Kamui
Hashire sori yo Kaze no you ni!
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Golden/Sunken Lucky Bunfoot Light/Water items, at Lv 150, both give +50 to DEX/LUK. Pays 25% Melee beyond the cost for the stats to attempt two status effects after successful hits. 20% goes into Drain Poison of the misc item's element, so output is (20 / 0.5 / 2 / 2 / 2 = 5)% Melee Drain Poison, lasting 2 turns, attempted after each weapon/special/spell hit that connects, max 4 attempts per turn. The last 5% goes into a 10% chance per connected hit to also attempt a Prismatic Burn worth 50% Melee that lasts 1 turn, this then is given the usual adjustments so the damage per element of the burn is actually (50 x (132/108) / 8 / 0.5 / 2 = ~7.64)% Melee, so you have the 5% Melee, /0.1 for 10% chance to proc, x132/108 for omni-element, /8 to divide amongst 8 hits, /0.5 for a neutral save, and /2 for assumed 2 hits/turn. This also has the same max of 4 attempts per turn, although it'd be surprising to actually hit that cap with this. The Poison uses WpnMainstat/LUK vs foe END/LUK, while the Prismatic Burn uses WpnMainstat/LUK vs foe DEX/LUK, both with a 50% save. MC bonus is 5% Melee, and goes into a Mana Trap-ish effect, except it triggers if the monster consumes SP during its turn. Treated as a trigger, so x2 to 10% Melee, skills are assumed to be used twice/battle, so baseline x5, 50% Melee, 50% save doubles this again to 100% Melee baseline, and it not needing a hit is a x0.85 penalty, /2 since it heals = to damage dealt, and finally /2 since it'll last 2 turns. Adjust based on % of SP the mob uses compared to mob skill cost, so then you attempt a 2 turn (21.25 x MobSPSpent / MobStandardSkillSPCost)% Melee Drain Poison of the misc item's element. This activates if the mob has a lower SP value at end of its turn than it does at the start of its turn. Has a 50% save, WpnMainstat/LUK vs foe END/LUK.
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