CarrionSpike
Member
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quote:
I'm of the opinion Typhon Shard's healing effect built into the armor's second skill should have its output multiplied by elecomp. The logic of elecomp is, to my understanding, because you're using a (example, dark) dark damaging skill, while in a dark armor, the monster you're "expected" to be going up against is a dark monster, and will take significantly less damage because of it, so your damage is increased. This logic of elecomp is applied to various kinds of damage (spell type, weapon based via elelocked attacks), but not only damage, also statuses. An example is on the armor, the burn power is multiplied by elecomp, as it's a dark status on a dark armor. I believe this logic should also apply to healing, and the panic built into the armor. For healing: healing is essentially a variant of damage or statuses. A siphon poison for example, would gain elecomp to damage. Currently, several eleshields on the player scale off monster resistance, and would presumably receive elecomp if attached to an armor. By this logic, a regeneration effect given to the player that scaled off enemy resistance that was locked to an armor would presumably receive elecomp. Healing is one tiny step removed from that. Since the healing scales off the Foe's resist, just like an attack dealing less damage, you're expected to heal less, so you should be compensated for that. Yes, the healing should be multiplied by EleComp as the player's attack element is locked to Water/Darkness and the heal scales with those respective resistance. This honestly just seems like something that was overlooked. quote:
For the panic: While the panic toggle does not lock you to dark damage, the panic is a status scaled off dark resistance that can only be used while in a dark armor. For this reason, I believe it should gain elecomp, because again, you're expected to be facing a dark monster, and getting reduced output from your effect, in this case panic, because of that. The Panic scales with the monster's resistance to the player's weapon/special/spell element, not the element of the armor and thus should not receive EleComp. For example I just tested the Darkness variant with Light and Darkness weapons against a Death Knight monster (20% Darkness Res; 100% Light Res) and the Panic was multiplied by *1 when I used the Light weapon and *0.2 when I used the Darkness weapon. As a side effect of this, the Panic should scale with Harm and Void weapons/specials/spells (so have fun with that). quote:
Finally, I'm of the opinion that the elelock damage should be multiplied by neutral elecomp rather than FD elecomp (from ~1.55 to ~1.66) I am unaware if it already is, if it is, my mistake for bringing it up). My rationale for this is that elelocked attacks are essentially highly similar to weapon based skills, which take neutral elecomp to cost, rather than FO or FD, so that they don't double dip on FO elecomp to cost and FO damage multipliers on weapon based skills. This is a ~1.1x buff to FD armors, and a ~.91x nerf to FO armors with elelocks. Yes, it should be using Neutral EleComp (though I have no idea if it currently is). This should also be the case for any armor with an EleLocked mode. So armors like H-Series, Trickster's Hide, Knightmare Plate, Griffin/Graverider Mounts, etc. The majority of these types of armors use FO EleComp when they should use Neutral EleComp.
< Message edited by CarrionSpike -- 6/7/2024 21:26:15 >
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