CH4OT1C!
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Essence of Carnage MC Neutral Guest. 2 different modes, "Rampant" and "Defiant". Example Tier: Level: 150 Mastercraft PowerLvl: 153 Price: 24,205,166 Sellback: 12,102,583 Location: LTS Element: Neutral Damage: [See Effect] Effects: Overcharged Guest costing 45% Melee in SP to sustain (176 SP at 150) and deals +50% output (+22.5% Melee; 67.5% Melee output total) in both modes . This pet has two modes: “Rampant” mode and “Defiant”: 1) Rampant Mode Half of Guest power is used to increase the power of Melee and Ranged attacks by 67.5/2*0.6*0.9 = 18.23% Melee. 0.6 is an omni-elemental penalty since it affects all elements, a further 0.9 'always useful' penalty is added because it affects both Melee and Ranged attacks (it's somewhat unfair to not penalise when compared with Dunamis and Thernda). Half of Guest power is used to apply Caltrops (Harm Element; 67.5/2/2*2/10/1*0.9 = 3.04 Power; 1 turn; Assumes 1 Power = 10% Melee and average monster hits = 2). This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK. 2) Defiant Mode Each time the player attacks, they store a charge worth 1% Spell damage (2% melee). When the player next casts a spell, that spell will deal +[Charges]*1.01% damage (turn delay bonus included). The player can store up to 2*4*2 = 16 charges at once (Charge cap is 2x the average number of player hits over 4 turns). This costs 2*2*1.4 = 5.6% Melee in monster output (receives omni-elemental penalty since the spell boost can be used on a spell of any element). The rest of base damage (67.5-5.6 = 61.9% Melee) is spent to heal MP (522*0.619*0.9*0.85 = approx. 247 MP per turn. Usual 'always useful' and autohit penalties apply). This value is halved and scales based on the number of times the enemy hits you (~124 MP per hit, Max: 4 hits). The power of each of the above boosts is modified by *(0.5 + 0.5*[CHA/[ExpCHA]) (max: *1.1). NB: CHA's style bonus doesn't apply to either booster abilities of this Guest. Personally, I don't feel that it should apply to Caltrops as a status either. However, it should apply to the MP ability, which would increase the MP healed to approx. (522*0.642*0.9*0.85 = 256 MP per turn, with a 22.2% chance of this being doubled). Appearance: Same as now. Description: After finally taking down the warped Carnage, you're pretty sure you've got the gist of the ability that made him stronger with every hit in a fight. Let's see how you're enemies can stand their general's power being turned against them!
< Message edited by CH4OT1C! -- 12/31/2024 5:34:36 >
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