taz_td88
Member
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It is very disappointing the a set revolves around bleed but provides no way to bleed. It’s not just a matter of a reliable bleed, the strength and consistency of the bleed matters because the armor and misc item consumes bleeds. The LoveStruck caliber 33% melee as bleed roughly a 1.0 strength bleed in one turn. It takes the Kisune fan 5 turns to get there. Nevermind stacking the bleed, there is so little flexibility, with the initial bleed being .23. So smaller bleeds (I just bought and play tested the Kisune fan[couldn’t find a legion fan or an info subs for one]) means that sp skill even becomes less usable for warriors. I don’t understand why the melee weapon doesn’t do a bleed on par with its counterparts. bleed potency pets don’t inflict bleed, so they aren’t actual options to level the playing field. (Would help with a weapon that inflicts bleed) And even if they did, rangers and mages could just stack those bleeds on top of the spell bleeds and ranged weapon bleeds they get still leaving warriors behind. Additionally per the spreadsheet and a google search 3 pets inflict bleed(one rare, the other two seasonal) and 4 guests. None of them inflict a .5 bleed. (.34 for the guest) So they can’t keep up with bleed as a resource or damage instance. When compared to one turn of the caliber. If I’m using the Neko sub race armor, I’m not using the ztoken bleed armor I just bought. TBH unless bleed is big it’s not really good. Harm is pretty easy to come by. So the strength of bleed is being a stacking dot. But if it takes so long to stack that the monster is half dead or more by the time I get to the 1 bleed threshold (and that’s assuming I keep the bleed active) what would be the point in filling two armor slots for the sole purpose of bleed. And would I really want to consume any charges when it took me so long to get a decent bleed? 0.42*[Hits/Attempts] Bleed until the monster makes a save. This has a +10 Save Bonus, player MainStat/LUK vs. monster END/LUK. So it’s impossible for the Neko skill to give more than .42 bleed on any given turn. Under ideal circumstances it takes 3 turns to do what the Caliber can. I’d rather the strength and luck bleeding triggers be gone so the weapon can actually be a melee clone of the bayonet. Could maybe the weapon be changed, does a bleed triggered strength and luck boost serve a function, and are we honestly implying that the melee and ranged weapons are in the same ballpark of usefulness. They absolutely are not. Which brings me back to why create a melee weapon only to make it functionally the worst weapon of the three. It creates the appearance the set is for everyone, but clearly it’s not for warriors as they simply cannot keep up with the other builds and knowing the set was designed for bleeds you have to jump through multiple hoops to get an inferior version the compressed spell of leaves a bad taste. Tl:dr The Caliber causes a bleed that is worth 100% melee damage. And the set treats that bleed as a resource similar to mp or sp. Pets and guests aren't strong enough to bridge the difference, nor are they mutually exclusive to warriors. Why design a complicated ranged weapon and then slap a simple 5% damage increase on the melee weapon.
< Message edited by taz_td88 -- 3/6/2024 5:13:12 >
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