Lv 1000 -> RE: Summer 2022 Season of Gifting & Independence Holiday Super Event (7/19/2022 19:24:06)
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Armor: Skill 1: Mount/Dismount toggle. Attacks are locked to Darkness and get EleComp in Dismounted Mode. Skill 2: Mounted Mode. Darkness weapon-based skill. If possible, removes up to 200% melee worth of Choke effect and applies an equivalent Omni EleEmpower effect. Skill 3: Dismounted Mode. Darkness weapon-based skill. EleComp goes to Damage. Deals -50% damage and attempts to inflict a Choke effect. Flavor Effect: Enemy attacks gain +7.5 BtH and player normal attacks, specials and spells/skills deal +10% damage. Shield: Flavor Effect: Pays +(15*1.1/1.4)% damage taken to apply an Omni EleEmpower effect based on how many hits you take. Buff applies to your next turn. Toggle: Pay (15*1.1)% melee in SP to double the potency of the flavor effect. Weapon: Skill*: Darkness efficient weapon-skill. Deals full damage. If possible, removes up to 150% melee worth of Omni EleEmpower and attempts to inflict a Choke effect. *Uses whatever special animation Hollow has already made. Pet: Toggles between two modes: - Choke Eater Mode: Deals full damage. If possible, removes up to 120% melee worth of Choke effect to heal SP. - Choke Mode: Pays all damage + MC and attempts to inflict a Choke effect*. *This is applied in a way that is similar to Mogdin, but obviously for Choke. Misc: 20% Damage 50 CHA/LUK 50% Darkness Resist MC: -20 Choke potency This is a suggestion for what the paleskull items could be, made by Lv 1000 and with feedback from a couple of high tier token whales. [:)] I should probably clarify some things/provide some sample values. quote:
Armor: Armor Lean: Would be Fully Offensive. EleComp: Ideally the Resistance/MRM spread would allow us to get at least 1.7xx to 1.8xx EleComp Skill 2: Now that I'm thinking about it, 238% melee worth of Choke would be more fitting as this is equipvalent to 2 turns of -100% damage dealt Choke effect. So we'd be starting with 238% melee for the EleEmpower, it would take a x0.9 penalty for being always-useful so it would be 214.2% melee. I think it best to split this over a few turns, let's say 3 turns so that would be 71.4% melee for 3 turns. It would appear as x1.714 in the status panel. Skill 3: There's some debate as to how weapon-based skills with statuses should be treated. For the time being I'll just treat this as a spell-type skill for the status, but the numbers could be adjusted to fit whatever works. I'll also re-work this to make a bit more sense, so instead it's gunna be -0.52955% damage So it deals -0.52955% damage, for a spell this is worth 105.91% melee, so we have 105.91/0.5/0.85/1.4 = 178% melee worth of Choke, we could split this over 3 turns so it would be 59.33% melee of Choke for 3 turns. The save for this would be +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. Flavor Effect: I should clarify that this is +10% damage for normal attacks/specials and then +5% damage for spells/skills. Shield: Flavor Effect: Pays +(15*1.1/1.4)% damage taken to apply a 15/0.85/2 = +8.82% damage EleEmpower per hit taken, capped at 4 hits. So with 4 hits taken, this is +35.29% damage EleEmpower. Toggle: Pay (15*1.1)% melee in SP to double the potency of the flavor effect, so the per hit amount would be +17.65% and the max would be +70.58%. Weapon: Skill: For some general details, this is a 0-proc weapon-skill and it's efficient. This means that it doesn't get the balance engine /1.1 or the 1.08 0-proc bonus, but it does get multiplied by armor lean, and it deals -37.5% damage, but has -60% cost due to being efficient. For similar reasons outlined in the Skill 2 from the armor, I'd adjust the cap to be this instead at 105.91% melee worth of Omni EleEmpower consumed. This would be 105.91/0.5/0.85/1.4 = 178% melee worth of Choke. As before we could split this over 3 turns so it would be 59.33% melee of Choke for 3 turns. The save for this would be +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. Pet: Choke Eater Mode: Again, for consistency reasons, I'd adjust the cap to be 119% melee worth of Choke, this would simply translate to a maximum of 119% melee in SP each time it consumes Choke effect. For reference 119% melee in SP is ~466 SP. Choke Mode: In this mode we pay all damage + MC and don't rely on a hit for the status, we have a 42/0.5/0.85/1.4*0.85 = 60% melee worth of Choke effect. As before, we could split this over 3 turns so it would be 20% melee of Choke for 3 turns. The save for this would be +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
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