CH4OT1C!
Member
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In response, you raise some really interesting counterpoints @KorribanGaming. I think it reasonable that a number of casual players might feel the same way, so I'm directing my response with those players in mind: 1). I can absolutely see why 10% might not seem like a big difference. However, this is where context becomes really important. 10% is twice the value of a standard mastercraft. It's also a 50% increase on the 20% bonus Bloodzerker provides. In the past, 20% has also been seen by the staff as a sort of reasonable maximum on damage boosts. As a result, whilst 10% may not sound like much, it represents a major shift when you put it into context 2). This is a good point - the Magic version is inherently less spammable because of a higher SP cost. Assuming you had a full bar of SP (1470) to begin and regenerated 98 SP per turn (Guardian), you should be able to cast 11 of the Magic skills in a row and have 73 SP left over [please feel free to check the math I used: 1470 - ( 11 * 225) + (11 * 98)]. Under standard assumptions, you could spend an entire battle of 10 turns casting this skill consistently. Practically though, you're likely to manage several battles of just casting this magic skill before you run out. However, I also recognise that we have other demands on SP resources - damage boosts, defensive equipment, miscs etc. With that in mind, there are a number of SP regenerating weapons, miscs, and other items that can help you out (to differening extents). These examples include (but aren't limited to): Essence Orb, Zfinity Gauntlet: Soul, Hunger, Infinita Staff, Nighmareagon, Vampoglin Lord, Fruitcake Brick, Shadowfeeder Pendant, Nith's Fang, The Blade of Awe (SP special), Ultraguardian Shield, and the Haunted Dragonlord Weapons. Some are more accessible than others (token costs, seasonal availability etc.), but to my knowledge none are permanently rare. 3). Absolutely, you have to invest in END to get that additional damage bonus, and some may find bloodzerker swords to be more effective for that purpose. I'd fully encourage you to mix and match your equipment as it can help modify and improve your existing strategies 4). A little discussed topic in AQ are full set bonuses. They're a great example of how AQ deviates from mathematical balance for a fun extra mechanic. I would however say they're built on this premise of compensating the player somewhat for using a poor combination of items. Your statement is really interesting, but points me instead in the opposite direction. If the idea of a full set bonus is compensatory, why are bloodzerker weapons/armours getting bonuses when they aren't inconvenient to use together? As this response post is made more with casual players in mind, I'm going to skip curing statuses as the math gets complicated rather quickly! I would however recommend you don't treat this as a set for drawn out fights - you're essentially sacrificing HP via a burn for damage, so it's really designed for fast kills. @KorribanGaming, this last point is more for you since it pertains directly to one of your suggestions. In the event that you're suggesting Prismatic burn transferrence specifically for fights like the Wicked king, at one point I knew a player that outlasted the 9999 turns of the Wicked King's prismatic burn to see what happened. It was instantly reapplied. As a result, transferring the status would just mean you regained it at turn's end. It wouldn't even do much damage (part of why that boss can become so strong is the interaction between Pris Burn and Haunted).
< Message edited by CH4OT1C! -- 8/18/2022 6:41:02 >
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