Dreiko Shadrack
Member
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This is a suggestion for what the paleskull items could be, made by Lv 1000 and with feedback from a couple of high tier token whales quote:
Armor:
Skill 1: Mount/Dismount toggle. Attacks are locked to [Element] and get EleComp in Dismounted Mode.
Skill 2: Mounted Mode. [Element] weapon-based skill. If possible, removes up to 200% Choke and applies an equivalent Omni EleEmpower effect.
Skill 3: Dismounted Mode. [Element] weapon-based skill. EleComp goes to Damage. Deals -50% damage and attempts to inflict a Choke effect.
Flavor Effect: Enemy attacks gain +7.5 BtH and player normal attacks, specials and spells/skills deal +10% damage.
Shield:
Flavor Effect: Pays +(15*1.1/1.4)% damage taken to apply an Omni EleEmpower effect based on how many hits you take. Buff applies to your next turn.
Toggle: Pay (15*1.1)% melee in SP to double the potency of the flavor effect.
Weapon:
Skill*: [Element] efficient weapon-skill. Deals full damage. If possible, removes up to 150% melee worth of Omni EleEmpower and attempts to inflict a Choke effect.
*Uses whatever special animation Hollow has already made.
Pet:
Toggles between two modes:
- Choke Eater Mode: Deals full damage. If possible, removes up to 120% Choke to heal SP.
- Choke Mode: Pays all damage + MC and attempts to inflict a Choke effect*.
*This is applied in a way that is similar to Mogdin, but obviously for Choke.
Misc:
20% Damage
50 CHA/LUK
*0.5 [Element] Resist
MC: -20 Choke potency Set Explanation: Armor: Armor Lean: Would be Fully Offensive. EleComp: Ideally the Resistance/MRM spread would allow us to get at least 1.7xx to 1.8xx EleComp Skill 2: Now that I'm thinking about it, 238% melee worth of Choke would be more fitting as this is equipvalent to 2 turns of -100% damage dealt Choke effect. So we'd be starting with 238% melee for the EleEmpower, I think it best to split this over a few turns, let's say 3 turns so that would be 79.3% melee for 3 turns. It would appear as x1.793 in the status panel. Skill 3: There's some debate as to how weapon-based skills with statuses should be treated. For the time being I'll just treat this as a spell-type skill for the status, but the numbers could be adjusted to fit whatever works. I'll also re-work this to make a bit more sense, so instead it's gunna be -0.52955% damage So it deals -0.52955% damage, for a spell this is worth 105.91% melee, so we have 105.91/0.5/0.85/1.4 = 178% Choke, we could split this over 3 turns so it would be 59.33% Choke for 3 turns. The save for this would be +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. Flavor Effect: I should clarify that this is +10% damage for normal attacks/specials and then +5% damage for spells/skills. Shield: Flavor Effect: Pays +(15*1/1.4)% damage taken to apply a 15/0.85/2 = +8.82% damage EleEmpower per hit taken, capped at 4 hits. So with 4 hits taken, this is +35.29% damage EleEmpower. Toggle: Pay 15% melee in SP to double the potency of the flavor effect, so the per hit amount would be +17.65% and the max would be +70.58%. Weapon: Skill: For some general details, this is a 0-proc weapon-skill and it's efficient. This means that it doesn't get the balance engine /1.1 or the 1.08 0-proc bonus, but it does get multiplied by armor lean, and it deals -37.5% damage, but has -60% cost due to being efficient. For similar reasons outlined in the Skill 2 from the armor, I'd adjust the cap to be this instead at 105.91% melee worth of Omni EleEmpower consumed. This would be 105.91/0.5/0.85/1.4 = 178% Choke. As before we could split this over 3 turns so it would be 59.33% Choke for 3 turns. The save for this would be +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. Pet: Choke Eater Mode: Again, for consistency reasons, I'd adjust the cap to be 119% melee worth of Choke, this would simply translate to a maximum of 119% melee in SP each time it consumes Choke effect. For reference 119% melee in SP is ~466 SP. Choke Mode: In this mode we pay all damage + MC and don't rely on a hit for the status, we have a 42/0.5/0.85/1.4*0.85 = 60% Choke. As before, we could split this over 3 turns so it would be 20% Choke for 3 turns. The save for this would be +0 Save Bonus, player CHA/LUK vs. monster END/LUK. quote:
The set will definitely not be Darkness since we have so many other options for that element. As per the normal thread, seeing as you have stated the set will definitely not be darkness I've simply left the element of the suggestion be open instead, it has no real bearing on the mechanical effects we came up with. Personally I'd like to see the set be Wind main with Energy and Water secondaries on the armor (PALE so wind; It's a he-man parody and he's got the power so energy; Water because...there's a lot of blue grey on it haha).
< Message edited by Dreiko Shadrack -- 9/1/2022 14:11:40 >
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