Novyx
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Miscellaneous weapons Husk-maker Ranged Fire trident tagged as a spear for weapon emblem purposes, no BtH lean and 2/3 base lean, no special. MC effect is that the weapon can toggle between 2 modes: The first makes the weapon take a 20% damage penalty to heal 5/4 * 0.2 = 25% of DmgDealt/MobFireRes as HP. To prevent this from getting too out of hand, damage dealt past 2 x expected damage heals at a 0.75 clawback. The second makes the player pay 20% melee in HP per turn to deal 20% increased damage on weapon attacks, similar to a Bloodblade but without affecting spells or having a full set bonus. Notes: Imbuing this/using weapon-based skills might lead to weird results with the HP heal, but I'm not sure if it's possible to do resistance normalization that detects what element you hit for. More of a theme concept weapon than an interesting mechanic. Bloodwrought Totem Darkness Tome, comes with 3 spells and a Draw Mana option: 1) Aggravate Wounds – Overcharged spell, 5 hits, costs normal spell cost and pays an extra 1/3x the MP cost in HP to deal x29/24 damage. Additionally, the spell deals +20% damage to bleeding enemies, or -10% damage otherwise. 2) Bloodlust – Quick-cast skill, usable once per turn and pays (75 x 1.1 = 82.5)% melee in HP to attempt to inflict Spiritual Seed on the enemy (power [75% melee x 0.85 x 0.5], 3 rounds, Darkness element). When the Spiritual Seed pops, if the enemy is currently bleeding the damage dealt is multiplied by [(100/(100-SaveDC))/2] of the bleed, with a minimum of 0.5x and maximum of 2.5x as the modifier. You then heal SP equal to the damage dealt by the Spiritual Seed x1.125. Cannot be cast if there is already another instance of Spiritual Seed on the monster. 3) Hematophagy – Costs normal spell cost to inflict Bleed (power: 1, inflicts with INT/LUK, monster resists with END/LUK, roll is at a +0 bonus) on the monster, and you gain the Hematophage status for 5 monster turns. During this time, you heal HP based on the damage dealt by any bleed on the monster. 4) Draw Mana – You heal 75% melee in MP. LUKy strikes increase this heal by LUK*3/8. If spells are disabled, then you perform a wand attack of Darkness element instead. Notes: Made this at some point before Necromancer's update, so it might be a bit insane now. Experimenting with Spiritual Seed and using it as a way to cast a skill, then apply boosts/triggers in post, but Spiritual Seed's x1.01 per turn bonus is still a very weak payoff for potentially delaying a battle and making the player take more damage as a result. The Draw Mana option is also slightly changed; always thought the LUKy strikes on Draw Mana being a small wand hit was kinda pointless, and often lost effectiveness due to being an element you're not wanting to attack with, i.e. Book of Burns hitting for Fire in a battle where I'm using it just for the mana shield. Mirrormasa 10-proc Melee Ice Sword, +5 BtH lean and a 0.1 base lean. Special is 5 hits of Melee Ice, +7 BtH lean. MC compresses 2 skills, and has the weapon record what element you were last hit with, forgetting which element you had stored if you swap weapons, similar to the Cyclops’ Eye misc. The first skill can only be used if there is no element currently stored, and only once per battle: click the weapon to ready it for parrying, reducing damage taken for 1 turn by (50 x 0.9 / 1.4)% if you have the weapon still equipped. While you have an element stored, clicking the weapon has you pay 100% melee in SP to cast a weapon-type skill of that stored element, standard damage and follows the weapon’s +5 BtH lean. Notes: Designed to have synergy with freeze pets/guests. You attack the Fire monster with Ice, get hit with Fire, then if you ever land a freeze you reflect their Fire back onto them. Parry skill might be an overbalance, but is there because you're missing an MC turn 1, or if you don't get hit. Another idea I had for the bonus skill was reflecting statuses onto the monster, as the Hexbound shield released today reminds me. Aquamarine Insight Ice Tome, comes with 3 spells and a Draw Mana option: 1) Biting Cold – Efficient spell, 3 hits, costs 60% of standard spell cost and deals 75% spell damage. 2) Permafrost – Standard spell, 2 hits, pays 160% melee to attempt a <hits connected> turn Freeze. The monster can resist with a save (inflict with INT/LUK, resist with DEX/LUK, starts as a 50% save but is modified by sqrt[DmgDealt/ExpectedDmg], to a minimum of 40% base save and a maximum of 60%, reached when you deal 0.64x or less vs. the expected damage, and 1.44x or more, respectively). 3) Cryogenic Stasis – Costs normal spell cost to Freeze yourself for one turn (spell cast takes a turn, the freeze lasts until the end of your next turn, then you thaw out and can act the turn after that). This is worth 275% melee, however if you have a pet active at the time of casting you get an extra 20% melee (due to how Freeze interacts with pets/guests), and if you have a guest active you gain an extra 30% melee to work with. 140% melee goes into a 1 turn 100% EleShield. The rest of the spell’s value (135% melee + 20% melee if you had an active pet + 30% melee if you had an active guest, x1.01 due to the turn delay) goes into a HP heal at the end of your frozen turn. 4) Draw Mana – You heal 75% melee in MP. LUKy strikes increase this heal by LUK*3/8. If spells are disabled, then you perform a wand version of the efficient spell instead. Notes: If the player could be frozen and pets/guests still attack at full power, that'd be better than the jank compensation in the 3rd spell, but I'm not sure if that's possible. The 2nd spell is another thought I had for damage-scaling status, avoiding some of the ludicrous situations Alchemical Unity creates, but still giving payoff to boosts and such.
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