Kamui -> RE: =AQ= Frostval Gift Delivery Finale (1/14/2021 13:20:02)
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Hey there! After getting the armour taken care of, I've done some tweaks and bugfixes to the other giftbox items. Full list of changes is below! Master's Blade: The full HP boost now caps out at +15% Melee, but still scales down to where you lose half the boost at 75% HP, and the boost fully vanishes once you're <= 50% HP. The Blind mode also now pays 15% Melee by default, and gains up to another 15% Melee from the full HP boost. This effectively means that by default the Blind is x1.5 potency so -(12.6 x MobLightRes x Hits / Attempts) BtH for 2 turns, and then you get another up to -(12.6 x stuff) from the full HP boost, so at 75% HP you'd attempt a -(18.9 x stuff) BtH Blind. Lorian Shield: Similar to the Master's Blade, the shield now caps out at effects = to 15% Melee at full HP. So at full HP you'll get +9 MRM in block mode, or take -(15/1.4)% damage in damage reduction mode. These still scale down as before, so you'll go down to 7.5% Melee for the effect at 75% HP (so +4.5 MRM, for example), and the effect vanishes fully at <= 50% HP. Spacefarer's Frost Cannon: The Freeze mode on the weapon now pays an additional 15% Melee (so the weapon pays 25% Melee out of damage, and then 5% Melee via MC) to double the chance of attempting the Freeze, so it's now (38.6 x Hits / 2)% chance to attempt Freeze. Cometoid/Meteoid Jelly: Fixed the bug where I forgot to factor out mob elemental resistance on the healing received. AKA before if you were to use the Cometoid Jelly to attack a foe with 125% Ice resist and get your HP healed, you'd just directly get x4 the damage the pet dealt as healing. Now it'll do a quick /1.25 on the healing value before it's applied, so the pet acts as though it's targeting 100% resistance. Flame Flora: If used in the Zardshi Rider armour, the weapon will do x1.25 damage in wand mode and trade its 100-proc no true special damage bonus for the damage bonus non 100-proc weapons without a special get, as well as do +5% damage, in spell mode you will instead deal a simple +2.5% damage. Invincible Star: This skill now has a cooldown between uses instead of being once/turn. You have to wait 1/2/3 turns before using the skill again after using the Lesser/Greater/Super Star versions of the skill. So for example: Turn X: Cast Lesser Star > Do attack. Turn X+1: Can't cast Invincible Star, do attack. Turn X+2: Can now cast Invincible Star again. Turn X: Cast Greater Star > Do attack. Turn X+1: Can't cast Invincible Star, do attack. Turn X+2: Can't cast Invincible Star, do attack. Turn X+3: Can now cast Invincible Star again. Turn X: Cast Super Star > Do attack. Turn X+1: Can't cast Invincible Star, do attack. Turn X+2: Can't cast Invincible Star, do attack. Turn X+3: Can't cast Invincible Star, do attack. Turn X+4: Can now cast Invincible Star again.
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