RobynJoanne
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@SapphireCatalyst2021 I've gone through the trouble of going through all the effects of your suggestions. Please don't reduce criticism to solely ad hominem attacks against you specifically. quote:
Shield: Choke Potency 10 2 Toggles- Toggle 1-> Inflicts Choke when hits land, grows per landed hit Toggle 2-> Player gains ElePower per blocked hit, grows per blocked hit Both SP upkeeps Choke Potency +10 is similar to the Backlash Potency +10 of Doomlight. Since the shield itself inflicts Choke, it's been decided that the Potency is halved compared to normal. Since Choke Potency is already the MC, the shield must pay in some way for its toggles. It can take -3 MRM or +5/1.4% damage taken. Toggle 1: Shields don't usually have effects based on hits landed, but we do have Mecha Knight Defender as an example. Using that as an example, we know that these effects are basically the same as a theoretical weapon version of the same effect, except with the standard /0.85 for assumed BtH instead of /(0.85+[BtH lean]/100) for weapons. Since Melee % wasn't specified, I'll use 20% Melee as an example since that's what Frost Titan Head uses. 20% Melee/0.85/2/0.85/1.4=19.77% damage reduction for 1 turn per hit inflicted /0.85 for hit rate /2 for assumed hit count of 2 hits per turn /0.85/1.4 for the conversion to Choke Toggle 2: I'm not sure why a Choke set has dodge elements, but who am I to judge? This is a Brightslayer Bulwark clone using Frost Titan Head's mechanics, so we can just pull those. Again, I'm using 20% Melee since Melee % wasn't specified. 20%/2/0.15=+66.67% damage per hit blocked up to a max of 4 hits (This wasn't specified, but Frost Titan Head made 4 the maximum for these kinds of effects.) /2 for monster's assumed hit count /0.15 for assumed dodge rate quote:
Misc: +50 Cha + 50 End 2 Toggles- Toggle 1-> Scaling Stat Increase-> The more choke % is on the monster, the more STR/DEX/INT is added to your stats for attacks/spells the next round. (/2 for spells?) 0% Choke = +100 stat. This is for 1 round. Tops out at +100 added onto your stats if 0% choke. This is not a choke eater, rather just a damage enhancer if choke is inflicted and grows as choke grows. Toggle 2-> Inflicts HP barrier each round and will do so even if you don't attack like the Daw miscs, gains in potency based on wind element. HP barriers enhance choke effects. Toggle 1: First off, as I mentioned previously, stat buffs have no standard. Anything used would be arbitrary nonsense. Second, this is not how triggers work. We'd have to make an entirely new standard for this kind of thing. To do that, we'd have to determine what the assumed amount of Choke on a monster would be, which would be a completely arbitrary measure because every source of Choke is different. We'd probably treat that arbitrary base amount as 1.5x the Melee % we pay for this effect. Except, this is a toggle item. You can choose to activate this trigger at any time without a downtrigger. Should such a thing really be a trigger then? I think it's pretty clear this effect has serious balance issues. Toggle 2: This is basically a passive healing effect. We have miscs that provide passive healing and can use those as examples. I have no idea how HP Barrier are supposed to enhance Choke effects here. I'd assume this would be like the Necromancer passive that reduces damage from non-Darkness standard elemental attacks while a Barrier is up. Necromancer reduces damage by 10%. Since Necromancer is a Darkness armor, reducing non-Darkness damage should be a discounted effect since you're not expected to use it for non-Darkness attacks. I have no idea how the 10% damage reduction came about, but the misc will definitely have to pay for this effect. quote:
***If shield and Misc are both equipped, the shield's choke potency goes to 20*** We don't have solely misc + another item FSBs. It goes against the whole idea of an FSB being free due to inherent limitations given there's no major downside to using a misc with a shield. At the very least, 5% Melee is indeed what this FSB would be worth if the devs are okay with this hand-wavy FSB. quote:
Pet: 2 Toggles- Toggle 1-> Pure damage with +5% MC and additional +20% additional Melee add-on for an upkeep to inflict Choke. Upkeep can toggle between MP and SP. No upkeep removes the choke aspect, but the pet still attacks. Toggle 2-> 0 B/R damage, normal CHa based stat damage. 0 CHA = 0 damage, so this is sort of a "booster pet" of sorts in this mode for non BM. Eats Choke, but this gives the player +% Elepower. # of rounds of choke removed = number of rounds of elepower, and % Choke removed = the amount of elepower. If you have 6 rounds of 50% choke inflicted, this gives the player 6 rounds of +50% elepower. 0% choke = +100 elepower. This also leaves a -50% Eleshield on the player for 1 round. This choke eat transfers from pet to the player and the pet does 0 damage , so it will leave -50% eleshield for 1 round. If there is no active choke, it defaults to toggle 1. If there is no upkeep, the pet does not inflict choke. Toggle 1: There's nothing here about status rolls, so I'm assuming this is a guaranteed infliction. 20% Melee/0.85/1.4=-16.80%*[EleResist]*[Hits]/[Attempts] damage Choke Toggle 2: EleEmpower is not worth the same as Choke, so this conversion is wrong. EleEmpower is a 1:1 conversion. +100% damage costs 100% Melee. -100% damage Choke for 1 turn is worth 119% Melee. When converting, the EleEmpower should instead be 1.19* the Choke. 6 rounds of -50% damage converts to 6 rounds of +59.5% damage An EleShield is worth Melee %/1.4. To get a -50% EleShield, we'd need 70% Melee, and since a pet is only worth 40% Melee with full Cha investment, -50% damage is incredibly overpowered. Since this is essentially a Booster, it gets the normal Poelala Outleveling Formula and *(0.5+0.5*[Cha]) with a cap of 1.1*. It wasn't specifed if this would be an All EleShield or not, but I assume it is. I'll also scale it with resist. 40% Melee/1.4=-28.57%*[EleResist]*(0.5+0.5*[Cha]) All EleShield quote:
Weapons: ~Toggles between 0 Proc and 30% Proc ~0 Proc version-> Clickable quick cast skill to eat choke (100% melee SP) (same type of formulas as panic/fear eating) However, 1/3rd of effect is +% Elepower, 1/3rd goes towards a HP heal, 1/3rd goes to +% hypercrit. ~30 Proc version-> +15% pet damage when held. When the weapon procs, it takes the standard Melee% in damage that a 30 proc weapon would normally do, and does the same Melee% as a damage enhancer to your pet. This essentially skips your turn (if proc'd) and enhances your pets damage. (in addition to the +15%) The weapon points to the pet to power it up upon proccing. This means +15% pet damage for holding it, then taking the Melee value of a 30 proc special and transferring it to your pet as a damage enhancer. This works for all pets. If the pet is the battlecat from the set, this damage amount the pet gains doubles as a set bonus. This works on the Battlecat's two toggles. The 0 damage toggle now gains damage. I don't recall ever getting a weapon that could toggle between 0-Proc and weapon special. It feels like cheating. 0-Proc: I'm assuming this pays 100% Melee and then converts Choke into more Melee % for this effect. I have no idea where the "same type of formulas as Panic/Fear Eating" comes from. EleEmpower is a 1:1 conversion as stated previously. HP Heal: Using Terror Totem and Ghost Hound as examples, this doesn't take an auto-hit penalty or an always-useful penalty (or rather, it shouldn't after the base 33% Melee). The source of Choke would have already taken any necessary penalties, but the base 33% Melee hasn't. Hypercrit is still a status effect that costs too little for how much it does. 30-Proc: A 30-Proc weapon special is worth (0.1+0.3)/0.3=1.33 Melee. That's +333% pet damage. You also get the base +15% pet damage, which is itself more than the worth of an MC (As Foam Finger's info-subs note, an MC is worth +12.5% pet damage), for +348% damage. The weapon/pet "FSB" doubles this to +699% damage. This is not how FSBs work. An FSB is worth 5% Melee with two items, and this is again a hand-wavy FSB. quote:
Armor: Toggles between FO and FD. FD will cater to BM's. You must decide which version, like summer raiments armor, and it locks you to your decision for rest of the battle. Flavor effect: Status Immunity in the form of status backlash. All status attempted will auto-hit backlash to the monster, no save. 2% Higher WIND element than normal to pay for this. It's fine due it being choke based. Toggle 1-> FO. 2 skills. Skill 1 is quick cast +% Elepower (3 rounds) and Imbue choke (choke amount based on damage formula like mason form) 120% Melee SP Skill 2 is a quick cast Eat choke to inflict Fragile. Fragile amount is increased based on amount of choke. The fragile is *permanent* Skill is Free because it's just transferring effects. Toggle 2-> FD. 2 skills. Skill 1 is quick cast and changes all attacks, spells, skills that use luck to instead use charisma for BTH, blocking, and lucky strikes. (Safiria's Kneeboard for everything as long as you're in the armor) This is shown as "Imbue Charisma" in the status bar. This mode also brings magic and Ranged attacks up to melee strength. (So this is a FD armor using all weapons at Melee strength, and also uses charisma stats) Quick cast, 3 rounds. 120% melee cost Skill 2 is a quick cast to Eat choke to give pet hypercrit. The higher the choke removed, the higher the pet hypercrit. This is free because it's just transferring effects. Flavor Effect: Complete status immunity + reflection. I don't even know how to value this. I can value 2% higher Wind resists. Assumed resists are 13% with a shield. 15% Wind resist is 15/13=1.15* damage. That's 21.5% Melee every turn. This is barely enough to heal a single status effect (15% Melee) let alone reflect any and all status effects. FO: Skill 1: Mason Forms pay 100% for their effect: 50% for the Imbue and 50% for the Choke. You're paying 20% Melee for the 3-turn EleEmpower, which is +6.67% damage for 3 turns. I'll assume this is locked to the Imbue element to waive the always-useful penalty. Skill 2: Skill debuffs have no standard value. FD: Skill 1: For some reason, replacement effects only cost an MC, so the Luk portion would cost 5% Melee per turn in theory. Replacement MCs are also among the most overpowered effects in the game. "This mode also brings magic and Ranged attacks up to melee strength. (So this is a FD armor using all weapons at Melee strength, and also uses charisma stats)" I have no idea what this means. Ranged weapons are already at 100% Melee. What does FD have to do with anything? Anyway, since Magic weapons are worth 75% Melee, bringing them up to Melee damage would cost 25% Melee per turn. Skill 2: Pet Hypercrit is also undervalued and costs too little.
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