Judging by how the items and values are spread and numbered, the new raid equipment is highly unbalanced.
Some items like Asio Cannon have a high amount of stats (+121 STR, +71 CON, +64 DEX = +256 useful statpoints) on top of really useful special abilities (increases the skilllevels of Siege Burst and Sweeping Cannon by 2) while others like the Wastrel One-handed Mace have only low amounts of stats (+72 INT,+62 SPR, +52 DEX = 134 useful statpoints since DEX is utterly useless for spellcasters and this mace is certainly made for them and not for physical attackers or even hybric Clerics) and no useful abilities (+233 holy property damage certainly is not as useful as +2 to you best skills, why not Rubric +2? You even added God Smash +2 on the two-handed mace…).
It completely ignores the fact that the items with higher attack also get way higher&better stat boni even if they are one-handed, which completely defeats the purpose of even participating in the raid if your weapon of choice is such a complete mess like the one-handed maces, resulting in even First Refuge raid items being a better option for transfer onto a Velcoffer weapon or actually use in battle.
They are not worth grinding the whole stuff&sacrificing 3 practoniums for them to craft, this is a disappointing catastrophe.
I suggest rebalancing the status values so every one-handed weapon has the same amount of status points (if asio cannon has 256, so should every other one-handed weapon,too, regardless of weapon type; or you rebalance it into the subweapon category, so e.g. the shields get +256 base stats) and rebalancing additional abilities and substats in a way that they are equally useful in battle (e.g. +250 holy property damage per skilllevel raised, so the Wastrel Mace would have +1000 holy property damage to compensate for the 4 skillevels raised on other weaponry like the Asio Cannon),
and the same for two-handed weaponry,too.
To leave a feedback:
Starting with the First Refuge raid introduction, the actual balance on items was already thrown out of the window, with some providing good abilities while others had pretty gruesome ones.
But this time it’s on a whole new level. Not only do you require 1,5 times the amount of Raid Portal Stones to enter, you are also betrayed on two possible weapon cases (e.g. one-handed mace magic Clerics) because both options are neither worth the time invested to get them nor the resources required to craft the weapon.
What is the point of introducing new raids after Velcoffer if the items you can gain through them are not worth the hassle to ichor on your Velcoffer equipment?
It’s time for the developers to do something about this, as some effects are too good to pass on and others are for the trash bin, that’s not a nice thing to do to your customers.
Why can’t you just design a weapon like the Asio Cannon for every weapon type that’s actually strong and useful? Why must the Maces & Rods be so bad?
Why DEX on magic users weaponry if they can’t make use of it at all?
Why not put INT on Cannon or Pistol to grief other Classes,too?
Sorry to say this but your new raids are a huge turn-off for a lot of players because they don’t gain anything useful through them.