Branl -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/19/2024 6:17:58)
|
Thoughts on the Warwolf Set: Shield: A scalable dual compression shield that can ramp to become on par with regular -26 shields. Takes 3-4 turns to reach this point, however. Has gotten some flak for being a bad individual item. I have proposed moving the 5% melee value in the eleshield value and replacing that with Def Loss Potency as an MC effect. It doesn’t bump up the charges needed to reach certain eleshield amounts very much, and includes an original desirable function of the set that only got axed because it was put on the overloaded weapon. Alternatively, Dardiel’s proposal can be used here and replace the 5% melee value with a QC that gives X number of charges, to help players without the full set to powerup the items faster. Misc: A Grakma Berserk competitor that starts weaker (Still worse than Grakma for burst mages), but requires less to make up for the bth loss. Has an inherent heal that can, at a point, pay off the HP costs of this misc. A playerside only Goggernaut Helmet that you pay HP to maintain the BTH effect for per Player/Guest/Pet instead of paying for it by making it a global effect. Compresses the best skill of the Tribal Shaman Armor. This misc is stacked, and was likely teetering on the edge of acceptability when staff were internally discussing it. The integrated heal and Berserk/Def Loss toggles are way too integrated into the set’s identity to be adjusted, so, if staff wanted to hard limit miscs to two toggles/skills, Novasteel Strike is perhaps the only skill that could be removed (With the caveat it would be very controversial). Even if it’s not, I caution players against taking this misc as precedent that 3 toggle/skill miscs are now acceptable. There can be specific circumstances regarding maintaining an item’s identity that lead to them making allowances here and there. If these were judged to be broadly acceptable, it would make designing miscs take much longer. Weapon: A Weapon that provides a powerful element shield, a strong sp drain hit that drains enough SP to prevent enemies from casting skills. Able to speed up charges generated, and a negative BTH lean that is made even better by an integration mode that further boosts it’s power. About the only disappointing things about this weapon are: Def loss potency being proposed on a weapon this overloaded likely resulted in def loss potency being omitted entirely (Hence my asking to push it to the shield). The omission of a 0 proc ranged toggle. If this omission was the result of the toggle being on the magic weapon (and thus would require a weapon that swaps between two seperate functions) at all, I think there’s two ways to include it that wouldn’t require changes. One is more feasible, another lets rangers use the full functions of the armor better. 1) Feasibility: Include a Ranged 0 Proc Toggle on the Melee Weapon. With no status rolls on this weapon and already having attack animations available to use, a 0 proc ranged toggle, would in theory, be a matter of just adjusting the damage type. 2) Full Utilitarian Good: Include a Ranged 0 proc toggle on the ranged weapon. Given the weapon has animations for the 100 proc mode specifically, they would have to make the 0 proc attacking animations available for the 100 proc weapon. Thematic considerations aside, this is more work to do than 1). However, because the armor’s functionality partially hinges on swapping between FD/FO modes, having the toggle on the 100 proc weapon means rangers can use the full set optimally in both modes, rather than only Warriors being able to do that. Pet: Very strong. Not entirely optimized, since it’s nuke is 2 hit. It’s the best general damage fire pet in the game. The problem with it in damage mode is simply that Status eater pets are unmatched in the consistent power they can output for how easily statuses can be applied with stacking potency. It’s direct damage competitor, Lorelympian Torchfoot, eats panic, which is probably the best status to eat on account of the existence of a QC infliction source (Werepyre) that can pay for 2 and a half turns of it’s max eating cap (200%). .Because it’s a QC, you can overload on potency sources and use the skill for no cost. Warwolf at least, has the lack of itemization to use it going for it. On the Def Loss, I think the pet sets a standard all def loss sources should: Attempt to apply the effect before a hit. Def loss has always had a bit of a problem where, if you can hit the monster to inflict it, you likely don’t need the def loss. There are a couple of aspects I’d like to mention: The pet's def loss application sort of points out the inconsistency of whether 0th turns on status that work on that turn are paid for or not. Because def loss is one of those statuses that work on turn 0, it being 2 turns before infliction means that it’s actually 3 turns for pets. This is fine if the eventual plan is to make statuses with 0 turn functionality no longer work this way. But currently, it pays for 2 turns of def loss for 3 turns of pet def loss (Still 2 for players). You could hotfix this by making the Def Loss 1 turn, but 0 turn statuses also aren’t stackable, so you make it impossible for the pet def loss to stack with itself and the def loss becomes weaker by virtue of not being stackable (which is weird for a 2 turn status). There’s another weird inconsistency where effects are sometimes scaled by ele res or not. This may or may not have been a consideration made due to the broader set’s idea being a lack of reliance on any particular element. There’s ways to fix the pet that could make it a lot worse, but it’s current implementation isn’t necessarily a problem. Just depends on what the staff thinks about potential future global changes to statuses that work turn 0. Armor: Really surprised the armor got through with very few changes from the original proposal. Especially surprised staff managed to work in skills in lean toggles. Also a really good test of whether or not FO armors can lack elecomp and still work well. I think they managed to succeed. Overdrive is really good for what it’s meant to be used for (Damage capped bosses), but it’s not going to be the best thing to press if you’re fighting weaker mobs. Combination Mode’s integration was probably the hardest thing for them to work out and they somehow managed it. From what I can tell, the only issues pointed out with it are: 1) The number of chargable hits. This isn’t a balance concern, purely a bug preventative measure. This is the one issue we so far have staff confirmation on them addressing, mostly out of pure necessity. I wouldn’t worry about this making the armor measurably worse, think about the kind of limit that the misc’s berserk mode has. 2) FD mode’s Mark Target was something I sort of already noted as an issue. Mark Target being on old 9999 infinite duration means it is unable to stacking with the misc’s berserk/def loss toggle or pet integration. Meaning aspects of the set compete against itself. The issue underlying this, however, seems to be an issue with def loss as a status itself, rather than the implementation of the effect on the armor. Without additional work done on the def loss status itself, it’s not possible to update the 9999 infinite duration into a modern permanent implementation. This doesn’t mean it won’t happen, but it’s more difficult than it seems, especially given the stacked schedule the staff have. I just hope this change doesn’t get lost in the shuffle, like Mermazon Champion or Paleskull Defender. 3) FO mode apparently has some strange lag spikes. I haven’t noticed them yet too bad, but it’s been a concern I’ve seen others mention. Conclusion: The staff have done an excellent job maintaining as much of the original suggestion as was reasonably possible. The armor does exactly what it was intended to do, although I see potential for disappointment from people with regards to the FO mode not putting out numbers comparable to that of armors with elecomped skills, but I can’t say I’m disappointed. Voted for what I want, roughly got what I wanted. Note: May edit the armor section post infosub.
|
|
|
|