CH4OT1C!
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quote:
First item- Trying to pay for effects through overcharged MP Cost *and* it dealing no damage. And reducing control damage by auto-hit amount. (80%). A spell is 200% melee and an overcharged spell is how much more? I feel as thought there should be some "cost" room leftover to try and implement somehow. Its just taking the spell damage and moving it to control and the dodgelash effect and the 1 round gauranteed block. This could be viewed as maybe partial auto-hit for the spell. Like if the spell was 3 hits, and 1 hit of the three is auto hit. You could reduce the damage on the dodgelash effect to accomodate for 1 round of gauranteed block. A guaranteed block for 1 round on a dodgelash effect is essentially autohit on a normal spell, just a turn later. I don't feel like this is overpowered. In this case, it's the very concept of dodgelash combined with autododge that's overpowered. I don't think you're going to be able to reconcile those two things (at least, not without making the effect bad). With an overcharged MP cost, you're going to get ~240% melee. If you're going for a guaranteed control (i.e. no save roll, 100% chance of striking self, 1 round), that's a minimum of 160% melee. This is already more than half of the overcharged MP cost. This gives you ~80% melee to spend on autododge and dodgelash. The autododge for 1 turn alone will cost ~140% melee (280% combined. Before you ask, we don't have anti-synergy compensation and, even if we did, it wouldn't cover the deficit). At minimum, this spell is providing 300% melee (i.e. a blood spell) before we even get to costing dodgelash. I admire your optimism, but it simply can't be done. quote:
Second item-The reason I feel like it's not overpowered and uncomparable to quick casts is with quick casts you can Purple rain loop and just stack turns, whereas this only allows you to do this once and then there's a cool down before attempting again. It also *costs a turn* to cast. That matters. For offensive stats this becomes 4 rounds, for defensive stats it's 5. I don't think while it's not perfect according to standards, it isn't nearly as overpowered as you make it out to be given 1. costs a turn 2. cool down and can only be casted 1 time every 5 rounds. In fact, the quick casts IMO are far more problematic than this idea. Comparing an item to Purple Rain is setting the bar so low it may as well not even exist. Purple Rain is so overpowered that it's at the top of the list regarding things to fix. It will require a substantial direction change for it to have any chance of resembling its former self. So, with that in mind, let's go over what this would roughly cost. Arcane amplification offers a boost of 102 INT for 3 rounds as a quickcast ability for 431sp (a.k.a 110% melee). This means each point is going to cost ~1.408SP. Assuming yours is 150 for 5 turns, that's going to cost a total of 1056SP or ~270% melee. I don't think I need to emphasise how crazy that number is. It's way too much. quote:
Third Item- These are choices. Not all of the above in 1 spell. You cast the spell, and get to choose 1 of the three. You can cap the eater version all you want. The blind eater spell in the UR GGB shop caps. Maybe this one has a smaller cap than that, due to it being held within the same spell. I'm not against that. Because these are choices, much like tomes, but just within a spell, they're not doing too much at all. That doesn't actually make it any better. You could, for example, cast the blind/choke infliction spell on turn 1, and then the eater spell on turn 2. It's still balancing the same effects within 1 item. If you couldn't change afterwards for the rest of the battle, then it might be different. It runs into similar issues as the first suggestion. There does exist an item which inflicts a status and eats it (Galin Scythe), but that applies to The Cold. It's a much rarer status and harder to stack. Blind and Choke are way, way more prolific. You'd also need a cap regardless (this needs to be retroactively added to older status eaters like terror). quote:
Fourth item- I see no need for a limit. Just have similar SP costs as quadforce to make it a bit prohibitive over several rounds. This would allow for the avoidance of casting two spells, switching INT to STR, and switching youre type-switching weapon from magic to melee.. So have such a high SP cost that only after a few rounds your SP can no longer maintain, and you resort back to normal. TBH, this is more balanced than quadforce ever was. Quadforce you're adding a stat/stats, here you're just switching what you have. Probably the SP cost would need to be slightly lower than quadforce considering. (assuming you only added 1 stat in quadforce) Quadforce is a very controversial item and, to some people, one that should have never existed in the first place. I really don't think it's a good idea to compare to it! quote:
The entire idea of the items is manipulation of current reality, which is what The Matrix is all about. I wouldnt really want to see plain items with Matrix references for the sake of it, tbh. Ensure there are some thematic things held within. I guess if it makes one happier, just throw on a daze or a paralyze like 868976987698769876 other things and call it a day? I'm totally up for items that manipulate reality, and I'm trying to help make your items as reasonable as possible so they're more likely to be accepted. To do that, one has to ensure that they don't also break the game. These items will absolutely do that. It's totally up to you whether you choose to listen to my concerns or not. Just know that, if these items do get accepted, don't be surprised if the effects are completely different to the ones you describe here.
< Message edited by CH4OT1C! -- 12/14/2021 19:06:14 >
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