Grace Xisthrith
Member
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Primate Murder: Compared to Winter Dryad's Bark, (~21% harm backlash), this armor has 40% ice backlash and 21% harm backlash with the SP toggle active, so the backlash is notably stronger, for 70 HP + 78 SP. It doesn't have a pure damage or elevuln skill, but it's also not melee locked in any way, as the save is END vs END, so I'd say for anything except elevuln, the new armor is notably superior. Moap still uses CHA, and it's 4 hits with a really fast animation now which is fun. I'm very happy with the release. I think the three spells will be very fun to play with, I plan on testing them out as super efficient options to use with Necro's barrier, and other on spellcast triggers if I can think of any. I do wish they wouldn't tank your entire resource bar if you're above the maximum limit, but that has some super niche applications as well, so I'm not too bothered overall. They also look great, I can't believe I'm going to be able to use a wizard games spell optimally in 2023. The armor is really cool visually and gameplay wise. 10 / 10. It's great to have more F2P backlash, this makes new gold farming methods possible without doomlight, along with just being really strong. Dodgelash is cool too, although I don't play that playstyle too often it'll be really strong I'm sure. The 2 turn celerity SP skill is very powerful, although at an extremely high cost. Overall, I'm very happy with how it is now, but I've seen a lot of people asking for changes to parts of the set, so I figure even though I like how it is, I'll write my thoughts as well, in case the armor / set is open for changes. To be clear, I don't think the armor or other items need changes, I think it's amazing as is, but if people are going to ask for changes, I think I have some good ideas. Shield: 5 Omni potence is nice. 2 things: First, Omni potence is currently bugged not to work on backlash (I tested while we had the 3k omni potence spotter drake glitch), so it does nothing for the backlash. If that could be patched, great. As for other ideas for the shield, I think a raw +20 Backlash potency shield would go hard for f2p, as infliction rate is the only thing holding back f2p backlash from taking over. That could be a good or bad thing depending how you look at it lol. Also a clone of Hollowborn Evoker Shield would be cool, as it's a cool shield, and would benefit bleed if the nemesis set has bleed, or another harmful status. Weapon: Currently, the click skill does 25% bonus damage (for 25% melee in SP). Since it's a click skill, it's a bow attack, and doesn't benefit from armor lean. This means attacking with the weapon in the armor does equal damage to using the skill. I'm not too bothered, because I like items that can be used for off meta purposes, like FD 100 proc warrior, which this weapon is perfect for, but if it followed lean like Entropy weapons recently (if I remember right --- I remembered wrong, but there are a few click skills that do follow armor lean), that would be a nice quality of life / interaction buff. People have also said it would be cool if it inflicted a bleed, I agree, that would be cool, but I also like it as is. Armor: The backlash and dodgelash, I think are great. They're very cool, both very meta and powerful options, and pretty sweet. I also love that the backlash roll is END vs END, which makes it build universal. The last skill is also cool, and powerful, but there's a few things I think would make it more powerful (should a quickcast celerity skill get buffed? Maybe not, it's crazy strong on its own). One, it's missing a once per battle 50% melee bonus (~195 SP). You could send this straight into the SP cost, and then it would go from 847 SP to ~650 SP, which is already a great improvement. That alone would make it much less taxing. Secondly, you could cut out the siphon poison effect, since it's 200% melee, or give it a 50 / 50 save, and make it 100% melee. Giving it a 50 / 50 save would make it cost 100% melee less (392 SP), so ~260 SP. All of a sudden, the skill is efficient instead of crazy overcharged (that's with the once per battle bonus, without it would be ~450 SP). Another option is also giving the monster a 25% elempower for four turns. This would increase the power of backlash, not matter if you're dodgelashing, and reduce the cost of the ability by 140% (548 SP), so that's another option. My last idea is making it a 4 turn elevuln on the monster instead, so your backlash and dodgelash can benefit (since backlash and dodgelash aren't boosted by elempower). If it was at a 50% save, I believe it would be a 50% melee cost reduction, so another 195 SP off the top. Doing all of these things would make the skill give you SP, which is a terrible idea, but picking or choosing one or a few of the solutions could make the skill way more powerful. That being said, again, I don't know if the skill needs to be more powerful. Those are my thoughts, I only spot checked the math, so definitely let me know if I made some mistakes. Again, I'm super happy with the release, and I don't think much of anything should be adjusted, except for giving the skill a once per battle cost reduction, and giving the nuke spells an upper limit.
< Message edited by Grace Xisthrith -- 7/23/2023 14:29:03 >
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