Grace Xisthrith -> RE: =AQ= 2024 Summer Season of Gifting - Community Prizes (6/24/2024 17:45:21)
|
I am extremely excited to post a Fungibushi suggestion that was worked on by a group of players over the last few weeks, and after many iterations and ideas and conversations we've got it finished. Those players who designed it will be listed at the end. It was extremely fun to work on in a group, and I hope there'll be more opportunities to do this kind of collaborative project for AQ again (maybe even officially! Who knows?) With that being said, I'll get into the set. The first section will be the simplified version, the second section will be the rationale, and the third section will be the mathematics (not proofread [sm=frogzard.gif]) behind the items. We did our best to have loosely mushroom and loosely warrior adjacent themes. There are themes of poison, healing, and Spirit seed. It is an earth set. If you like what you see, please write a post supporting it :) Shield: Toadstool Targe: An earth shield used by Fungi Bushido all across lore, wielded not only for defense, but as a focus to meditate before battle. On click, the shield has three options, all of which heal via spirit seed. -Tranquility with Self, the warrior focuses on themself so strongly they weaken their combat prowess, but are rewarded by a delayed heal to their SP. -Tranquility with Foe, the warrior focuses on the monster, and removes any ailments on them while simultaneously empowering a delayed heal for themselves, HP. -Tranquility with All, the warrior focuses on all things, healing both the monster and themselves, both SP and HP. Misc: Reishi Token A mushroom token built to protect the player (flat damage reduction) and aid their recovery, particularly in spirit (healing resistance, passive SP regen). If the player significantly reduces the monster's damage, they'll be rewarded with healing. If they take normal damage, they'll become more vulnerable. Finally, on toggle, the misc heals the monster's body and spirit, but grants a more powerful delayed heal to the player, which is handy, because the misc costs HP to maintain. Weapons: Matsutake Muramasa, Mycelium Edge, Enoki Enchanter The weapons specialize in inflicting damage in a delayed fashion via Spirit Seed. They trade some of their damage and accuracy to inflict spirit seed, and are able to target any resource bar on the monster with the status. They have a small chance, like Nickelclad, to have significantly boosted output, and they can be clicked to fire off a damage skill, consuming available spirit seed on the foe. As well, the magic weapon is built around spellcasts rather than basic attacks. Pet: Mooshroom or Bovine Bolete Simply a pet with two modes, one to manage resources by eating spirit seed on the foe, healing resources by "seeking" your lowest resource like retro golden or communicant gear, and the other to inflict spirit seed on the foe, boosted to greater power by poisoning the player, and it lowers the duration of all spirit seeds (player and monster) by 1. Armor: Morelamoto Musashi An armor that can be used to tear through foes or shore up defenses (FD and FO toggle). It has an additional toggle that can focus intensely on defense, reducing the monster's damage and its own, or focus on offense, doing the opposite. Finally, there are two skills. -Flow state: The bushido enters a state of absolute focus, but the price is heavy. One turn is skipped to meditate, and the monster gains greatly boosted damage and cannot miss, as well as the player being poisoned. The next turn however, as long as the player remains in the armor, they will receive greatly increased damage, accuracy, and crit chance for two turns. Their attacks will become elelocked (for mages, the attack button becomes a spell type attack), also increasing damage. -Excessive Mushroom Propagation: Mushroom spores are spread so quickly and viciously they even damage the player (spirit seed). The armor trades damage to inflict spirit seed on the monster, following weapon element, boosted in power by the seeds inflicted on the player. Rationale: Poison, meditation, focus, flow state, delayed growth of mushrooms, we thought these lined up with mechanics that help and hurt the player and the monster. This would be one of very few item sets that can heal monsters, and provide them with direct bonuses, which is unique. This alternative source of payment allows the items to be extremely low resource intensive to use. The shield, misc, and armor don't have any SP costs whatsoever. However, this is only possible because of the benefits given to the monster, and the self damaging poisons and spirit seeds caused by the mushrooms. We hope this unique set of costs, and unique use of a rarely seen status, will make this set interesting and appealing, as well as its ability to play for FD and FO playstyles. Math: (see near bottom for motivation to change turn delay bonus on spirit seeds.) Shield: -Tranquility with Self: Takes player turn, inflicts a 1 turn duration -8.5 Blind (1 turn is skipped, 0 turn is active, so 10% melee) and a one turn .9x power Relaxed (renamed choke, 10% melee), and applies a 2 Turn SP Heal Spirit Seed worth (392x1.2x.85x.9~363 SP total) -Tranquility with Foe: Takes player turn, eats up to 200% melee worth of negative status effects on the monster, and applies between a 2 Turn HP Heal Spirit Seed worth (404x100%x.85x.9 = 312 HP minimum, 936 HP maximum, on average) -Tranquility with All: Takes player turn, applies spirit seeds (half HP, half SP) to both the player and the monster, which boosts the power of the player seeds to 240% melee (100% melee initial on player from the player turn, 100x1.4=140% melee initial on monster, so player is 240%), so the player will heal (404x.8x3x.85x.9/2) ~375 HP total after 3 turns, and (392x.8x3x.85x.9/2) ~363 SP after 3 turns, which 375/2.4=156 and 363/2.4=151 going to monster HP and SP over three turns, unless the monster is not a skillcaster, in which case it instead heals ~750/2.4=312 HP after 3 turns. *if turn delay bonus of 5% melee per turn is accepted, these will all be boosted by 10-15% melee, because of their durations. Misc: -Reishi Token gives 50 LUK (17 SP / 14.87 HP) and pays 15 SP (so actually 13.125 HP, just using more familiar SP numbers) to gain 20% damage but rerouted to flat damage reduction instead of an offensive boost, many miscs do this. (should be 30-40 flat damage reduction, depending on the standard devs use). Has a passive based on incoming damage, if the monster deals less than 1/3 expected damage, gain 20% melee in output (HP healing, .2x404=80). If it deals more than 1/3 expected damage, receive 10% melee in omni elevuln. This trigger / payoff versus detriment valuation I've come up with is totally arbitrary, for the effort / skill of reducing monster damage to 1/3, you gain twice what you lose if you don't reduce it. These numbers may certainly be edited by the devs, but I think it's a cool mechanic, rewarded for going ham on a defensive playstyle. For those worried about how strong flat damage reduction is, keep in mind this flat damage reduction is in place of normal elemental reduction. -Reishi Token gives 12.5% heal res with MC, and as a flavor effect pays 10% melee in HP to heal 10% melee in SP (34 HP-38 SP). -Reishi Token can be clicked to toggle into a mode which gives the player a 35%+10% melee healing spirit seed with 2 turn duration, and heals the monster for 12.5% melee in HP and SP (immediately, not a spirit seed), or 25% melee in HP if they have no skill. (35/1.4=25) (the %melee values are mismatched, 45% versus 35%, because of the turn delay bonus we're proposing for spirit seeds, 5% melee for each turn it takes them to land) *to prevent heal res from being halved because of the healing synergy double dipping, all healing from the misc is divided by 1.125. This includes the 20% melee from taking low damage, the 10% melee in SP, and the 45% melee spirit seed. If doing this isn't an acceptable way to not double dip, devs can feel free to make it give 6.25% heal res instead. -All in all, Reishi token will cost ~61 HP per turn to upkeep. Weapons: -Weapon: 0 Proc weapons that use their 0 Proc bonus to have a chance to increase status power. The ranged weapon has a 100 proc and 0 Proc toggle. Instead of tiny clickboxes, clicking the weapon anywhere brings up a menu, like MADM. 2 Options for Melee and Magic, 3 Options for ranged. -On basic attack, the weapon trades 15% melee in damage, 8.5 bth (10% melee) to inflict 25% melee worth of 2 turn spirit seed on the monster, and it can be targeted to SP, MP, or HP (If that's too much, just SP and HP, or just HP). The magic weapon instead trades only 10% melee in damage on basic attacks, and inflicts 40% melee worth of spirit seed on elemental spellcasts. All saves are Mainstat vs END, +0, with MC making them -20. No Proc Bonus has a 33% chance to double the power of the infliction for melee and ranged 0 Proc, 40% chance to double for ranged 100 Proc, and ~45% chance to double for the magic weapon on spellcasts. -Weapons also have a click skill: Standard weapon click skill that eats up to 400% melee of spirit seed on the foe, with the first 100% melee reducing SP cost (so it's free if there is enough seed). The melee and ranged 0 Proc weapon are weapon based, the 100 Proc weapon is bow type, and the Magic weapon is spell type, and costs MP instead. *since the save is at 50%, the base power invested is 25% melee, and the turn delay is 2, we would have 25x2 + 10x2 % melee = 70% melee inflicted. On a lucky flare, the power would be doubled, but not the turn delay bonus, so 50x2 + 10x2 = 120% melee inflicted. Pet: Mode 1: Resource Management: Healing pet, which chooses resources (MP or SP) like communicant set. Can eat up to 80% worth of seeds on the monster to increase its healing multiplicatively (or additively, if multiplicative isn't okay), up to a maximum of 3x power. Mode 2: Seed Management: Pays 50% damage to inflict 2 turn spiritual seed, and also inflicts the player with a power 1 harm poison for 2 turns (20% melee) to inflict 40% melee worth (before save) of spiritual seed. Saveroll is CHA vs END, +0. MC goes to decreasing all seed durations on both monster and player by 1 turn as a flavor effect. If this is not possible... [sm=firezard.gif] Armor: -Flavor effect: Click the chest to toggle between player +10% elevuln and monster +10/1.4=7.14% elevuln, and 20 Player Flat damage reduction versus 20/1.4=14.28 flat damage reduction (rounded however is easiest for Staff). -MC pays for compressing all the stuff, yippee! -First Skill: "Intended" for FO. “Flow State” - Upon clicking the skill you become paralyzed (100% melee) and inflict yourself with a 1 turn Omni elevuln (50% melee, 50/1.4=35.71% elevuln), a 1 turn monster autohit (21% melee, Monster autohit = 15% melee x 1.4) and a 1 turn harm poison (29% melee, Power 2.9). After the monster attacks you, the following 2 turns you enter into: -- Flow State: The Mushroom Bushido is completely focused. There is 200% melee to work with, so +50% elempower for 2 turns (100% melee), +12.75 BTH for 2 turns (30% melee, not autohit because it's more abuseable), and gain 4.5x hypercrit (70% melee, 2 turns of +35% crit chance). This detects player luck, like Alchemist's Halberd, if Player LUK < 1/2 Expected LUK, instead of 70% melee in crit chance, you instead gain 70% melee more in damage, so 85% elempower for two turns. As well your weapon attacks are locked to earth, which includes 100 Procs, and gain elecomp to damage if using a Melee/Ranged weapon, and if using a Magic weapon the attacks become a free spell worth 75% melee and also gain elecomp to damage (similar to Dreamweavers spell attack, but actually gets elecomp). Importantly, the buff is locked to the armor, so it cannot be used with other gear, except weapons, shields, miscs. If possible and not complicated, having the buff remain when the player swaps back into the armor that turn, like the initiative buff, would be awesome. -Second Skill: "Intended" for FD. Spirit seed infliction toggle: The Mushroom Bushido spreads the joy of mushrooms, whether the monster likes it or not. Pay 30% outgoing damage on attacks (15% on spells) to inflict 30% melee worth of 2 turn spirit seed (before saveroll). Because spores go whichever way the wind blows, the player is also hit by 25% melee worth of 2 turn spirit seeds, which inflicts an additional 25x1.4=35% melee worth of spirit seeds on the monster. 65% melee to work with, so: 65 / .5 (50% save) / .85 (hit accuracy) = 152.9% melee in spirit seed (one instance) each turn (+10% melee for 2 turns if turn delay formula change goes through). Spirit seeds follow weapon element, so they can be used in a defensive setting, except the player inflicted spirit seeds are harm. -Third Skill: Toggle: Switch between FO/FD freely. -For element spread, the armor will be 39 Earth, 42 Dark, and then all other resistances above 55 however best balances out. Light should be the highest element, as light is bad for mushrooms. Final notes: Everything is earth unless otherwise listed, like the above armor toggle. All the healing effects on various pieces of gear are not scaled by earth resistance, they take the normal x .9 penalty for always useful. We advocate that spirit seeds should gain 5% melee per turn they're delayed. The goal is for turn delay bonus to actually feel like it's worth investing in, unlike now when it's a pitiful 1.01x multiplier. There's a lot of potential justifications for this, but we can GBI it later if more detail is required : p . In short, because turn delay is really, really bad ATM, we want it upped to 5% melee per turn, and we can start that with this set, which is built around delayed gratification. Without a turn delay bonus like this, it's just objectively worse healing, since it's delayed. The people who worked on this set are: Dizzle, KhalJJ, Maxtrigon, Grace, Yori, Gwen, Shamanknight, Red Blood, NightofLight, and Dardiel. If you like the set, please express your support with a post! :) Peace and love <3
|
|
|
|