battlesiege15 -> RE: =AQ= Hollowborn Evoker and Conjuror Sets, Spirit of Freedom, Harvest Fest, etc. (12/21/2019 15:26:16)
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Good news everyone! This is letting you know that the Hollowborn sets have been updated! We heard your feedback, so we went back to the drawing board and got these new setups for the set pieces! Hollowborn Evoker/Conjurer Armaments: Melee/Ranged/Magic swap Energy/Darkness Sword/Spear/Staff. Sword/Staff have no base/rand or BtH lean, Spear has a 2/3 random lean and +3 BtH lean. Item pays 20% Melee in HP cost passively to attempt a (10*(85/(85+intBtHLean))*Hits/Attempts)% Melee Energy/Darkness Poison for 4 turns. BtHLean is the BtH lean modifier of the attack, for the Spear mode's weapon attacks this is +3, everything else it's +0. Hits/Attempts is the % of hits that landed from the weapon attacks or spells/skill that match the weapon's current damage type/element (so a Magic Energy spell will work while the Evoker weapon is in Magic mode, for example). This inflicts with either STR, DEX, or INT (depending on if the weapon is in Melee/Ranged/Magic mode, respectively) for your majour stat and LUK for your minor, mob resists with END/LUK, on a 50% save. MC effect causes you to heal (7.5*0.85*MagMult)% Melee in SP at the end of your turn if the foe is afflicted with Bleed, Burn, or Poison. MagMult is 0.75 if the weapon is in Magic mode, 1 otherwise. These all scale, so sample numbers are below. *STATs* Hollowborn Evoker/Conjurer Defender: Energy/Darkness shields. MC effect is a +10 potence to all status effects flagged as inflicting damage, this basically covers stuff like Bleed/Burn/Poison. This effect is tripled if wearing the full corresponding set (so the Evoker shield effect gets tripled to +30 potence if in Evoker weapon/armour, Conjurer shield effect gets tripled if in Conjurer weapon/armour).Scales, with lowest level being PowLv 59, sample numbers below. *STATs* Hollowborn Evoker/Conjurer Garb: Full Offensive Energy/Darkness armours. MC effect is two skills. The first is a 4-hit spell-type skill that's locked to Energy for Evoker, Darkness for Conjurer. This skill pays 30% Melee damage to attempt a Bleed effect on the foe. This Bleed has a -20 penalty to its save, so on average it'll last 2.33... turns. The Bleed damage is = to (30*MobEleRes*Hits/4/2.33)% Melee, MobEleRes is the mob's Energy or Darkness resistance for Evoker/Conjurer, respectively. The other skill is a toggle. If active, you cause foes to take +15% Bleed/Burn/Poison damage, this costs 5% Melee in SP per turn, and is only charged if the foe has a valid status on them and is paid the first time during the turn they take damage from such a status. *STATs* I don't know if anyone saw this but this is per Kamui in the DN for the set! Thanks AQ staff for listening to the feedback! And sorry if it sounded critical. I think the extra damage for certain parts of the year is good still but it just didn't seem fitting for these sets since they aren't really Winter restricted
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