Self-PR'd to be able to work on this over time instead of fumbling with all of it at once. In a nutshell, rounding up the energy value of dull essence from 4 kJ to 5 kJ makes some things easier longer and beefs up magic ranged weapons to be more efficient given their cost, but the catch is it means a lot of things need recalculating...
[X] Change stated fuel value of dull essence from 4 kJ to 5 kJ, update the other essence types accordingly.
[x] Update damage values for charged exotic arrows/bolts, as they infer their damage value from the power value of the talismans used to enchant them.
[X] Recalculate how damage is determined for purifying ammo. Went with simply conversion of BN damage values post ammo rebalance from bullet type to heat type, rounding up or down to nearest multiple of 5 as needed.
[x] Update healing amounts of carmine vulnerary and water talisman.
[x] Update charge level of essence amplification cell.
[x] Update damage values of magic ranged weapons. Standard is still 50% of the energy value in kJ. Armor penetration of wraithslayer is now 50% the damage for standard, 40% for hand variant, 60% for grand variant. Also entailed making the bane staff and rift focus cannon no longer more efficient than the norm, while
[x] Update charges per use and max charges of makeshift recharging magic items, retaining consistency with them regaining the equivalent of 10 mana/kJ per hour.
[x] Update explosive values of blast canisters as these are inferred from materials used to make them.
[x] Likewise update explosive value of veinreaver based on blood essence use.
[x] Update charges per use of coalescent converter. Had to restrict battery options a bit more as a result.
[x] Update electricity requirement of alchemical recipe for blood essence.
[x] Update essence requirement of purifying blunderbuss ammo relative to the other ammo items.
[x] Update dull essence requirements of batteries-from-magitech recipes.
[x] Update recipes for magic seals and pattern scrolls, based off energy cost to cast the magic seal, with standard pattern scrolls just having double that cost.
[x] Update consecration recipes of magic seals and pattern scrolls to account for the changed amounts of energy that went into them.
[x] Belatedly fix gaining 30 dull essence's worth of energy out of monsterparts by moving monsterparts out of the recipe for essence using the offering chalice, instead adding a dull essence recipe that converts them into the correct amount (as well as adding the trophy items to the list).
[x] Update item spellcasting actions based off essence consumed. This in particular is where calculating gets much easier, as under the current balancing for magic item spellcasting each essence will be worth exactly 4 spell ranks (before factoring in that spell cost is actually determined by spell rank plus one).
[x] Obsoleted the place_trap stuff several magic items had as an alternative action. They only exist as a janky way to add a confirmation keypress to magic items that could otherwise easily waste charges due to how spellcasting items are coded, when I want to just find a way to fix that directly in BN someday (or port a solution for charges_to_use being called early from DDA, if @korggent ever finds a fix for that problem).
[x] Update power output of essence surge generator based off increased energy density of essence.
Self-PR'd to be able to work on this over time instead of fumbling with all of it at once. In a nutshell, rounding up the energy value of dull essence from 4 kJ to 5 kJ makes some things easier longer and beefs up magic ranged weapons to be more efficient given their cost, but the catch is it means a lot of things need recalculating...
charges_to_use
being called early from DDA, if @korggent ever finds a fix for that problem).