Telcontar Arvedui I
Member
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My original post #10 contains opinions on the first iteration of the set (archived in @Lorekeeper's post #20) so here's my take on the second iteration! But first, I'd like to say that I am particularly, pleasantly surprised with the Shield and Misc Item. I originally advocated for them to be a 2-piece combo, but this 2nd iteration did not take in my suggestion. Instead, these 2 items went in completely different directions, offering minimal synergy between them - but gave me hope that each could stand alone and turn Criticality Matrix into an independent component of the user's LS-related playstyle. The Shield's turn-skip feels like a good boon for players who do not suffer too much from turn-skipping (eg. CHA pet-centric builds with Optico), while the Misc hopefully can prove to be sufficient on its own to stack Criticality Matrix via offensive pressure (I am particularly intrigued by the possibility of the SP-fueled extra-hit being able to LS). Granted, 4k-donors can still benefit from better LS Manipulation by equipping both pieces at the same time. Aside from the major issue I want to bring up below, everything looks fine by me, or is covered by @Dardiel's post #23. * * * * * * * * Regarding on-crit SP refunds on the weapon and FO armour passive, IMO the refunds mechanic is kind of awkward in that, due to @Lorekeeper's wording as of this post, I'm not sure about the extent of the refund. It could be, for example, that the weapons' clickable skill cost 50 %Melee, and then a 5 %Melee cost is tacked on, where it can heal up to 50 %Melee depending on on-crit formula, resulting in an overall 5 %Melee cost if the player secures all LS hits, or the refund only goes up to the aforementioned 5 %Melee tacked-on cost if all hits are LS. If it's the latter then I'm sure a lot of players would find it unappealing, as it at best showcases Lucky Strikes on-screen without any net value to the player, at worst pays extra SP for nothing. If it's the former, where players can potentially refund more than that of the additional cost (up to the whole SP cost of the skill/toggle), then I think it will encourage maximum LS-rate investment, but shunts the problem towards resource economy given that the weapons' clickable skill and the armour's FO toggle should not cost too much in the first place. So instead, I would like to propose that the "additional SP cost for on-crit refund effect" on the weapons and armour is replaced with "additional SP cost for (not-permanent?) Hypercrit, where the player gets +3.33% LS Rate in addition to extra LS damage". The few factors that were on my mind when I make this proposal: Hypercrit is thematically tied to LS, therefore it fits the set very well, particularly complementing the LS Manipulation aspect. Hypercrit can also act as the second placeholder condition that Prime Devastator consumes to deal True Void damage. Due to the 30-capped-stacks requirement, Prime Devastator is already looking at consuming 300 %Melee in Criticality Matrix (Unless I incorrectly calculated the %Melee value of Crit Matrix stacks, in which case skip this whole paragraph) when it's baseline output is considered to be 400 %Melee, being at skill-level power (200 %Melee) multiplied by 2 (because of True Void). Even if devs copy Void Empress' Vengeance's code and give Prime Devastator an Overcharged baseline, it would not require much %Melee value from Hypercrit to pick up the slack. My theory is that Hypercrit (or any secondary placeholder condition, for that matter) should only need (much) less than 100 %Melee in value, assuming Prime Devastator still has a resource cost. This would help bring down the cost-per-cast for Hypercrit infliction, particularly when considering that Prime Devastator's Void condition is meant to be fulfilled once every 5 turns. To further extrapolate my suggestion, IMO the Hypercrit condition can be, in @Mananite's words, trivially easy enough to fulfil, to the point where non-Ironhoof sources of Hypercrit are perfectly acceptable.
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