscenely high values."


Sonic Jab

"Ever since lowering the MP cost to 0, there has been a lingering fear that someone will build a bare-minimum MP build to take advantage of it. No one did, but instead of waiting, its going to be given a new identity. Decent power, low cost, and practically unblockable."

Power: 200 -> 240

MP Cost: 0 -> 51

Accuracy: 53 -> 255


Dynamite Kick

"Dynamite Kick saw a whole lot of use in 1.1.1, and that was before the de-facto buffs that Battle has received in this patch due to the elemental system revamp. Number drops are required.

Regular

MP Cost: 99 -> 126


Horse

Power: 878 -> 750

MP Cost: 99 -> 126 Accuracy: 90 -> 62


Counter

"Once upon a time it was said that counter was going to be addressed to deal with the slot-filler. Well, that was before combos started to be more used throughout the meta. Instead, counter is actually going to receive a buff this time around, partially due to the increased use of melee in the meta. A bit more power to counters feel more impactful.

Power: 285 -> 390


Megaton Punch

"Megaton Punch has been out there doing nutty damage and has a very fast animation to do it with. Nerfs are needed."

Power: 640 -> 415

MP: 99 -> 132


Filth


"Finally taking the time to try to address Flth. Not gonna lie, anything outside of Poop Spd Toss or Ult. Poop Hell are more-or-less being balanced by vibes. No explanations will be provided. for those."


Odor Spray Power: 88 -> 212

MP: 0 -> 87

Effect Change: Stun 10% -> Flat 80%

Accuracy: 37 -> 60

Poop Spd Toss

"A buff to poison chance to give Filth's most reliable attack a better chance against tank builds."

Poison: 5% -> 10%


Big Poop Toss Power: 211 -> 311

MP: 0 -> 141

Effect Change: Confuse 17% -> Stun 60% Use-Range: 400 -> 800

Accuracy: 49 -> 60

Big Rnd toss Power: 211 -> 422

MP: 0 -> 138

Confuse: 20% -> 80% Use-Range: 400 -> 800

Accuracy: 47 -> 60


Poop Rnd Toss Power: 75 -> 422

MP: 0 -> 138

Poison: 9% -> 40% Use-Range: 400 -> 800

Accuracy: 33 -> 60


Rnd Spd Toss Power: 122 -> 300

MP: 0 -> 102

Effect Change: Poison 10% -> Flat 50% Use-Range: 500 -> 800

Accuracy: 50 -> 60


Horizontal Kick Power: 100 -> 242

MP: 0 -> 54

Accuracy: 41 -> 60


Ult. Poop Hell

"Lowering the accuracy to decrease the effectiveness of it's flat-lock."

Accuracy: 100 -> 60



Graphics Changes

  • New "Our War Game" skin added for the Extra Coliseum stage.

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HOW TO APPLY BALANCE PATCH: Drag & drop the input ROM on extract.bat and then run rebuild.bat. This will create a DigimonWorldPatched.bin file. HOW TO APPLY ARENA SKIN: After drag & dropping the input ROM on extract.bat, copy and paste E_Togi.TIM from the the DWVS_1.2 folder into work>DIGIMON>STDDAT, and overwrite.





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