neswii
Member
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Balancer of Scales MC FD Water/Ice/Earth/Energy/Light armor. Heavy synergies with the Zfinity Guantlet miscs. Resists are 52 across the Zfinity Gauntlet miscs, 100 in everything else. Charge Mechanics - The Collection: The armor can generate and eat Collection stacks. * Charges don't carry over between battles. * One charge is valued at 50% Melee. At the end of the battle, if any charges are left over, heals SP equal to the amount leftover. Flavor Effect: Pays MC and 6 MRM to heal 15% Melee in SP at the start of turn. Full Set Bonus: Compresses two skills: A Fine Addition * Usable only if a Zfinity Gauntlet misc is equipped, and if A Fine Addition has not already been used for this specific gauntlet. * Skips turn. If the equipped gauntlet's once-per-battle effect has a cost, costs that much in resources. * Applies the once-per-battle effect of the gauntlet. ** This does not count towards the once-per-battle limit of the gauntlet. * Generates 1 Collection stack. The End * Usable only if the player has at least 5 Collection stacks. ("At least" to futureproof!) * Eats 5 Collection stacks; no resource cost otherwise. (Baseline 100+5*50=350% Melee) * Spell-based skill. Follows weapon element. * Pays enough damage to inflict a Fragile that would halve the max HP of the monster, accounting for monster level and power level. This has -20 Save Bonus, player VStat/VStat vs. monster END/LUK. Is it too late for a Thanos reference? Honestly I was mildly surprised we didn't get one. This was an exploration in two different FSB setups: 1. FSBs that care about multiple items in the same inventory slot, much like how Calyptra's Doom does with the Doom Lily weapons. 2. FSBs that unlock additional effects, like Ironhoof Executor getting Prime Devastator if the Ironhoof Overdrive Capacitor misc is equipped, or how Wingweaver Battlegear's Invigorating Winds' heal res modification can happen a second time as its FSB. I figured that while Fragile is always going to be a bit of a problem, I viewed it as a flavor void effect, since the 52 baseline res means that you're taking at least double expected damage for 4 of the 5 turns that's required for it to go off (52 baseline, -26 shield, halved with gauntlet misc) and the fact that you have to give up 5 misc slots to make it work. That being said, I can't really say I'm a fan of an armor that is basically non-functional without multiple seasonal token items. I tried to give it something outside of the FSB effect, but I struggled to come up with something that felt notable without making this too strong as a 5-way compression armor.
< Message edited by neswii -- 8/25/2026 3:45:50 >
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