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Ghost has a few obsolete/gimmick-tier moves in its belt, and I think Dark Imbue is one of the largest offenders.
Quote:The hit bonus would be fine were it for swords, but as it’s for axes, which have abysmal base hit, I think it should be bumped up to +7 Hit/rank, ending at +35 Hit at Rank 5 (up from +25 Hit at Rank 5).
Quote:The dark damage is entirely obsolete and easily resisted by both Dark Resist% and DR% at the same time. As it’s only fixed to 10 at maximum rank, I feel that it should be majorly buffed, and changed: my two suggestions are as follows:
Quote:-Dark damage is increased to 50% Dark ATK, instead of 10, but doesn’t resist armor.
-Change the Dark damage to Pierce damage, and increase the damage per rank to 4, ending with a resulting 20 at Rank 5.
Thoughts?
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I've suggested this before, people told me no for some reason....
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I don't really see why not. It's literally never used, and it's not like axes are outdamaged by swords in either regard.
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Changing dark damage to pierce damage would kind of defeat the point, I understand that dark resistance is plentyful but that sounds like a problem with one particular race being grossly stronger than any other (Vampire)
Otherwise I'm fine with everything else as long as autopistols mutated into axes are taken into consideration like I mentioned in the last thread and the thread before that and even the thread before that.
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From what I've seen, dark resistance isn't all that common anymore. But even with that taken into consideration, not many people find a good use for Dark Imbue.
I think it should just make you do 50% Dark ATK on hit, besides the stuff it already gives you.
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While the buff is on, have a skill to turn it off for 0M incase your target has Dark Resist.
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There's many ways of testing that out, like ghostwind, you can't disable elemental augment, it should be the same for this too. (besides it doesn't last nearly as long)
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I'm not talking about 1v1's where you can Ghostwind to do a Dark Resist check. There might be situations in a larger fight where you need the +hit boost (such as hitting a dodger), and then it's a detriment when you need to change your focus (such as KOing the dodger and needing to go after someone who has Dark Resist).
A buff like this shouldn't be a detriment. If it is, especially because you have to spend momentum to use it, then it just makes Kensei with the straight, innate buffs seem better.
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Elemental augment doesn't eat momentum when resisted (nor gained when hitting weakness), dark imbue should probably be changed to be the same if thats the case.
Sounds like a simpler change to me.
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I agree with Spoops suggestion, simply not causing momentum loss if the onhit touches darkness resistance. Otherwise, I like the idea for how it is, and would prefer to keep the damage as Darkness (it is 'Dark' imbue, after all).
I was going to suggest a duration increase, but with a 35 hit increase and darkness damage increase, that's probably no longer necessary.
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