Legendary Ash
Member
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The number of charges gained per turn/hit is arbitrary as long as it represents the value of 5% or 10% melee for triggers. Charges should be inflated above the basic 1 charge per turn/hit to more accurately represent the cost of the effect. For example for Kindred weapons the Melee variant's cost is 1/.75 = 33.33% melee and Magic is 25% melee. IMR designated that 2 charges = 5% melee, 2*5/.75 = 13.33 charges as the cost, which was rounded to 13 causing an intentional slight overperformance of the Melee variant compared to Magic. For ideal balance, take cost as the dividend and 5% or 10% melee as the divisor, the charges per turn/hit is the quotient that should have no remainder. For example the mentioned weapons should be changed to 3 charges per turn, 3*5/.75 = 20 charges as the cost for Melee and 15 charges for Magic.
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