arcanum37
Member
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My suggested change for Muscle Mage Current version: quote:
(Superstar) Muscle Mage MC FO Energy armour. MC is a skill that works as a toggle. When toggled on, the player pays 50% Melee to deal +25% spell damage, and a further 20% Melee to deal +(7.5 x PlayerSTR / AssumedSTR)% damage and +(7.5 x PlayerINT / AssumedINT)% damage, each of these stat-based bonuses are capped at +9% damage. This toggle is paid for via an even split between MP and SP cost, so it charges a total of 35% Melee in MP and 35% Melee in SP per turn, listed below as TglMP and TglSP. The armour further pays -6 MRM (already factored into the below numbers) for two effects, each worth 5% Melee. The first, is that weapon attacks and spells cast in the armour gain Hybrid stats, AKA they use STR/INT for damage and STR/INT for BtH if the attack does Melee or Magic damage. The second, is that you heal based on 5% of damage dealt, split evenly betwee MP and SP healing, so you heal MP = to (2.5x1.5 = 3.75)% of damage dealt, and you heal SP = to (2.5 x 1.125 = 2.8125)% of damage dealt. Both of these are capped at healing 50% Melee, so at best you can heal up to 50% Melee in MP cost and 50% Melee in SP cost per turn. Superstar version is the exact same, it's just a cosmetic variant available at Lv 150. Suggested change: quote:
First, change the lean of the armor from FO to Spellcaster. Second, replace the current skill with two new skills. This would mean that the armor will now cost *4.4 of standard price instead of *3.3. First skill: Bulk Up: Quickcast skill. Can only be used once per turn and prevents you from switching armors once cast. Pays (68.18*1.1)% = ~75% Melee split between MP and SP for a -(68.18/1.4*1.5)*(0.5 + 0.25*[STR/ExpSTR] + 0.25*[INT/ExpINT])% = -73.05*(0.5 + 0.25*[STR/ExpSTR] + 0.25*[INT/ExpINT])% damage taken All-Element Elemental Shield for 1 turn. Skill Description: Channel your mundane and mystical strength and flex your muscles to brace yourself from incoming damage! Second skill: Flesh and Anima Renewal: Toggle. Once toggled on, gain healing based on damage dealt with weapon attacks and spells. When using a weapon attack, sacrifice 25% damage and 25% Melee in HP to heal (25*1.125)% = 28.125% of damage dealt as SP, and (25*1.5)% = 37.5% of damage dealt as MP. When casting damage spells, sacrifice 12.5% spell damage + 12.5% Melee in MP + 12.5% Melee in SP to heal 25% of damage dealt as HP. Attacks and Spells use the below healing formulae: Attacks: SP Healing: If ((DmgDealt/MobRes)*0.28125/490) > 1, SPHeal = ((DmgDealt/MobRes)*0.28125/490)^0.5)*490*0.9 Otherwise, SPHeal = (DmgDealt/MobRes)*0.28125*0.9 MP Healing: If ((DmgDealt/MobRes)*0.375/653) > 1, MPHeal = ((DmgDealt/MobRes)*0.375/653)^0.5)*653*0.9 Otherwise, MPHeal = (DmgDealt/MobRes)*0.375*0.9 Spells: HP Healing: If ((DmgDealt/MobRes)*0.5/435) > 1, HPHeal = ((DmgDealt/MobRes)*0.5/435)^0.5)*435*0.9 Otherwise, HPHeal = (DmgDealt/MobRes)*0.5*0.9 Skill Description: Channel some of your weapon attack power and HP to recover MP+SP and some of your spell power and MP+SP to recover HP! Finally, the 3 MRM paid for the Hybrid stats and the 3 MRM paid for the healing based on damage dealt is removed and you no longer gain those effects. Special thanks to Lv 1000 for calculating the numbers for me.
< Message edited by arcanum37 -- 9/29/2022 9:32:32 >
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