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Full Version: Youkai Skills
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While the skills of Youkai haven't been particularly brutal on their own, there are a few skills that have shown to be too much in the hands of players. Here's the list of such skills:

Parreta
This is basically Life Drain 2.0; not only does Parreta deal a decent/nice amount of Water damage, but it also heals for half of the damage formula. No, not the damage dealt, but the damage BEFORE defensive calculations. Given that the formula uses the most boost-friendly statistic in the game (see: WIL), it's entirely possible to hit self heals around 35-40 or so, without even considering the (Asrai's LV/2) part of the equation. (Yes, that means players can utilize a low-level Asrai for cheap heals + damage dealing) Did I also mention it has a range of 4, and unless the target has Water resistance or plenty of RES, Parreta will usually hit them for at least a bit more than what the user is healed?
Solution: While Asrai itself isn't broken about using this, players (who are typically able to use it twice a turn) are. The damage and the idea of the 'healing based on damage formula' is fine, but the amount healed should be adjusted:
-If the player is using Parreta via Sync-Mind, they're only healed for 20% of the damage formula
-If the player is using Parreta while having Asrai installed, they're only healed for 40% of the damage formula


Bad Juju
You know how Cat's Claw takes off FP equal to half of Kilkenny's level? While particularly brutal against low-FP characters and could quickly drain out high-FP characters (short of Liches, which will end up dead before their FP runs out), it still has to deal with the scaling cost. Bad Juju takes this effect and uses it with much less hassle. A skill that can be accessed via Install, Bad Juju has a (LUC+Wawa's LV) chance of causing FP drain to a poor sap within 2 range equal to half of Wawa's level. For Wawa, this means another use of her active skill. For the player, this is an easy way to recover FP on top of the 5~20 FP regen from their Summoner class alone. Wawa's install gives no specific drawbacks to the player, and the player's LUC (boosted by Install, most likely) is enough to either make Bad Juju trigger a lot of the time, or all of the time. Slower players will always have the ability to get in range for this skill to apply, as well.
Solution: Again, Wawa isn't that bad with this skill alone. The player's profit from this skill should be adjusted as such:
-When used via Install, Bad Juju only steals LV/4 FP from the target.


Synthesis
I consider Ingrain/Synthesis to be a fine pair of skills, and not particularly broken in Vampiric Legume's case. The issue, however, is that Synthesis scales on the user's level. This allows for people to just summon on a Vampiric Legume and keep him around to Sync-Mind a cheap Ingrain for wide-scale HP draining. Characters with high CEL will struggle to utilize this in PvP, but slow characters can easily abuse this trick in both PvP and PvE. Let's also not forget that while Immobilize locks out the Movement option, it does not prevent the use of skills that would move the player. Given that the majority of classes that have at least one skill that provides some kind of movement, a Synthesis user wouldn't even need to undo Immobilize.
Solution: Simple; make Synthesis's effect scale on Vampiric Legume's level. As long as Ingrain's cost is prone to scaling, it will be near-impossible to abuse Synthesis. Of course, if the cost scaling proves too much, having the cost reduced while Vampiric Legume is installed can work. (You could also make Immobilize lock out any skills that would move the user, but this won't solve Synthesis' problem entirely)


Ammendum, Sin and Purpose
This skill has been a pain in the ass since day one, thanks to Install. Even 25% Pierce/Slash/Blunt resistance has proven to be an extreme detriment. I'm not just talking about the inevitable 'RESIST!' triggers that happen with this skill, either. Let me show how given 'counters' to a DW install actually play out:
(Damage of resisted elements = 100% - 25% = 75% Damage)
Judgment Blade = 150% * 75% = 112.5% Damage
Holy Weapon w/ Slash/Blunt/Pierce = 150% * 75% = 112.5% Damage
Holy Weapon w/ Unresisted Element = 150% Damage
Mythslayer = 125% * 75% = 93.75% Damage
Spirit Hunter = 115% * 75% = 86.25% Damage
Spirit Hunter w/ Unresisted Element = 115% Damage
Holy Mythslayer = 175% * 75% = 131.25% Damage
Holy Spirit Hunter = 165% * 75% = 123.75% Damage
Holy Spirit Hunter w/ Unresisted Element = 165% Damage

So out of those 'counters, the only ones that work are:

-Judgment Blade
-Holy Weapon, regardless of Element
-Spirit Hunter w/ Unresisted Element
-Holy Mythslayer
-Holy Spirit Hunter, regardless of Element

But wait, we can't quite forget about the other Elements. It's not that hard to cover the other elements with resistances (and let's consider Apus, since he's quite capable of throwing in his 10% Resistance bonus for a couple elements via Sync-Mind). It's safe to figure that the more common elements would have 25~35% resistance to their names. Knowing that, the 'guaranteed' list of counters become:

-Judgment Blade
-Holy Weapon w/ Slash/Blunt/Pierce
-Holy Mythslayer
-Holy Spirit Hunter, regardless of Element

And that's not even considering that Vampires that can chop Holy's damage bonus in half! Yet, each of these counters end up triggering the Resist! and draining the attacker's momentum, just for what sums up to 10~20% more damage most of the time.
Solution: There are two main ways to adjust this:
1. ASP only gives 15~20% Slash/Blunt/Pierce Resistance when installed
2. ASP gives Slash/Blunt/Pierce Damage Reduction instead
For the 2nd case, it's mostly to stop the Resist triggers. However, in that case, I would suggest a secondary addition:
-"If Drowned Woman is Installed, and the user is hit with a Holy weapon, this Damage Reduction is negated for 1-2 rounds."