Kamui
Hashire sori yo Kaze no you ni!
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Wildgrace Melee/Ranged/Magic Earth Sword/Glaive(Sword+Polearm)/Staff, neutral damage and accuracy leans, no special, clicking hilt of the weapon cycles Melee/Ranged/Magic modes. Passively generates 4 charges of Nature's Potential at end of turn when held, 3 if weapon is in Magic mode, can also click the top of the weapon to open a menu, one option allows you to skip your turn to generate 80 charges. Each charge is worth 1.25% Melee, and charges are consumed passively if any of the effects in the menu are active when attacking. Each effect provides special effects after/during your next weapon attack, consuming charges if there are any to enhance the effect. Effects are as follows: Wild Savagery: Attacks seek Earth/Wind, dealing -5% Dmg to pay for the seeking. Will also attempt to inflict Prismatic Burn on the foe for 1 turn, paying a further 15% Melee in weapon damage (so -15% DmgDlt for Melee/Ranged, -20% for Magic), and attempting a (15 x (132 / 108) / 0.5 / 8 / 2)% Melee Prismatic Burn (so 15% Melee, x Omni-element mult, /0.5 for 50% save, /8 for 8 elements, and /2 since it's per-hit) after each hit, max of 4 attempts in a turn. If there are > 0 charges when this is used, charges are consumed in the following amounts to enhance the attack: 4 charges to give +4.25 BtH to the attack, 12 charges (16 total) to give +1 turn to the Prismatic Burn, 4 charges (20 total) to give another +4.25 BtH (+8.5 BtH total) to the attack, 24 charges (44 total) to double the damage of the Prismatic Burn (so it becomes (30 x Stuff) and lasts 2 turns), and a final 4 charges (48 total) to give another +4.25 BtH (+12.75 total) to the attack. Nature's Grace: Attacks lose 45% Melee in damage (so -45% DmgDlt for Melee/Ranged, -60% for Magic) and on first attempted hit applies 1 turn of -(30 / 1.4)% DmgTkn EleShield vs Earth/Wind, and 1 turn of (15 x MobEarthRes)% Melee Regen. If there are > 0 charges when this is used, consumes charges in the following order: 4 charges to add +(5 x MobEarthRes)% Melee to the Regen's healing, 16 charges (20 total) to give +1 turn to the Regen, 8 charges (28 total) to add +(5 x MobEarthRes)% Melee to the Regen's healing, 20 charges (48 total) to give +1 turn to the Regen. So at max you'll eat 48 charges to have 3 turns of (25 x MobEarthRes)% Melee Regen. Natural Disaster: Attacks get a -15 accuracy lean, and can eat up to 200% Melee worth of Bleed on the enemy to deal +200% Melee worth of damage. If there are > 0 charges when this is used, up to 48 charges are consumed, each charge gives the attack +0.265625 BtH and +0.9375% Melee in +DmgDlt. Basically each charge is worth 1.25% Melee, so 1/4 of that boosts the BtH of the attack, and 3/4 boosts the DmgDlt of the attack. 48 charges gives +12.75 BtH and +45% Melee in +DmgDlt. These effects remain active until turned off by either clicking a different effect or clicking the "Restrain Potential" button. Only the most recently chosen effect is activated when attacking, basically the weapon is in either "Off", "Savagery", "Grace", or "Disaster" mode, all of which are mutually exclusive. Level 10 35 60 85 110 135 143
Type Z Z Z Z Z Z Z
PowLvl 44 57 73 95 120 145 153
Melee/Ranged
Base 8 9 10 12 14 15 16
Rand 16 19 22 24 27 32 32
BtH 6 7 9 12 15 18 19
Magic
Base 6 7 8 9 10 12 12
Rand 12 13 15 18 21 22 24
BtH 6 7 9 12 15 18 19
MCPrice 396 814 1474 2409 3674 5324 5940
MCSell Z Z Z Z Z Z Z
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