KhalJJ
Member
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On the primordial chorus set - Still testing through it, but initial thoughts + first tests: - Really cool! conceptually great, cool art, great stuff. - Art changing pets/guests based on armor/other item is very cool. Great idea. - On the Mage-based point above - makes a lot of sense from a use-ability view to switch costs, so +1, but Lupul makes a very good point that it should almost certainly remain weapon based however so +1 to that. - The EC is a great concept, but doesn’t feel it is used for all that much/paid off that well. The empower on using diff elements is nice, but 1/turn stymies this somewhat, as does the 4 charge requirement for the skill payoff; that’s 4 turns minimum as a hard limit, and although I think this probably fits turn model assumptions, for actual play most mobs will definitely be dead by then, or at the very least not worth a big attack. You also have to actually *hit* with all the elements, so even if you go for the fastest possible fulfilment (8 element attack/spell) this is not guaranteed. 4 might be safe, some compromise (eg. 3?) may have been more pro-fun. - I do love that you can stack many EC, so I could slowly build 12 and use 3 turns back-to-back-to-back void. - ADDED - This is biggest shortcoming imo - I think in the implementation we lost that the "idea is to provide ramp-up as you use different elements" from LK's original notes - there is currently not really any incentive to do so, beyond the final pay off ++ damage skill (although bugs pending below for the status nuke option), and further there is actually zero "ramp" - it's a flat once per turn single turn damage boost. No ramp exists. Love the concept, shame about the execution on this. - I think on this (hitting with all elements) there probably is a balanced mathematical valuation derivable (and maybe staff did this) - but my gut says this may be too weak to justify, if strictly mathematically balanced (trade off hitting optimal vs average mob res? which I assume would be, 100 vs expected hitting at 130?). Imo you'd have to add a "fun" or labor factor here. - ADDED - the fact that pets/guests don't contribute to taking elements off the list feels not in line with the original outline also, this is a shame. I thought that was the point of the opposite element guest, + the synergy with the random element pet/guest ability? ?Outstanding bugs I haven’t seen mentioned elsewhere: (0 stat testing, no other items equipped. FO lean) - The damage for the skill (Primordial Dissonance, PD) appears incorrect. Note this is an ongoing issue with weapon based skills, + could be my mis-understanding of some mechanics component. - Workings below: Ignoring the -15% melee weapon damage for SP regen , for simplicity, although this may change the comparisons slightly skill hits using Unlucky blade (21-21 damage): weapon attack = 57 hit 1, 68 on hit 2. PD skill at base cost: 18 hit 1, 22 hits 2+ = For the PD skill with max cost: Hit 1 = 22, hits 2+ = 27 lets remove all the latter hits having x1.2, and just work off 1st hit x total hits, for simplicity + because the skill gets disproportionate benefit from this: 57*2 =114 for base attack, 18*8 = 144 for skill no extra cost, 22*8 = 176 skill w extra cost. so base skill, compared to clicking attack, is doing +26% damage, or +54% damage if you can pay the greater cost. and using warwolf magic weapon (24-24 damage): hit 1 = 62, hit 2 = 79. PD skill: hit 1 = 24, hit 2+ = 30. + PD w/ extra cost: hit 1 =32 , hit 2+ = 39-40 same comparison: 62 x 2 =124, PD base = 24* 8 = 192 and for PD 32*8 =256 so base skill is doing +54% damage, or +106% damage if you can pay the greater cost. Neither of these appear to be the purported boost. (+150% base, or +200% for extra boost iirc from subs?) - Further, w/ Dire lean PD + 4xEC, either the power of the burns is broken or the skill is near unusable. Vs. CPT, I get a 2 turn 0.75 power harm burn (heals HP, and standard/expected from the Dire lean toggle), plus 3x 4 turn 0.42 power void burns that heal HP,MP, and SP (payoff from the EC charges, these are half the value they should be, if I’m reading correctly from info subs (2.77% melee per hit, *9 spread amongst 3 burns should give ~0.831 power per burn. I suspect an extra /2 crept in). However even so, these void burns dealt 38, 39, and 41 damage respectively. Even if correct, and doubling these values, this is not really a use-able payoff. (you would likely need to condense the burns into 2 turns, as a minimum, but even that I’m not sure of. - ADDED - this also actually occurs for the base EC toggled PD skill in dire lean - burn power ends up 1.25 (after 8 confirmed inflictions), instead of expected 2.5 as per infosub numbers (8x3.13%melee) - related, but not factored in as yet as still appears underpowered w/o this, shouldn’t the PD base skill also get a x132/108 multiplier somewhere for multi-element? This is not mentioned in info-subs, I assume there’s likely some sensible reason for this and I’m just missing it/wrong. - I receive the x1.2 ele-empower after every attack - it doesn’t matter if I’ve *already* removed the element from the list. I can repeatedly just attack with eg. fire, and always have x1.2 ele-empower (which also only applies to subsequent hits on the current turn - ie if I use 1 hit, I will never get a bonus from this) - perhaps not a bug but strange that the PD skill purports to hit 1x each element, but in the infosubs and in reality this can hit 2x of an element, (eg. I hit 2x w/ darkness). Seems fine if necessary to make it work. - now standard “000” potion heal animation ( doesn’t show value) - I can self-kill with the FO cost of the PD skill. Don’t think this is a bug, quite fun. On the Gatta set: - Same point as previously raised by others for Primordial Chorus weapons, re: melee/ranged/magic weapons do not have same function - all of these are slightly different, with the biggest discrepancy being a harm mode (which extends to the poison) for melee/ranged. This definitely makes the mage item much less generally useful, but I don’t know if there’s a solution to that (iirc the gingerbrute items got changed around due to similar and are kind of odd for mages). The mage weapon gets an in-built spell so maybe that’s a fine trade-off. *edited to document EC w/dire lean /2 bug extends further than the void skill, it affects the normal <4 charge usage too. (burn power ends up 1.25, instead of expected 2.5 as per infosub numbers (8x3.13%melee) * edit2 to add thoughts on Ramping (lack of), and lack of pet/guest element contributions
< Message edited by KhalJJ -- 8/13/2026 11:22:18 >
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