12-23-2016, 12:21 AM
Note: The ellipses in Sly's post mark spots that I deleted to give more context to what I was addressing.
No duration was mentioned, although this would help somewhat in making it a bit more bearable (personally, I would just like to see it set to a 2-3 Round-Cooldown and -not- take affect if the target is already below and you fail to hit a threshold amount of damage, an example being: X is at 150/800 HP, which is a little over 18% of their Max HP and is hit with Enma's, causing them to get a status effect but aren't auto-KO'd for just being within the range of the threshold. Y then hits X for a certain amount of damage (let's say 48) and fails to trigger the insta-kill since the minimum is set at 50 (the amount of the threshold is negotiable but I rather not see it easily trigger via non-Hex'd burns/poisons) -- considering all the things this does in Sly's suggested rework, I would like to think this is a fair-enough drawback to it).
Lastly, in case it's already been forgotten my qualms with Hexer's Inflict VS. others' Resist (and partly on how it can scale easily with a lot of other things) I don't see how bringing Infliction VS. Resistance would equate to anything more than a token-pass/fail.
Agreed to this.
"Slydria" Wrote:I don't think the effect itself is too overbearing.
If you want to think of it another way, this effectively does 25% Max HP 'damage' for the same time as three regular attacks/skills and there are plenty of attacks in the game you can take that will deal much more than a third of that amount (even to multiple opponents at that).
Also, it's not entirely without retort, like if they outlast the duration, the effect is squandered, as opposed to just doing the damage upfront where that's not a concern.
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And of course, it's still a spell so Silence can stop it in it's tracks.
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If 5 Rounds is too long, shortening the time frame you have to bring them down to 25% sounds fine.
If it needs to be more based on stats, then it being a Status Infliction vs Status Resistance roll is an alternative. (Though it'll be punishing if you fail that infliction roll.)
No duration was mentioned, although this would help somewhat in making it a bit more bearable (personally, I would just like to see it set to a 2-3 Round-Cooldown and -not- take affect if the target is already below and you fail to hit a threshold amount of damage, an example being: X is at 150/800 HP, which is a little over 18% of their Max HP and is hit with Enma's, causing them to get a status effect but aren't auto-KO'd for just being within the range of the threshold. Y then hits X for a certain amount of damage (let's say 48) and fails to trigger the insta-kill since the minimum is set at 50 (the amount of the threshold is negotiable but I rather not see it easily trigger via non-Hex'd burns/poisons) -- considering all the things this does in Sly's suggested rework, I would like to think this is a fair-enough drawback to it).
Lastly, in case it's already been forgotten my qualms with Hexer's Inflict VS. others' Resist (and partly on how it can scale easily with a lot of other things) I don't see how bringing Infliction VS. Resistance would equate to anything more than a token-pass/fail.
"Kameron8" Wrote:". . . at least know that we all agree it can badly use a revamp."
Agreed to this.
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