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White Spirit Bonuses
#10
"Chaos" Wrote:-Loss of spirit on relog is likely to counteract Spell Snatch's boost, especially in the middle of a scene (No, I would not let people suddenly go OOC just so they can regain a spirit like that)
-Overload's damage-per-stat scaling is not that linear, and should not provide a higher bonus at rank 6
-Fast Offense would only be able to move -> attack -> skill, assuming the first offensive action does not hit a Resist
-One versus One does not work that way
-Shine Knights still have to deal with the reduced scaling on stats past softcap

Let's not forget that alongside Spirits going away on relog, having any single spirit will enable both Antithesis and Holy to work against the user, and the latter gets a substantial bonus from Devotion's 'Divine Sign'. From all my time tinkering with skills past the rank caps, I can tell you that beyond the potential for gaining momentum, not one of these boosts alone is worth the substantial damage boost you're providing to your enemies, especially when Holy's going to be seeing a lot more use if spirits become popular.

That being said, I would adjust Gradient Blur to where it only sets Stance costs to 0m, assuming that Gradient Blur currently just subtracts from the momentum cost. Beyond that, however, I see no immediate reason to stomp these out before they get out of the Beta server.


P.S. "Provide an extra SP" will likely create a bigger headache for Dev, since again, these spirits go away when you log off.

i thought status effects were being changed to last across relogs in certain situations like that? that being said, gradient blur doesn't subtract from the cost as far as i'm aware. it just takes however much M the stance change would normally use, then gives you 1 back (effectively making it 0 the first use, but not quite) so i'm assuming the M cost just changes to 0 as per ranking increase, then you still get 1 back for using it

i can't talk much on a lot of those skills but tbh one overcharge is pretty overbearing in general, i don't think one point will make it too much worse than it already is, though i definitely agree that 3 cobra dodges a round sounds like a bit overkill. DH stances giving M back may or may not be an oversight like the fiasco with stylish dungeons (who can tell with Dev though)

overall i'm with the idea that the power increase to holy weapons and antithesis you suffer from it will probably be sufficient balance in most cases, but i am worried about a handful of edge cases being a problem. that can probably be adjusted though if it comes to it
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