Overview: Spell that bases its effect on several aspects of the current battle, rather than using inherent details.
Appearance: A magical smoke swirls around the battlefield with purpose, clearly "visiting" the locations that it will base itself on - the player's weapon, the player themselves, and the enemy - then forms itself into three javelins to strike the enemy.
Description: This spell bases its element and effects off of your weapon and the state of the battle!
- Spell cost and mainstat is based on the player's highest stat from among STR/DEX/INT. STR/DEX use SP, INT uses MP.
- Spell element is based on the weapon held. Harm comes with the matching x0.9 damage modifier, void comes with the /0.2 modifier.
- Spell is overcharged if current resource > 70% maximum, normal if current resource is within 40%-70% maximum, and efficient if current resource is below 40%.
- Spell lean is based on player current HP % minus enemy HP % divided by 2.5 and capped at 20 in either direction. Eg if the player has full HP and the enemy has none, it's a +20 lean. If both players have the same percentage HP remaining, it's a neutral lean.
- Spell applies elevuln if it hits, matching its element - the amount of damage it spends on the elevuln matches the player's armor lean (spellcaster is full damage, FO spends 25%, neutral spends 50%, FD spends 75%) and the duration matches the player's weapon proc rate /10+1 (0-proc lasts 1 round, 10-proc is 2 rounds, 20-proc is 3, 100-proc is permanent)
- First battle after a full heal, holding a 20-proc fire wand in a neutral armor: Spell is fire, uses MP and INT, overcharged, 0 lean, spends 50% of damage to apply a 3-round fire elevuln.
- A boss battle is looking rough, the player is on 25% HP and minimal SP and the boss is at 50%; player has a 100-proc harm ranged weapon in a FD armor: Spell is harm, uses SP and DEX, efficient, -10 lean, spends 75% of damage to apply a permanent harm elevuln.
- Largely inspired by the tome, I thought it would be fun to have a spell that encourages a wide range of gameplay and equipment decisions to push the spell toward achieving the player's specific goals.
- The lack of melee 100-procs means the spell can't use mainstat based on the player's weapon without melee users being locked out of applying the status permanently, so instead the stat/cost can be influenced by using stat-drive shields or other buff effects (eg a character with 250 DEX/INT can use a +INT buff to cast the spell for MP and deal magic damage)