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Can we have more tomes?
We have a basic
*Fire
*Ice
*Wind
*Earth
Set of tomes at 1 Star, then we have the next lowest tome being the EXCELGRAPH at 6 stars.
Then after that its 7 with Mugendai, then 8 with the tome-fans of suckass. Then ending it with 9 stars at the SCREAMER tome.
Seeing some additional ones between 2 and 5 added would be nice. Some fun effects tacked on to some of them to. We do need a basic LIGHT, LIGHTNING, and DARKNESS tome. We need better pages, and ways to craft them. Currently there is no way to craft Isepian, OR Mercalan pages.
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Agreed, totally agreed. We also need a Water tome, and a Null tome ~ two oft-forgotten magick damage types.
Null damage, in fact, comes from only one place, ever, and that's 6 Null damage per shot from Null Shell.
We've even had some wonderful tome icons submitted recently! It would be a shame not to use them.
Perhaps we could have the following stats and names:
Tempest
Power: 10
Hit: 80%
Critical: 10%
Rarity: 2*
Durability: 40 / 40
Damage Type: Lightning
Effects:
Critical hits with this weapon, including critical hits with spells such
as Ryemei, have a luck-based chance to inflict Stun on the target.
Contract
Power: 10
Hit: 85%
Critical: 5%
Rarity: 2*
Durability: 40 / 40
Damage Type: Darkness
Effects:
Vampiric (10%) ~ Only works on basic attacks.
Vampiric Spells (10%) ~ Causes all damage-dealing spells cast to heal
the caster for 10% of the damage they deal.
Writ
Power: 10
Hit: 85%
Critical: 5%
Rarity: 2*
Durability: 40 / 40
Damage Type: Light
Effects:
Critical hits with this weapon, including critical hits with spells such
as Ryemei, have a luck-based chance to Blind the target for 2 rounds.
Scylla
Power: 10
Hit: 85%
Critical: 5%
Rarity: 2*
Durability: 40 / 40
Damage Type: Water
Effects:
On-hit: Creates a whirlpool vortex which pulls all enemies within 8
range of the target 2 tiles closer to the target.
Oblivion
Power: 10
Hit: 85%
Critical: 5%
Rarity: 2*
Durability: 40 / 40
Damage Type: Null
Effects:
Critical hits with this weapon, including critical hits with spells such
as Ryemei, have a luck-based chance to remove the target from this
plane of existence for 3 rounds, during which time they can neither
act, nor be affected in any way.
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Quote:Vampiric Spells (10%) ~ Causes all damage-dealing spells cast to heal
the caster for 10% of the damage they deal.
My inner gamer loves this, but my inner logic is shrieking.
Summary: Doing 250-500 damage to 8 enemies at once? Let's just round that up to 2000-4000 damage, or 200-400 HP per Mind Charged spell. Essentially a full heal.
"Oh, but that's PVE!" Sure. But now apply it to team based PVP. The more enemies, the more absurd the Evoker gets with the healing.
Basically, what I'm getting at is "Healing effects suck in this game, and that would basically make Evoker attacks self-heal far above and beyond what any healer can actually do to anyone else, which, as a major nuking class, is just absurd."
I like it. I want it. But I also understand fully why it's an issue.
*loud burp*
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Also, on the subject of tomes; we have Isep pages, but you can't craft them. Could we please get a recipe for this?
1 Paper
1 Rockdirt
Quote:OOC Devourer Of Souls: I did literally nothing and have never played YGO in my life.
OOC Black Chaos X: OOC Devourer Of Souls: no one activated zera ritual
OOC Blissey: HHHAHAHAAA
OOC Devourer Of Souls: That's fake.
Tengen Toppa !!!
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Null damage only coming from one source is intentional. It's not an 'element'.
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