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Jammers - Printable Version

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Jammers - Xero Shade - 12-06-2014

So, I'd like to suggest making all Jammers have 7 momentum versus the standard 6 as monsters.
It makes them harder to battle, and buffs them as monsters seeing as they only have one kind that poisons (Epilson), and that poison isn't very strong anymore. With this change, the current Accel will become useless, so change it so that, similarly to the effect "Jamulet" (Recover FP equal to 2*number of Jammer Alpha in party every round.) Accel could be, "Gain +1 Momentum for every Alpha Jammer in the party".
It would buff Jammers quite a bit.
Edit: Epilson's poison is 10% or 3*LV with a starting level of 2. That's a maximum of 6 damager per turn.


Re: Jammers - Neus - 12-06-2014

I'm going to bump their poison LV up to half of their level. They were made in a day before random dungeons, so it didn't have scaling in mind.


Re: Jammers - Xero Shade - 12-06-2014

Oh, alrighty then.