Sapphire -> RE: Sapphire's Suggestions (10/8/2023 8:50:18)
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MTWSGA- Make The Weapon Special Great Again set of weapons. One for each of the 8 elements. Names are: Fire MTWSGA Water MTWSGA etc etc This is a standard 20 proc weapon with neutral BTH lean. The special is 6 hits. So going to take the doomlight weapon idea, which is quote:
Melee/Ranged/Magic swap Wind Sword/Spear/Sword, Sword has no base/rand or BtH lean, Spear has a 2/3 random lean and +3 BtH lean. MC effect has these weapons deal +5% damage, they also cause you to take +(15/1.4)% damage and deal +15% damage with your weapon/special attacks. The Magic version has the +15% damage component have a /0.75 multiplier for the weapon/special component. So in total the Melee/Ranged versions deal +20% damage, and the Magic version deals +25% damage. For my weapon idea, instead, the 5% MC and +15% damage (+20% for magic) is entirely rolled into a 20 proc special. Since 20 proc means 1 in 5 attacks on average, here we would take the +20% damage for melee/ranged and +25% damage for magic and the special, being 20% proc (1 in 5) gets multiplied by 5. The Melee/Ranged doomlight gets +20% damage per turn. So in 5 turns it gets +20%, +20%, +20%, +20%,+20%. MTWSGA gets 0% in 4, and all of it on the special. So in 5 turns it gets +0%, +0%, +0%, +0%, then +100% when the special procs. The Magic doomlight gets +25% damage per turn. So in 5 turns it gets +25%, +25%, +25%, +25%,+25%. MTWSGA gets 0% in 4, and all of it on the special. So in 5 turns it gets +0%, +0%, +0%, +0%, then +125% when the special procs. Then this weapon has a toggle, that turns on an SP cost. This costs 20% Melee/turn (78sp for melee/ranged) and 98 sp for magic (on average) but the cost doesn't get removed per turn. It only gets removed when the special fires. This means with the toggle on, if the special fires then it charges 392 SP for melee/ranged and 490 sp for magic to do a further +100% damage on the special. If there isn't enough SP available, the normal special occurs w/o this boost.
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