Sapphire
Member
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Yearly Mastercraft Armor Set HYDRA'S MUTANT CONJURER SET Water Set- Choke based set, where here on all aspects it's called "Drown" and is a renamed choke. All effects mentioning "Eating and removing" drown or choke works with all chokes in the game. ARMOR Toggles between Neutral Armor and SpellCaster Lean for it's MC. *This Toggle changes the art* similar to Jack Claws. Neutral= Hydra looking beast. Spellcaster=More human, with hints of Hydra Comes with 3 Skills 1. 20% SP per Turn Toggle- Attempts to Inflict "Drown", a renamed Choke..per turn. Attempts always, if attack, if cast spell, or even charge/bake, etc and skip your turn. Always attempts. 10% Choke attempt. 2. Ele-Comp Spell (Water) that pays 33% damage to inflict a strong "Drown", renamed Choke. Standard MP cost 3. Toggle- If a monster is inflicted with "Drown", or any Choke, casting a spell will "eat and remove" the Drown/Choke and A. Regenerate MP based on standard spell costs and amount of choke.-> If the Choke amount is 30%, you regen 30% of that spell's cost. If the amount of choke is 90%, you regenerate 90% of that spell's cost. B. Based on the number of turns drown/choke is inflicted, you give the monster +20%*EleComp Water Elemental Vulnerability for every 1 round Drown/Choke is removed on your next turn. If you just removed 5 rounds of Drown/Choke, that's 20%+1.8*5 rounds.. elecomp ele vuln on your next turn. WEAPON Toggles Between Magic/melee/Ranged 20% Proc Special-MC goes to special damage. Special Inflicts a strong "Drown"/Choke. 5 Rounds. Clicking the Weapon Eats/Removes The "Drown"/Choke and costs a standard 100% Melee skill in SP.(392 for melee/ranged, 490 for magic) and does 50% of a normal skill's damage. For every Round of Choke removed you gain a round of MP regen (if magic weapon held) or SP Regen (If melee/ranged weapon held). The amount of Regen is the % cost of a standard spell cost (653) or SP Cost (392) of choke that is removed. So if there's 3 rounds of choke at 50%, you regen 50% of 653MP for 3 rounds (if magic) or 50% of 392 SP for 3 Rounds. SHIELD While holding the shield you get -10 Choke Potency Clicking the shield casts a spell/skill, 653 MP if holding a magic weapon, 392 SP if holding melee/ranged weapon. This does not work if there is no drown/choke inflicted, and can only be casted if drown/choke exists on the monster. This eats/removes the drown/choke and you give yourself Blocking = to the amount of choke removed for = to the rounds of choke removed. So you have 3 rounds of 50% Choke. This is consumed, and you give yourself 3 rounds of +50 blocking. PET Essentially, a water version of Ghost Hound, except regens MP. Two modes, "Drown"/choke inflict, and eat choke to regen MP. MISC Two Modes-Click to toggle Mode 1 +50 END/Luck While equipped, gives you the same backlash damage as frostyrm mask, but water damage. If in the Set armor, the backlash damage gains elecomp. Mode 2 +50 Dex/Luk While equipped, gives you dodgelash effect, water damage, like summoning stone, adjusted up due to not being the always useful harm. If in the Set Armor, the dodgelash amount gets elecomp. FULL SET BONUS If weapon, armor, and shield are equipped, all "drown"/choke inflictions get 5% more added.
< Message edited by SapphireCatalyst2021 -- 3/5/2022 7:37:00 >
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