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Fallen Angel + Trickster Weapon Based Skill Elecomp Issue

 
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1/16/2024 16:19:46   
Grace Xisthrith
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The context for this post is regarding the Dark Fallen Angel's Vindication Armor, and the Trickster Frostval Armor, and specifically, their sub 200% power weapon based skills.

Interestingly enough, both of those armors have ~1.83 elecomp (I calculated on Nivp's / Gavers' calculator, thanks Nivp! :) )

The Angel Armor has a weapon based skill that is 1.8 damage baseline, or 180% melee. It pays (I believe) 54 SP to do 180% melee output.

The Trickster armor has a weapon based skill that is 1.75 damage baseline, or 175% melee. It pays 42 SP to do 175% melee output.

This issue was tackled by Jeanne some time ago, who alerted myself, and I assume most others to the issue, (the issue being, armors were paying SP to do less damage than an elelocked attack for free) in which all those "efficient weapon based skills" with 125% melee output were removed and reconstructed as elelocks, but the same thing applies here. Both of these armors would have higher %melee output for 0 SP cost if these skills were changed to elelocks.

I would petition for both of these skills, like the efficient weapon based skills on Akriloth and Aerinals and whatever other armor there was, to be changed to elelocked attacks, and they'd be stronger, cost less SP, and not be a continuation of the (in my humble opinion : p ) funky trend that makes skills weaker than they need to be because of funky elecomp to cost calculations compared to elecomp to damage calculations. (also, these skills as they are now are actually supposed to have a almost negative SP cost currently (by my math ~25 SP and ~12 SP) from the precedent Torontosaurus Rex established from years ago (180% melee / 1.69 -100% = ~6% ----1.69 is neutral elecomp) That conversation got confusing, but I think I'm right about this, feel free to correct if I'm mistaken)

Exception! Some keen eyed readers may have noticed I've neglected to account for the Angel Armor's FD toggle, and therefore, its ability to use a 1.8x damage skill in FD mode, where elecomp to damage would be significantly lower on an elelocked attack. The reason is... I forgot : p But here I'll calculate it

The armor's elecomp in FD is 1.58. Assuming Warrior Lean (1x output for Melee in FD) goes live, you'd be paying 54 SP to do 180% melee, or 0 SP to do 158% melee. That's a reasonable reason for the Angel Armor's skill power to stay at 1.8x power. You'd be paying 54 SP (or maybe 25 SP if I'm right? Which makes it ~7% and 22%), which is ~13% melee, to boost your damage output by ~22% melee. That would be a good trade, and could be a reason to keep the Angel Armor's skill at 1.8 power, instead of an elelock.
Alternatively, it could switch between an elelock in FO, and a weapon based skill in FD. This should be possible since it is almost identical to what was done with Knightmare Armor, elelock in FO, spell type in FD. Anyways, that's my analysis of the lean change, please feel free to correct me if I've made any mistakes.

< Message edited by Grace Xisthrith -- 1/16/2024 16:23:03 >
AQ  Post #: 1
1/21/2024 17:38:32   
Grace Xisthrith
Member
 

While I'm here, I should say that the potion steal on the trickster also probably deserves a buff.

It's a once per battle effect, so it should get 50% melee allotted to it. If we go by most standards (Kiss of the Angel of Darkness, Mega Soaker Bulwark, Cauldron Shields), potions are worth 100% melee. A once per battle effect could, if I'm not mistaken, give the skill a 50% chance to grab a health potion without losing out on any of its heal, as it does currently, to my reading. ATM it's paying 5% melee to get a 25% chance of a potion grab. Perhaps I've misunderstood the valuation, but that seems off, going by those other items listed.
AQ  Post #: 2
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