battlesiege15
Member
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(standard) Paladin Rider FD Light armour. Has access to: Summon Steed: Chase! - Weapon-based skill, 2 hits, gets eleComp to cost, uses CHA for stat bonuses. Locked to Light. Deals -35% damage and inflicts Element Vulnerable (to Light, x[1 + 0.25*hits connected] damage, 2 turns). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK). Righteous Inspiration: Weapon-based skill, gets eleComp to cost. Two hits; the first heals HP equal to 1/2 of a standard skill, gets *0.85 for auto-hitting, uses STR/DEX/INT as appropriate for a weapon attack, with damage scaling based on how much HP you've lost, dealing -50% damage at full health and +75% damage at 0 HP. The second hit is locked to Light with a +10 BTH lean. - Summon Steed: Can this get a [Damage]/[Armor Lean] at least to make it a little better? I guess it doesn't matter since it's locked to Light so you could technically use any weapon you want. Since we don't have 100-proc no-drops, you can use that as a 'last resort'
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Crimson Paladin Rider Crimson: FO Fire armour. Has access to: Summon Steed: Charge! - Weapon-based skill, 2 hits, gets eleComp to cost, uses CHA for stat bonuses. Seeks between Light and Fire. Righteous Retribution - Weapon-based skill, gets eleComp to cost. Seeks between Light and Fire. Damage scales based on how much HP you've lost, dealing -50% damage at full health and +75% damage at 0 HP. Has a +10 BTH lean. - Very straight forward with a Health based skill. Interesting numbers though, -50% damage to +75% damage. Seems fairly cheap due to EleComp towards cost
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Champion Paladin Rider FO Light armour. Has access to: Summon Steed: Trample! - Weapon-based skill, 2 hits, gets eleComp to cost, uses CHA for stat bonuses. Seeks between Light and Energy. Deals -35% damage and inflicts Daze ([50*hits/attempts *LIGHT resistance]% chance of not acting, 2 turns). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK). Overwhelming Light - Spell-based skill, 2 hits, seeks between Light and Energy. Costs *1.4 as much SP, and deals +25% damage. - In the game it's an Energy armor and even has resistances that are better for Energy.
- Should the Daze be based off of Energy resistance too then?
Overall, new gimmicky armors. I like that it's got a CHA skill option as well as a non-CHA so it's usable by all builds. Only thing is, if it uses CHA for stat bonuses, does it mean that the cost is 490 SP at PLvl 153 like with other CHA based skills? (prior to EleComp)
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