Lv 1000 -> RE: Lv 1000's Suggestions (9/25/2022 23:04:01)
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Rework Suggestions: 50000 Tier Packages - Champions of Great Creatures Airenal Champion Set quote:
Airenal's Might MC FO Wind armour, Earth/Light secondaries. Normal attack is 2 hits. Flat blocking. MC: Compresses a Wind weapon-based skill. Has 2 hits. EleComp reduces SP cost. FSB: Compresses a Wind spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 70% damage + 1/2 FSB and attempts to inflict a Power: ([70+5]x2/0.5/10/10/2)x[EleComp]x[Hits/Attempts]) = (1.5x[EleComp]x[Hits/Attempts]) Wind Siphon (renamed Poison) for the remainder of the battle. Additionally, the poison heals player HP equal to [PoisonDamage]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. quote:
Airenal's Crest MC Wind shield. Flat blocking. No secondary resist. MC: +20 Poison Potence. quote:
Airenal's Cunning MC Melee/Ranged/Magic Wind Sword/Spear/Staff. Has a 1/3 BR lean. Spear has a +3 BtH lean. No special. Flavor Effect: Pays 50% damage + MC (68.33% + MC for Magic), and attempts to inflict a Power: (55/0.5/10/2x[BtHMod]x[Hits/Attempts]) = (5.5x[BtHMod]x[Hits/Attempts]) Wind Siphon (renamed Poison) for 1 turn after any player attack. The Siphon also heals player SP equal to [DamageDealt x 1.125]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise. quote:
Neo-Airenal's Cunning MC Melee/Ranged/Magic Wind Sword/Spear/Staff. Has a 1/3 BR lean. Spear has a +3 BtH lean. Has a 20-proc "special". "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 20-proc specials used in this manner are worth 140% melee for Melee/Ranged, and 105% melee for Magic, so 40% melee for Melee/Ranged and 30% melee for Magic. When the special procs, attempts to inflict a Power: (40/0.5/10/2x[BtHMod]x[MagicMod])% = (4x[BtHMod]x[MagicMod])% Wind Siphon (renamed Poison) for 1 turn after any player attack. The Siphon also heals player SP equal to [DamageDealt x 1.125]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise. Flavor Effect: Pays 25% damage (33.33% for Magic), and attempts to inflict a Power: (25/0.5/10/2x[BtHMod]x[Hits/Attempts]) = (2.5x[BtHMod]x[Hits/Attempts]) Wind Siphon (renamed Poison) for 1 turn after any player attack. The Siphon also heals player SP equal to [DamageDealt x 1.125]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise. MC: Poison effects deal +25% damage. Akriloth Champion Set quote:
Champion of Akriloth MC FO Fire armour, Earth/Darkness secondaries. Normal attack is 2 hits. Magic focused blocking. MC: Compresses a Fire weapon-based skill. Has 2 hits. Skill cost is split between HP and SP. EleComp reduces HP/SP cost. FSB: Compresses a Fire spell-type skill. Has 6 hits. Skill cost is split between HP and SP. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 36.65% damage + 1/2 FSB and attempts to inflict a +([36.65+5]x2/0.7/1.19/10x[Hits/Attempts])% = +(10x[Hits/Attempts])% damage taken Fire EleVuln effect for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. quote:
Akriloth's Command MC Fire shield. Magic focused blocking. MC: Compresses a quickcast skill. Pays 100% melee split between SP and HP and applies a +25% damage Fire EleEmpower effect for 4 turns. quote:
Akriloth's Carnage Sword/Spear/Staff/Bow MC Melee/Ranged/Magic/Ranged Fire Sword/Spear/Staff/Bow. Has a 0.4 BR lean. Spear has a +3 BtH lean; Bow has a +6 BtH lean. No special/special-special. Bow has a 50% chance for 1 hit dealing x2/3 damage, and a 50% chance for 2 hits dealing x4/3 damage. Flavor Effect: Player takes +(15/1.4)% damage and player attacks deal +15% damage for Melee/Ranged, +20% damage for Magic. MC: Compresses a Fire weapon-skill*. Deals 100% melee (base damage), costs 100% melee for Melee/Ranged, 125% melee for Magic. Skill cost is split between HP and SP. Heals player HP and SP each equal to 1/2 of damage dealt. SPHeal = [ScaledHeal x 1.125], HPHeal = [ScaledHeal]. ScaledHeal = (([DamageDealt/MobFireRes]/[ExpectedDamage])^0.75)x[ExpectedDamage]x0.5) if [DamageDealt/MobFireRes]/[ExpectedDamage] > 1. Otherwise, ScaledHeal = ([DamageDealt/MobFireRes]x0.5) *Uses the old special animation. Custosilva Champion Set New status: "Ensared": Combination of Blind and DefLoss. Basically a turn-based version of the "The Cold" status. quote:
Spirit of Custosilva MC FO Earth armour, with Water/Light secondaries. Normal attack is two hits. Flat blocking. MC: Compresses an Earth weapon-based skill. Has 2 hits. EleComp reduces SP cost. New status: "Ensared" - Combination of Blind and DefLoss. Basically a turn-based version of the "The Cold" status. FSB: Compresses an Earth spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 44% damage + 1/2 FSB and attempts to inflict a -([44+5]x2/0.7/1.4x0.85/10/2x[MobEarthRes]x[EleComp]x[Hits/Attempts]) = -(4.25x[MobEarthRes]x[EleComp]x[Hits/Attempts]) MRM and BtH Ensared effect for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. quote:
Scales of Custosilva MC Earth Shield. Melee/Magic focused MRM. No secondary resist. Flavor Effect: Pays -5.4 MRM and restores HP when the player blocks/dodges a hit from the monster. Restores (9/0.15/2)% = 30% melee in HP for each hit blocked, this caps at 4 blocked hits, or 120% melee in HP healed. MC: Increases player Heal resistance by +12.5%. quote:
Fang of Custosilva MC Melee/Ranged/Magic Earth Sword/Spear/Staff. No BR lean. Spear has a +3 BtH lean. No special. Flavor Effect: Pays 15% damage (20% for Magic) and heals MP/SP equal to (15/2x[BtHMod]x[MagicMod])% melee per successful hit against the monster, this caps at 8 hits, or (60x[BtHMod]x[MagicMod])% melee. MP healing gets a x1.5 multiplier, SP healing gets a x1.125 multiplier. [BtHMod] = (85/88) for Ranged, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise. MC: Can toggle between MP and SP healing. Sinmaw Champion Set quote:
Champion of Sinmaw MC FO Water/Energy armour. Normal attack is 2 hits. Flat blocking. MC: Compresses a Water weapon-based skill. Has 2 hits. EleComp reduces SP cost. FSB: Compresses an Energy spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 70% damage + 1/2 FSB and attempts to inflict a Power: ([70+5]x2/(1/0.6-1)/100x[MobEnergyRes]x[EleComp]x[Hits/Attempts]) = (2.25x[MobEnergyRes]x[EleComp]x[Hits/Attempts]) Bleed until the enemy makes a save. This has a +10 Save Bonus, player MainStat/LUK vs. monster END/LUK. quote:
Sinmaw's Guile MC Water/Energy Shield. Ranged/Magic focused MRM. Flavor Effect: Pays -3 MRM to grant additional benefits when defending against Water/Energy. - Energy Mode: +20 Bleed Potence. - Water Mode: Burn effects deal +25% damage. MC: Can toggle between Water and Energy resist. quote:
Sinmaw's Mastermind MC Melee/Ranged/Magic Energy Sword/Spear/Staff. Has a 0.25 BR lean. Spear has a +3 BtH lean. Has a 40-proc "special". Flavor Effect: Player takes +(15/1.4)% damage and player attacks gain +12.75 BtH for Melee/Ranged, +17 BtH for Magic. "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 40-proc specials used in this manner are worth 120% melee for Melee/Ranged, and 90% melee for Magic, so 20% melee for Melee/Ranged and 15% melee for Magic. When the special procs, attempts to inflict a Power: (20/0.5/10x[BtHMod]x[MagicMod])% = (4x[BtHMod]x[MagicMod])% Energy Burn for 1 turn. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise. MC: The Burn from the "Special" instead applies a Power: (35/0.5x[BtHMod]x[MagicMod])% = (7x[BtHMod]x[MagicMod])% Energy Burn for 1 turn against Bleeding enemies. [BtHMod] is (85/88) for the Spear, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise. Tera'Suul Champion Set The Corrupted Tera'Suul set would also have these effects, but Ice --> Darkess where applicable. quote:
Hand of Tera'Suul MC FO Ice armour, Water/Wind secondaries. Normal attack is two hits. Flat blocking. MC: Compresses an Ice weapon-based skill. Has 2 hits. EleComp reduces SP cost. FSB: Compresses an Ice spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 37.2% damage + 1/2 FSB and attempts to inflict a Frostbite effect. Choke portion pays 15.2% damage + 1/4 FSB and attempts to inflict a ([15.2+2.5]x2/0.7/1.4/0.85/10x[MobIceRes]x[EleComp]x[Hits/Attempts])% = (4.25x[MobIceRes]x[EleComp]x[Hits/Attempts])% Choke effect for the remainder of the battle. DefLoss portion pays 22% damage + 1/4 FSB and attempts to inflict a -([22+2.5]x2/0.7/1.4x0.85/10x[MobIceRes]x[EleComp]x[Hits/Attempts]) = -(4.25x[MobIceRes]x[EleComp]x[Hits/Attempts]) MRM DefLoss effect for the remainder of the battle. Both have a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. The Choke and Defloss portions inflict separately but both are renamed as "Frostbite". quote:
Tera'Suul's Scales MC Ice Shield. Flat blocking. No secondary resist. MC: Compresses a toggle that costs 21% melee in SP per turn. While active, attempts to inflict a DefLoss effect each time the monster successful hits the player during its turn. Attempts to inflict a -(21/0.5/0.85*0.85/1.4/2) = -15 MRM DefLoss for [ConnectedMobHits] turn(s), with cap of 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. quote:
Tera'Suul's Drive MC Melee/Ranged/Magic Ice Sword/Spear/Staff. No BR lean. Spear has a +3 BtH lean. No special. Free Effect: Can toggle between damaging monster HP or SP. If damaging monster SP, weapon attacks deal x1.125 damage. MC: Compresses a toggle. Pays 15% damage (20% for Magic) + 15% melee in SP per turn. After successful player attacks, attempts to inflict (30/0.5/0.85/1.4/2x[BtHMod]x[Hits/Attempts])% = (25.21x[BtHMod]x[Hits/Attempts])% Choke for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise.
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