Mortus Est -> RE: Implemented List (READ FIRST POST) (12/16/2009 17:14:17)
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I've never had confirmation whether the Kindred armours special attack was to do with a suggestion I'd posted several months beforehand under the title of Weapon Damage Amplification. The suggestion was that, well pretty much exactly what kindreds attack is. The slight healing and the skewed damage stacking was not in the suggestion. The skipping of turns for damage stacking was the main point and the reason was to give warriors the ability to create damage spikes to override certain enemies special effects as a mage could with a spell. Found my saved copy, the forum timestamp for when I posted it was April, Kindred came out in July: quote:
Weapon Damage Amplification: A "spell" or Misc capable of storing up damage for a massive attack Item Details
WDA Currently a warrior has one mode of attack. Whack it til it dies. If it doesn't die after that then they do. Alternative high powered versatile attacks such as spells are abominably low in damage and accuracy for their cost with the sole exception of Day10 which is in fact a SP based Melee "spell" or maybe "summon" as it calls out ten knights to attack in a rainbow of elements. The proposed item/spell has no intent to increase overall damage. Although it could have a bonus to offset the increased chance of failure of the final effect. You start a fresh battle, Use/Activate said spell/item and end your turn. You do NOT attack. The next turn you do the same again. This carries on until either a cap or otherwise. The effect of each round being missed is that your weapon attack damage is being stacked round after round into one pile. Miss One Round : 200% damage on next weapon attack Miss Two Rounds: 300% damage on next weapon attack and so on. A cost of MP (or more appropriately SP) can be applied either of which can act as a cap in itself, SP more effectively than MP in that respect. Further restraints will be needed so you can't turtle while boosting and only pull out the high damage/low defence kit to attack. Acts such as swapping armour and perhaps shields should reset the damage boost. The purpose of such an item is to give more variation in how damage can be delivered. Melee-only classes are notoriously flat in their damage output, if special enemies have certain abilities which work against moderate but frequent damage there is no backup option to deliberately override that with a damage spike. A meditation type attack will give that kind of alternative.
Looks similar? [&:]
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