Sapphire
Member
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INFINITA STAFF REWORK Firstly, it should be given a Melee mode. So this weapon will toggle between all 3 MRM's. Additional art provided for Melee mode. The following is the Nickelclad info subs: Nickelclad Stormblade/Stormfall/Stormheart quote:
Energy Sword/Glaive/Sword, neutral damage and accuracy leans. No special, but sacrifices the normal no-proc bonus and potentially some weapon damage to instead have one of two effects it toggles between. By default it sacrifices 10% Melee (so -10% Dmg for Melee/Ranged, -13.33...% Melee for Magic) to heal your HP and SP for 2.5% Melee each after each hit you attempt, max of 4 hits per turn. The no-proc bonus gives a 37.5% chance for Melee/Ranged and 20% chance for Magic that this gains a 30% Melee boost, quadrupling it to heal 10% Melee after each hit in that turn. If HP or SP is > 80%, then the healing for that value will be ignored and the other value gets doubled, with it defaulting to just healing SP if both are over 80%. Alternatively, the weapon can use the no-proc bonus (no damage is paid in this mode, just the no-proc bonus) to cause the foe to have +20% HealRes for the Melee/Ranged and +15% HealRes for Magic versions, this passively happens so long as you attempted an attack with the weapon Infinita will use this as a bit of a guide, but with a few minor changes. 1. Infinita will not heal 2 resources at once. It will have a toggle on all three MRM modes to toggle between MP and SP modes. So the formula given to nickelclad that doubles the heal is always there. It will either heal only SP or only MP. The reason for MP mode on the melee/ranged versions is for hybrid builds. 2. Infinita will also sacrifice the 0 proc bonus also. 3. Instead of the weapon sacrificing 10% melee for Melee/ranged and 13.33% melee for magic like nickelclad, Infinita will sacrifice 15% melee for Melee/Ranged and 20% for magic. This will increase the heal compared to Nickelclad. 4. The proc bonuses of 37.5 for Melee/Ranged and 20% for magic remain the same. 5. The result is , in comparison, is that Infinita is a single resource toggle (MP/SP) compared to the dual for nickelclad with the resource check (HP/SP) and it does less damage than nickelclad but heal more. 6. Then, in additional to these, Infinita will receive it's MC bonus in the form of the 5% of damage heal on top of the effect, like other weapons that heal resources based on 5% of damage, with sp getting the 1.125 and MP getting the 1.5 multipliers. 7. The end result is Infinita gets the 4 hit cap MP or SP heal, gets a melee version, and then on top it's MC gets a 5% damage heal. This should lower the overall "abuse" but make it the best resource heal weapon still.
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