Luster Bladewarrior
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ORIGINAL: ss2195 UPDATE: Added Chaos Luster Champion Added Chaos Luster Blade Added Necrotic Hellfire Sword Expect the image concepts sometime next week...if anyones interested -_- Oh hey. *pokes expected golden, brillant, random shining splendor* Chaos Luster Blade: A description of the appearance would be nice, so you can imagine wearing it. Hm. Energy? For a jolt, seems right. Effect is...I have personal preference towards those MC effects that are 0,5 turns, once, rather than 0,05 every turn, but I like this sort of bomb setup. However, finely-controlled timebomb, lack of a real special, same element on all attacks...those don't feel very chaotic! Is there a story behind this? Damage is chaotic, though. Chaos Luster Champion: Yay, an image*checks* Well, it looks a bit different than I expected. Medium-weight plate/chainmail. Not very regal, remind me of Chu Chulainn from F/SN(expected gold). Tons of gems, though. Will those break and do something? Okay, it seems odd that you prefer Z-token items. *glances at MRM and res* Seems offensive? With sword being Energy, energy makes sense. Though water as secondary is a bit unexpected, from gems I'd have expected Light or Earth. Attack 1 seems like a skill or spell, compared to attack 2 anyway. Consider making it such? It ties well into weapon effect, though. Skill - do you hit monster with letters of "Kamehame----ha"? - I have never seen where it originates, and parodies only go so far. In case of either blast or words, doesn't feel like it is particularly of 'theme' beyond the element. To better tie it into the set - and even the name - maybe allow partial charging up of the skill. Anyway, water secondary means it won't be particularly damaging, just saying. Thus, a minor FSB for the Luster items would make them more useful, as you could use them together. I think there was sword and shield that did that. Maybe if you have both and use the skill, instead of having to hit it boosts the spiritual resonance directly? Overall, feels pretty regular energy armor. I detect no Chaos, no Luster beyond the appearance, no Champion.--er, okay, Fully offensive armor meant for solo attacking and Champion monster have same multipliers, but that's a bit tangential. Both Luster items have pretty clear theme - lightning jumping over air bridge from a capacitator. I certainly like the sword a lot more than armor, which feels a bit generic to me(sorry). It is just not the theme I expected from name. As for your latest release.... Okay, that's an unusual armor. As far as (lack of an) appearance goes, purple color in my mind clashes with green name, which also clashes with the elements. The effect on attacking is interesting - this is transferred like with Gandolphin, right? Not so great synergy with status effect weapons(ex. Katars), though. Albeit boosting pets attacks directly with player attacks is a cool idea, it requires slight adjustment: as a build-neutral armor that allows player to pay for pets instead of weapons for the element of their attacks it would have some significant penalty. Pets are worth half of a weapon, so half of Elemental seeking penalty? To avoid this, make the bonus dependent on how well your weapon element matches with pet element (100% if both match, 114/129 if allied, etc.). Also, MC pays for one skill (which otherwise gives armor *0.95 Penalty, as with Flawfish and Legendairy). This has two skills, so it'd have to be double MC - I'd cut off the Heavy Armor skill, as it doesn't feel to fit the theme. Telepathy usually does not give heavy armor in my mind :p As for Psionic Mind Merge, I think it should actually increase your CHA, not just pet BTH. Alternatively, have normal attack do higher damage but with only chance to succeed, with this increasing chances of it succeeding. For Psionic Mind Merge, pet assumptions are 0,2 for melee player and 0,4 for beastmaster, so 200 CHA is worth 0.2 per turn (standards don't account for accuracy increase, I think? Not exactly nice of them). Anyway, this means that standard spell can just increase CHA by 200 for pet alone, or 80 CHA for both. However, standard spell damage is made up about half in stats, too, and has 85% hit rate, and assumes normal armor(as most of the time you attack), and gets *0.9 for always useful if they're elementless. Since this is defensive armor, the battle will be lasting longer, so CHA-boosting would be worth more....Assuming CHA, INT, DEX as 200s over INT, DEX, LUK, so battle is expected to last with BMM play: (1,1+0.3+0.2)/1,56722689076 times longer than for pure melee using a guest and pet. Heh, CHA is all offense stat after all. Unless you meant it to not cost a turn, which is a possibility too. BTH boosting alone(I'm assuming here no extra damage from regular armor attack due this) should be worth BTH/212.5 turns. (0,4*BTH/85) (Yeah, you can't reach 85% accuracy with pets, but standards for pet accuracy lean compensation assume that you can). That's low enough that you probably wouldn't spend a turn on it even when doing it for the rest of the battle, in which case it'd be worth BTH/20,8147321429 turns. You could pay half the cost of standard spell to boost pet BTH by 13*0,9 with no turn cost.
< Message edited by Luster Bladewarrior -- 7/15/2014 3:30:59 >
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