CH4OT1C!
Member
|
Sacred Relic of Demonic Rabbit Smiting MC Ranged/Magic Light Bombs. Triggers against 'Demon', 'Demonic', and 'Bun-bit' monsters. MC contains a toggle skill. Price: 48,410,332 Sellback: 24,205,166 Location: LTS Damage: -3 bth lean Type: Ranged/Magic Element: Light Special: 100% [Both Versions]. Effects: No true proc, so *1.1 damage. Flavour Effect #1: Deals -5% damage normally. Against 'Demon' and 'Demonic' enemies, the weapon deals +10% damage Flavour Effect #2: Deals a further -5% damage. Against 'Bun-bit' enemies, the weapon deals True Void damage and bypasses their 'Cuteness' mechanic. Basing this off Ethereal Amethyst Staff. MC Effect: Contains a skill: Arm the Device! Cost: 196 SP per turn. Toggle skill. Upon first toggling the weapon (done by clicking on it*), nothing happens. The effect of the toggle will only become apparent depending on the number of turns the toggle is active for contiguously. The player has to turn off the toggle themselves (except in the case of 5 turns, see below): 1 Turn: nothing happens** 2 Turns: Your next attack deals +50*2 - 50 = 50% damage*** 3 Turns: Your next attack deals +50*3 + 50 + 50*2*0.5 = +250% damage**** 4 Turns: Your next attack deals +50*4 - 25% damage and the player takes 25% Melee in HP damage***** 5 Turns: The toggle automatically disables. The player takes 250% Melee in HP damage****** *First shalt thou prime thy sacred relic! **One shalt thou not count, for thy weapon is not primed! ***Two shalt thou not count, for thy count wouldst beeth too short! ****One, Two, Five!... no wait! Three! *****Four shalt thou not count, for thy count woudst beeth too long! ******...Five is way out! Magic numbers are *4/3 of the above. They also receive a turn delay bonus. The trigger for the toggle skill works as a threshold bonus (which is handily described here). If you are required to reach a specific threshold, the uptrigger value is tripled rather than doubled. The downtrigger, in this instance, is 50% Melee, so the uptrigger must be +50*3%. However, the bonus damage on top of the uptrigger is halved because it's a player controlled trigger (the player can wait three turns rather than two). You get the uptrigger value (50% melee), plus the additional value (triple the original, or plus an additional 2x the uptrigger, halved to 1 for the player-controlled penalty). Adding all that together, it's 50 + 50*2/2 = +100% on top. Finally, since you spent three turns charging in the first place, you get three times the base value boost (we only apply the trigger bonus once, not once per turn for each trigger, since you only get the bonus when the toggle stops working!). The additional down penalties for being way out I've chosen not to compensate for, firstly because it's player controlled anyway, and secondly because those additional penalties are hard to mathematically calculate. Appearance: The holy hand grenade of antioch. The normal proc attack involves throwing the weapon to explode and deal damage. After at least three turns of charging, an alternative animation is used with a much larger explosion. Description: This sacred weapon from an age long past was created to rid the world of the demonic rabbit menace. To work effectively, the weapon must be primed for three turns, beware the consequences if you err from this count. Guaranteed effectiveness against demons and rabbits. Terms and conditions apply. See our website for more details.
< Message edited by CH4OT1C! -- 8/23/2026 12:48:50 >
|