Kamui
Hashire sori yo Kaze no you ni!
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Doomscourge of Zarg FD Darkness armour, trades -12 blocking (total of 20% Melee) to attempt two instances of Drain Poison when foe attempts hits on you, one Harm, one following your weapon element. So for each attempted hit from the foe, you attempt one each of 2-turn (10 x 0.85 (doesn't require a hit) / 0.5 / 2 / 2 / 2 = 2.125)% Melee Drain Poison, one Harm, one following weapon element, inflicting with WpnMainstat/LUK vs foe END/LUK, 50% save, and this can activate up to 4 times per turn. MC compresses 2 toggles. Mystery of Z: Toggles the armour between Dire and FD leans. Z-Cutter: Converts your weapon/special hits to Harm damage, with -10% DmgDlt penalty due to this, and pays a further -25% Melee in DmgDlt (so ~33.33...% Melee for Magic weapons) to attempt a 2-turn (25 / 0.5 / 2 / 2 / 2 = 6.25)% Melee Harm Drain Poison after each successful hit, inflicts with same stats as the one that activates on attempted enemy hit. Uses values below for resists, with Dark < Energy/Ice < Wind/Earth < Water/Fire < Light for Main < Ally < Ntrl < Weak < Opp. PLvl 5 15 35 55 75 95 115 135 150G
BR% 310 145 205 265 325 385 445 505 559
Stat 562 199 331 463 595 727 859 991 1109.8
BtH 8 1 4 6 9 11 14 16 19
Main 95 86 78 68 61 54 48 42 39
Ally 97 94 90 78 74 72 68 63 60
Ntrl 98 97 93 88 85 83 82 78 77
Weak 100 100 99 93 92 91 90 90 90
Opp 110 110 110 110 110 110 101 100 100
Melee 9 11 16 19 22 26 29 32 35
Ranged 11 13 18 21 24 28 31 34 37
Magic 8 9 13 16 19 23 26 29 32
Knightyear Legend FD Energy armour, passively has +(20 / 1.4)% DmgTkn to attempt a 2-turn +(20 / 0.5 / 0.15 / 1.4 / 2 / 2 ~= 47.62)% DmgTkn EleVuln vs Harm after every hit from the enemy that you block, inflicting with WpnMainstat/LUK vs mob END/LUK, 50% save. This is adjusted to a 2-turn +(20 / 0.5 / 0.3 / 1.4 / 2 / 2 ~= 23.81)% DmgTkn EleVuln vs Harm while the armour's first toggle is active, since it gives +15 blocking. MC compresses two toggles. Star Ranger Protection: Grants +15 blocking and +12.75 accuracy to your weapon/special/spell hits, costing 25% Melee in SP for the blocking boost, and 15% Melee in SP for the accuracy boost, with the accuracy cost paid on first attempted weapon/special/spell hit of the turn, and the blocking cost paid on first attempted enemy hit of the turn. In addition, if A) This toggle is on at the start of your turn, B) You have any of Burn/Poison/Bleed active on you, and C) You have at least 50% Melee in SP, it will cleanse 1 of those 3 status effects from you, prioritizing the one that's got the highest value. So if you have a 50% Melee Burn lasting 1 turn vs a 20% Melee Poison lasting 5 turns on you, it'll prioritize the Poison first, since that's 100% Melee in total value vs the Burn's 50% Melee total value. Star Cutter: Converts your weapon/special hits to Harm damage, paying (10 x MagicMult)% Melee in SP for this, with MagicMult being 0.75 if using a Magic weapon, 1 otherwise, and paying a further 25% Melee in SP to apply a 2-turn +12.5% DmgDlt Harm EleEmpow to you before first attempted weapon/special hit you attempt that turn. Both costs are paid on first attempted weapon/special hit of the turn. Uses values below for resists, with Energy < Light/Fire < Wind/Earth < Darkness/Ice < Water for Main < Ally < Ntrl < Weak < Opp. PLvl 5 15 35 55 75 95 115 135 150G
BR% 310 145 205 265 325 385 445 505 559
Stat 562 199 331 463 595 727 859 991 1109.8
BtH 8 1 4 6 9 11 14 16 19
Main 95 86 78 68 61 54 48 42 39
Ally 97 94 90 78 74 72 68 63 60
Ntrl 98 97 93 88 85 83 82 78 77
Weak 100 100 99 93 92 91 90 90 90
Opp 110 110 110 110 110 110 101 100 100
Melee 21 23 28 31 34 38 41 44 47
Ranged 23 25 30 33 36 40 43 46 49
Magic 20 21 25 28 31 35 38 41 44
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