CH4OT1C!
Member
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Just to elaborate upon the premise posted by @Dardiel: Treating MP guests as a spell paying 62.5% melee would cost 522 * 0.625 = 326 MP per turn. This would, as stated, provide 62.5% Melee in return. You could sustain such a guest for 2632 / 326 = 8.07 turns in a 20 turn battle, averaging out to 4 turns in 10, again as stated. The 25% input/output would also be possible for SP guests, though it would be a lot weaker to what most people would be used to. Style bonus is a bit trickier, but the numbers that @Dardiel states are accurate if you wanted to concentrate all that power purely into Guests. A word of caution though: I think it would be extremely problematic to have MP guests dealing 112.5% Melee when it's so easy to heal MP. It would be more reasonably invested reducing cost to 42.5% (221 MP). In a similar manner, you could up SP guest damage without too much trouble. @Ward_Point: It wouldn't be reasonable to expect guests to have a minimal 1:1 ratio when every other item type in the game (spell, skill, regular attack etc.) scales up to 1:1 assuming stat investment. There are two ways to go from here. The first, Guests become CHA exclusives. The second, and a potential solution to your problem, is that Guests don't have to be CHA exclusive. For obvious reasons, guests function differently to spells and skills. However, it is true they come from the same damage component (SP. MP guests are messy). Guests functioned with CHA in the old model because of the intention for them to make CHA into a mainstat. But, if treated as a skill, one could make the case for other stats to be utilised. The main argument against it would be whether the staff would want to produce them (for example, there's no mathematical consideration against producing 100-proc melee weapons, they aren't produced for thematic reasons).
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