Mananite -> RE: Mananite's Maligned Miscellany (3/13/2024 1:47:33)
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Frostgale Revamp AKA why am I adding yet another FO Ice armour????? Current issues with Frostgale: It's nominally designed as a Freeze/Paralyze set, but it doesn't actually cater to the effects beside feeding MC, which functionally makes both these statuses nonexistent, due to stunning monsters being the single most expensive effects in terms of raw Melee% cost. Additionally the implementation of the armour's elelock shoots it in the foot, removing any interactions with weapon effects, making it substantially weaker than it could be. Solution: Make number go up for Freezes in order to make them actually matter. Design intent: See solution. Misc Functions the same as it does currently (toggle between Ice/Wind damage), but change the potence toggle from Freeze (NB: This is Freeze specifically, not Freeze-like)/Paralyze potence into Omni Stun potence (affects all effects that would make the monster lose their turn). Weapons (Including Frostwalker's Secret) MC Melee/Ranged/Ranged/Magic Ice 20-Proc/20 Proc/100 Proc with 20-Proc True Proc/20-Proc Mace/Spear/Bow/Staff. Mace has -3 BtH lean and 1/3 base lean, Spear has +3 BtH lean and 2/3 random lean, Bow and Staff is neutral for BtH and base/random lean. MC compresses a toggle: Toggle: After attacking (Me/Ra)/casting and Ice Spell (Ma), attempt to Freeze for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK. See below for functionality: * Melee deals -50% damage and pays ~33.31% Melee in SP. If a weapon proc occurs, only pays ~8.31% Melee in SP. * Ranged deals -50% damage and pays ~44.77% Melee in SP. If a weapon proc occurs, only pays ~19.77% Melee in SP. * Frostwalker's Secret deals -50% damage and pays ~41.54% Melee in SP. If a weapon proc occurs, only pays ~16.54% Melee in SP. * Magic makes Ice Spells deal -25% damage and cost an additional ~41.54% Melee in MP. * Freeze rate is scaled by ([Hits]/[Attempts]) (Me/Ra/Frostwalker's Secret) or ([IceHits]/[Attempts]) (Ma). * All resource costs are divided by monster Ice resistance. If the monster has Freedom or Boss Boost, instead deals -15% weapon damage (Me/Ra/Frostwalker)/-7.5% Spell damage (Ma), and instead heal 11.25% Melee in SP per hit capped at 4 hits (Me/Ra)/(22.5*[IceHits]/[Attempts])% Melee in MP (Ma). NB: Basically the weapons will have a 100% chance to attempt to Freeze if all hits connects, paying a bunch of damage+resources for this. The Boss toggle is to help give a bit of resource kickback by paying something that's nominally "free" in the presence of damage caps. The Magic checking ice hits vs all hits is due to a known oversight where effects that function like this currently (Mystic Communicant) erroneously only checks [ElementHits]/[ElementAttempts]. This revamp's functionality assumes it gets fixed. If not, then it will instead be ([IceHits]/[IceAttempts]) for calculations. Shield MC Ice Shield. Ranged > Melee = Ranged blocking. MC: Passively removes all Stun-like effects on the player. First use is free, subsequent uses costs 100% Melee in SP. Shield must be equipped when the effect is inflicted for this to activate. NB: Stun resistance is functionally worthless with the wide availability of unstoppable-like effects, exacerbated by the existence of END's Style Bonus. The relative worthlessness is made worse given the timeframe of the set's release, as the Werepyre revamp was in the same time, which introduced Unstoppable. Armour MC Neutral Ice armour. Ranged > Melee = Magic blocking. Does various things: Toggle 1: Pays SP to increase outgoing damage to FO (1.25x). * NB: FD->FO is worth 35% Melee, but there's no precedent for Neutral->FO. Toggle 2: Locks normal attacks (not specials or spells) to Ice. EleComp increases normal attack damage. Full Set Bonus (Weapon/armour/shield): Changes functionality of the Elelock toggle while weapons are toggled to Freeze: * No longer pays any damage for their effect (IE Me/Ra will do full damage, while Ice Spells casted with Ma will deal full damage). * Overall cost of Freeze is reduced by 10% Melee. * EleComp is instead funneled into reducing the overall cost of the Freeze (Think Bloodzerker/Wingweaver). Bonus: Frostwalker's Secret will also do 1.25x damage if FO toggle is enabled, and receive the damage boost from the elelock if that is toggled. NB: MC is used for the FO toggle, as Elelocks are "free" effects. Pet MC Ice Pet. Toggles between two modes: Damage Mode:Two hits. Neutral BtH lean. Attacks deal -7.5% damage. After attacking, provides +(10*[Hits]/[Attempts]) Omni Stun potence. Potence is scaled entirely by CHA; without any CHA, no effect is provided. Usual outlevel formula applies. NB: The current MC of potence is currently overpowered in two ways: * Potence is valued at 20 per 5% Melee, while the pet somehow values it at 10 potence per 1% Melee, as Pet MCs are only worth 2% Melee. * Potence additionally should've been halved to +10, as it also affected a status it could inflict by itself. * Both these issues also apply to Fu-Dog. Freeze Mode: One hit. -3 BtH Lean. Pays all damage+MC (42% Melee) and attempts to Freeze for 1 turn. This has +14 Save Bonus, player CHA/LUK vs. monster END/LUK. NB: -3 lean and +14 to save more or less makes a 100% chance to attempt Freeze be valued at 42%, which is how much a Pet can output factoring in MC. Mistral Gear Wind-shifted copies of weapons/shield. Instead of Freeze, weapons attempt Paralyze: * Melee pays 25% weapon damage and ~32.4% Melee in SP at base. * Ranged pays 25% weapon damage and ~36.6% Melee in SP at base. * Magic makes Wind Spells deal -12.5% damage and ~34.5% Melee in MP at base. * All resource costs are divided by monster Wind resistance. NB: Could've made them Wind Freeze, but having a "cheaper" stun alternative is much more interesting for flavour. Also because I think the weapons are already extremely strong, and would rather not introduce straight clones.
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