Kamui
Hashire sori yo Kaze no you ni!
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Good news everyone! This is letting you know that the Hollowborn sets have been updated! We heard your feedback, so we went back to the drawing board and got these new setups for the set pieces! Hollowborn Evoker/Conjurer Armaments: Melee/Ranged/Magic swap Energy/Darkness Sword/Spear/Staff. Sword/Staff have no base/rand or BtH lean, Spear has a 2/3 random lean and +3 BtH lean. Item pays 20% Melee in HP cost passively to attempt a (10*(85/(85+intBtHLean))*Hits/Attempts)% Melee Energy/Darkness Poison for 4 turns. BtHLean is the BtH lean modifier of the attack, for the Spear mode's weapon attacks this is +3, everything else it's +0. Hits/Attempts is the % of hits that landed from the weapon attacks or spells/skill that match the weapon's current damage type/element (so a Magic Energy spell will work while the Evoker weapon is in Magic mode, for example). This inflicts with either STR, DEX, or INT (depending on if the weapon is in Melee/Ranged/Magic mode, respectively) for your majour stat and LUK for your minor, mob resists with END/LUK, on a 50% save. MC effect causes you to heal (7.5*0.85*MagMult)% Melee in SP at the end of your turn if the foe is afflicted with Bleed, Burn, or Poison. MagMult is 0.75 if the weapon is in Magic mode, 1 otherwise. These all scale, so sample numbers are below. Level 5 15 35 55 75 95 115 135 150
Type B B B B B B B B B
PowLvl 15 23 41 59 78 98 118 138 153
Melee
Base 5 6 8 9 11 12 14 15 16
Rand 10 12 15 19 21 25 27 30 32
BtH 2 3 5 7 10 12 15 17 19
Ranged
Base 3 4 5 6 7 8 9 10 11
Rand 14 16 21 25 29 33 37 40 42
BtH 2 3 5 7 10 12 15 17 19
Magic
Base 4 4 6 7 8 9 10 11 12
Rand 7 10 11 14 16 19 21 23 24
BtH 2 3 5 7 10 12 15 17 19 Hollowborn Evoker/Conjurer Defender: Energy/Darkness shields. MC effect is a +10 potence to all status effects flagged as inflicting damage, this basically covers stuff like Bleed/Burn/Poison. This effect is tripled if wearing the full corresponding set (so the Evoker shield effect gets tripled to +30 potence if in Evoker weapon/armour, Conjurer shield effect gets tripled if in Conjurer weapon/armour).Scales, with lowest level being PowLv 59, sample numbers below. Level - 72 92 112 132 150
Type B B B B B B
PowLvl 59 78 98 118 138 153
Ele -18 -20 -22 -24 -25 -26
Melee 10 12 13 13 14 14
Ranged 10 12 13 13 14 14
Magic 9 11 12 12 13 13 Hollowborn Evoker/Conjurer Garb: Full Offensive Energy/Darkness armours. MC effect is two skills. The first is a 4-hit spell-type skill that's locked to Energy for Evoker, Darkness for Conjurer. This skill pays 30% Melee damage to attempt a Bleed effect on the foe. This Bleed has a -20 penalty to its save, so on average it'll last 2.33... turns. The Bleed damage is = to (30*MobEleRes*Hits/4/2.33)% Melee, MobEleRes is the mob's Energy or Darkness resistance for Evoker/Conjurer, respectively. The other skill is a toggle. If active, you cause foes to take +15% Bleed/Burn/Poison damage, this costs 5% Melee in SP per turn, and is only charged if the foe has a valid status on them and is paid the first time during the turn they take damage from such a status. Level - 75 95 115 135 150
Type B B B B B B
PowLvl 59 78 98 118 138 153
BR% 277 334 394 454 514 559
Stat% 489.4 614.8 746.8 878.8 1010.8 1109.8
BTH 7 9 12 14 17 19
Evoker
Fire 73 65 58 51 45 42
Water 95 95 95 95 95 95
Ice 86 86 86 85 85 84
Wind 76 76 76 75 75 70
Earth 76 76 76 75 75 70
Energy 68 60 53 47 42 39
Light 73 65 58 51 45 42
Dark 86 86 86 85 85 84
Conjurer
Fire 76 76 76 75 75 70
Water 73 65 58 51 45 42
Ice 76 76 76 75 75 70
Wind 86 86 86 85 85 84
Earth 73 65 58 51 45 42
Energy 86 86 86 85 85 84
Light 95 95 95 95 95 95
Dark 68 60 53 47 42 39
Melee 31 34 37 40 43 45
Ranged 31 34 37 40 43 45
Magic 31 34 37 40 43 45
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