Sapphire
Member
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These items are one of the option we have that are no drop. We are forced to use these until we go and find temps. As the game has evolved, new ideas have come out (thank you staff for all the cool ideas) this series has become bland. I do think the ultraguardian stuff needs a refresh also, but this is just my idea for Awe. I wanted to start off by first saying the *idea* behind this set is to create a "Sense of Awe" by the monster. This armor idea will be a one and only unique set of things for the Awe series. It takes other ideas, new ideas, and rolls them into this but with an attempt at balance. I will not have drilled down numbers, mathematical examples, and formulaic evidence to back up the balance. This is an idea and if someone wants to tackle the math side and attempt to drill down and fine tune, then fine. That's not what I will do. This armor will be ultra-versatile, and this is why the Mob is "in Awe" Armor of Awe (All Variants) Clicking the armor Toggles between FO, FD, and "Awe Lean" ~The Awe Lean. This means FD for Offense and FO for Defense. (Opposite of the norm) So it only does 80% offense but takes 125% defense. So here is the attempt at balance: ~Lucky Strike Rate and Damage 150% ~Will receive a General Potence that makes all status on Mob inflict at 2x normal rates ~Will be able to have Status Potence Resist that makes it TWICE as difficult to inflict on you if your'e in the armor ~ All DoT, or other "damage" from anything like bleed/burn/control/ etc etc etc gets increased 150% ~All Pet and Guest Damage increases 125% These are an attempt at offsetting the "Lean" to come closer to FO, but by taking advantage of Effects and Status. This lean would want weapons and items that inflict a variety of statuses. And this is because the "Awe" lean causes the Monster to just be in Awe of what they see. The Awe Lean is synergystic with DoT playstyles, beastmasters, and non "pure" variants, but is playable with anyone. Armor Variants: Mighty- Two Skills (Toggles) -Standard Melee and Ranged weapons Skill 1- Reduce Damage by 30%, but gain 30% more SP per round. Skill 2- Spend 30% Melee in SP to give 30% more damage per round (Cannot use both at same time) Deft- Two Skills (Toggles) Standard Ranged and 100% Proc Bows Only Skill 1- Reduce Damage by 30%, but gain 30% more SP per round Skill 2- Spend 30% Melee in SP, but gain 30% more SP per round (Cannot use both at same time) Insightful- Two Skills (Toggles) Skill 1- Reduce Damage by 45%, but gain Damage Dealt in MP per turn. Spell damage is -45% DMG for 45% less MP cost Skill 2- Spend 30% more MP to Overcharge the spell for 30% more damage (Cannot use both at same time) Weapons: Sword-Toggle for +5 Accurate Lean, or -5 accurate lean Dagger-Toggle for +5% damage, or -5% damage but attempts to bleed Spear- Toggle for +2.5% damage and +2.5% BTH, or becomes a 100% proc "throwable" but the spear is -2.5% damage/BTH Staff- Toggle for +5% for all spells w/ -5% damage, or it changes to a "Wand" and is 100% Proc Shield- Siphons 50 Monster SP onto the player with every blocked attempt Defense- Resistance should be focus, but give max blocking allowable in the one MRM for the variants.. Mighty-Blocks Melee much better Deft-Blocks Ranged much better Insightful- Blocks Magic much better Full Set Bonus Unlocks a 3rd Skill (automatically applied), and *can* be used with one of the other skills. The skill is "Prismatic Imbue" with the Reduced standard EleComp...If the norm is approx 170something % for same-element, this one does a reduced amount (150%?) but attempts an opposite element (from your weapon) Burn. So if youre alignment element is Earth, in this FSB you'd be fighting Earth monsters and your weapon would be doing Earth, so it gains 150% damage and attempts a WIND burn. The strength is to offset the imbue reduction from 170%..whatever they use. So thats it. Yeah its a LOT of stuff, but thats the point. Its not boring. Its versatile, all builds can use it and its modern.
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