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RE: CH4OT1C!'s Suggestion Bank

 
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12/31/2024 5:05:51   
CH4OT1C!
Member

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 >
  • AQ  Post #: 276
    12/31/2024 17:36:49   
    CH4OT1C!
    Member

    Paragon Plate
    MC FO Darkness Armour. Possesses a soul charge system.

    Example tier
    Level: 150 MC
    PowerLvL: 153

    Prize: 0
    Sellback: 0
    Location: UR GGB

    Combat Modifiers
    Melee: 55
    Ranged:55
    Magic: 55

    Elemental Modifiers:
    Fire: 89%
    Water: 80%
    Ice: 70%
    Wind:70%
    Earth: 89%
    Energy: 80%
    Light: 100%
    Darkness: 39%

    Effects:
  • You gain the FO armour lean (x1.25 intake and output).
  • The Armour takes -9 MRM (not factored into the above) and at the end of your attack, you gain 1.5*1.25 = 1.875 Soul Energy per turn (1.25 modifier because you're being force into using an FO armour for the effect). Capped at 10 charges initially.
  • Armour attacks deal +2*[Soul Energy]% damage.
  • MC Effect: Comes with 2 skills:

    1) Soul Surge
  • Requires Soul Energy to be capped. Consumes all Soul Energy upon use. The player permanently regenerates 8*1.25 = 10% of the current Soul Energy cap per turn (e.g., if the cap is 15, regenerate 1.5 Soul Energy per turn). 80% of the charge cap is directed to this effect.
  • The remaining 20% is spent to provide Elemental Empowerment (All elements; +[Charge Cap]% damage; turn) and BTH boost (+8.5*[Charge Cap]/10 BTH; 1 turn) to the player.
  • Charge cap increases by +5.

    2) Soul Release
  • Consumes all Soul Energy on use. Provides Elemental Empowerment equal to +min(10*[Soul Energy], 10*[Cap])% Melee (All elements; 1 turn). This boost is modified by *(1 + 0.1 * [# Times Soul Surge used]).
  • If the player dies in battle while having at least 10 charges, this skill will keep the player at 1 HP and provide the above boost assuming the player has [Current Charges] - 10. This can only happen once per battle.

    Appearance: Same as now.
    Description: This armour is riddled with the faces of it's last victims. If you listen closely, you can still hear their cries... AHHHH!

    < Message edited by CH4OT1C! -- 12/31/2024 18:34:30 >
  • AQ  Post #: 277
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