Kamui
Hashire sori yo Kaze no you ni!
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Dread Alchemist Water armour, Dire lean (take x1.25 damage, deal x1 damage with weapon attacks, deal x1.25 damage with damaging status effects), MC compresses a toggle and a spell. 2 Hits on everything Alchemist's Foresight: Toggle, off by default, while active causes weapon/spell attacks to lose 15% Melee in damage to attempt a (15 / 1.5 / 2 = 5)% Melee Bleed after each weapon/spell hit, up to 4 times per turn, has a -10 penalty to the save (so assumed 1.5 turn duration) that inflicts with WeaponMainstat/LUK vs enemy END/LUK. Also pays 15% Melee in SP if available to gain 1 stack of Preparation if you have < 5 stacks,Preparation is used to enhance the spell below. If you lack the SP, it's just not charged, but the Bleed still applies, and if you have 5 stacks of Preparation, then the SP isn't charged. Terrible Solution: 2-hit Water spell, follows weapon for damage type, offers 3 choices when cast, which affect the status effects attempted. Acid Vial: Charges 125% Melee in MP (Magic) or 100% Melee in SP (Melee/Ranged). Trades half damage to attempt a 4-turn (50 x EleComp / 0.5 / 4 / 2 = 12.5)% Melee Water Burn and the same value in Water Poison after each hit, with both inflicting with WpnMainstat/LUK on a 50% save, mob resisting the Burn with DEX/LUK and Poison with END/LUK. Blasting Vial: Charges 125% Melee in MP (Magic) or 100% Melee in SP (Melee/Ranged). Trades half damage to attempt an identical Burn to the Acid Vial but a {50 x EleComp / 1.5 / 2 ~= 16.66...)% Melee Bleed instead of Poison, Burn uses the same save as Acid Vial, Bleed uses same inflict stats, but has a -10 penalty to the save and is resisted with END/LUK. Bloodfire Vial: Charges 175% Melee in MP (Magic) or 150% Melee in SP (Melee/Ranged). Trades 150% Melee worth of damage to attempt all three of Water Burn, Water Poison, and Bleed, using the values for Acid/Blasting Vial, also trades (50 / EleComp)% Melee in damage to attempt a 4 turn -(50 x MobWaterRes x Hits / Attempts / 1.4 / 0.85 / 4 / 0.5 ~= 21.01)% DmgDlt Choke after the second hit. The damaging statii use the same saves as before, with the Choke having a 50% save, inflicting with WpnMainstat/LUK and resisting with END/LUK. Preparation: Can hold up to 5 stacks, stacks do not carry over across battles. Each stack of Preparation boosts the value of the DoT status effects from Terrible Solution by +(15 / TotalStatus)% Melee, so with the Burn/Poison on Acid Vial, each stack of Preparation adds +(7.5 x EleComp / 0.5 / 4 / 2 = 1.875)% Melee to the status, since Acid Vial has 2 damaging status effects. Main difference is on Bloodfire Vial it becomes +(5 x EleComp / 0.5 / 4 / 2 = 1.25)% Melee for the Burn/Poison, and similar for the Bleed. When casting Terrible Solution, all stacks of Preparation are consumed. Lvl 5 15 35 55 75 95 115 135 150G
BR% 115 145 205 265 325 385 445 505 559
Stat 133 199 331 463 595 727 859 991 1109.8
BtH 0 1 4 6 9 11 14 16 19
Fire 98 96 93 89 87 85 84 82 80
Water 95 87 77 71 61 54 48 42 39
Ice 96 91 86 76 72 69 65 60 58
Wind 97 95 89 80 79 77 75 72 70
Earth 97 95 89 80 79 77 75 72 70
Energy 99 98 97 96 95 94 92 91 90
Light 98 96 93 89 87 85 84 82 80
Dark 96 91 86 76 72 69 65 60 58
Melee 24 25 29 32 35 39 42 45 48
Ranged 26 27 31 34 37 41 44 47 50
Magic 28 29 33 36 39 43 46 49 52
CostLv 5 15 35 55 75 95 115 135 152
15SP 5 7 12 18 25 33 41 50 59
125MP 50 76 134 201 277 362 456 559 653
100SP 30 45 80 120 166 217 273 335 392
175MP 70 106 187 281 387 506 638 782 915
150SP 45 68 120 181 249 326 410 503 588
Price 141 190 713 4906 38729 311437 2510055 20236032 96820667
Sell 70 95 356 2453 19364 155718 1255027 10118016 48410333
< Message edited by Ward_Point -- 11/22/2025 3:26:21 >
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