RobynJoanne
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@The Hollow Roaming Here are the two final Fungibushi items I said I would make. Spell: Comes in SP (Melee/Ranged) and MP (Magic) variants and costs 50% Melee MP/SP and 50% Melee HP. Quickcast and usable once per turn. Deals x0 damage and auto-hits. Applies a 1-turn Spore Trap, a Status Effect that inflicts a Wind Spore on the Monster at the end of its turn based on the number of hits it connects on you, up to 4 times in a turn. 0.6 Power Spore Trap inflicts a 0.6 Power Spore per hit. This is a 100% Melee/2/200% Melee = 0.25x[Mainstat]/[Expected Stat] Power Spore Trap. Once per battle, if there is at least one Spore on the Monster when this Spell/SPell is used, reduce the power of Spore Trap by 25% Melee per Spore, up to 4 Spores, and increase the power of the Spores by 25x[Mainstat]/[Expected Stat]% Melee each. If there are more than 4 Spores, prioritize higher Power Spores over lower ones. Pet: Wind Pet with two modes. Toggle between modes by clicking the body. MC: Compresses a toggle that is usable in both modes. Click the head to toggle this effect. Toggle: After the Pet acts, the Monster gains Celerity for 1 turn (119% Melee). If the Monster already has Celerity, it gets 1 extra action for its Celerity. The Player gets a x0.615x[Wind Resist]% All EleShield for 1 turn. (Because the Monster has Celerity, this EleShield would block two turns of damage instead of one, so it costs double the standard amount for an EleShield. So, this is worth 38.5%x2x1.19 = 91.63% Melee.) The Monster gains +34.21x[Wind Resist]% Heal Resistance while this toggle is active (According to Wingweaver and Valentis/Storm Owl, Heal Resist on the Monster is 1.25xMelee %. This is 119%-91.63% = 27.37% Melee. 27.37%x1.25 = 34.2125). If the Monster is afflicted with a Spore or a DoT with >= 10 turns, pay HP equal to the total Melee % value of one turn of these DoTs. If the Player has Spore Trap and/or the Fungibushi Shield equipped, halve the Power of Spore Trap and halve the effect of Fungibushi Shield. Booster Mode: Apply a 20%x[Hits] Melee Wind Spore on the Monster at the end of its turn, with Hits being the number of hits it connects on you. This caps at 4 hits per turn. If the toggle is active, this effect is halved to 10%x[Hits] due to proccing an additional time. If Cha<Expected Cha, pay 20x[1-Cha/Expected Cha]% Melee HP when the Pet acts. If Cha>Expected Cha, this effect is boosted by x(0.5+0.5xCha/Expected Cha) up to x1.1. Drain Mode: Auto-hit. Deals x0.5x1.125x0.85 damage to SP to heal the same amount in SP. If the Player is holding a Magic Weapon, this instead heals MP, and the heal is multiplied by 1.5/1.125. If Cha<Expected Cha, pay 20x[1-Cha/Expected Cha]% Melee HP to gain +100x(1+Cha/Expected Cha)/(1-Cha/Expected Cha)% damage. (Thoughts: If there was one major regret I had with Sporin’ (one major regret and many, many, so many minor ones ), it’d be that the Shield feels tacked on. Spreading Spores when damaged is thematically appropriate for a mushroom, but the effect doesn’t have much to do with the rest of the set’s effects besides applying more Spores. These two items bring a bit more focus on that kind of effect. The Spell/SPell brings back Caltrops in a sense, though it’s not really Caltrops since the set doesn’t use Status Rolls and Caltrops just inflicts damage. I really like Caltrops as an idea, and while I’m worried that making another Status Effect after Spore will be overly time-consuming, I also didn’t want to pass up the opportunity when other items in the set do the same thing, so I’d hope that code could be shared. I chose a 0 damage Spell/SPell because I wanted to make sure that this item wouldn’t overly benefit Mages compared to Warriors/Rangers. The Magic Weapon already Compresses a Spell. Mages shouldn’t get an additional item on top of that. Any damage Spell would get a bonus from the Magic Weapon, so this deals no damage. The once-per-battle effect addresses a problem people may have with the way Spores work. Because Spores have different instances per application, existing Spores cannot be made stronger except through indirect means and their own effect. While that is intentional, I still want to give a minor option for those who do want big Spores, hence the once-per-battle restriction. For the Pet, I wanted something that is entirely different from the Pet I already made for Fungibushi. Thus, this one plays a primarily supportive role: it makes the other Fungibushi items better. The toggle was an idea I had to boost Spores without resorting to EleVuln. The EleShield and Heal Resist are there to mitigate some of the drawbacks of giving Celerity to the Monster. An effect that pays for a benefit and a drawback that are interrelated? Why yes, this is, in essence, a lean. In keeping with the theme of this being a lean, it weakens the Spores that the on-hit Fungibushi items provide and has to pay extra when permanent (& "permanent") DoTs are already on the Monster. The Drain Mode is here because the Heal Resist doesn’t fully mitigate a downside of giving the Monster Celerity that isn’t reflected in Melee % valuations. This also helps mitigate some of the resource costs I was forced to add to the set that I otherwise wished to avoid. It’s a drain instead of pure damage or a pure heal because I didn’t want to take the roles of Underwyrmling/Reindeerling or Plush Mort. This Pet is also an experiment. I have long had a concern that Pets have a distorted role in the Turn Model. Cha is not expected, and Pets are expected to have a 20% Melee value in the Turn Model based on that. Of course, with the reduction in accuracy from 0 Cha and the total loss of Major Roll in Status Rolls, Pets are substantially worse than 20% Melee for those with 0 Cha. This Pet basically flips the way Boosters work (and even has a Booster mode!). Boosters have half their output at base and then gain more with more stats. This Pet always has all of its output but pays for half of it, getting an increasing discount with more stats until there's no extra payment needed when Cha = Expected Cha. I’ll freely admit that I’m a bit concerned about the precedence for Pets that are as strong for non-Beastmasters as for Beastmasters, but Status Rolls are common and popular enough that I find a repeat of this exact circumstance unlikely. Ultimately, this is an opportunity for experimentation, and I can’t give that up. Also, if anyone points out that there was no need to flip the way Boosters work if the intent was solely to make Pets actually worth 20% Melee at 0 Cha, all I can say is that we all have selfish desires sometimes.)
< Message edited by RobynJoanne -- 8/30/2024 23:39:40 >
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