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Rogue/Archer Traps
#2
Agreed. The problem with Traps is mostly that they use X% Scaled GUI + X% Elemental ATK, as opposed to most Offensive skills like say Crystal Rose which use X% Scaled Weapon ATK + X% Elemental ATK.

GUI is just whatever your GUI is but SWA has more than just the Weapon's Stats, those stats get multiplied by 1.5x and it also factors in the Weapon's Power and other such modifications.

Now we can't give them SWA but we can bump up the Scaled GUI (150% GUI?) and Elemental ATK (120% ATK?), I think that should bridge the difference.

Alternatively, perhaps they could be unresistable to compensate the lower damage, I mean unlike some skills, they can simply be avoided with some methods.

Also, I agree that Fire Trap needs an additional effect since it doesn't like the others, whether that's say 50% Fire ATK Cinders or LV 15 Burn on affected enemies for 3 Rounds, it needs something.

And finally, perhaps Engineer's Explosive Art could apply to Trap skills? (Though probably at halved effectiveness, a flat +50 Damage for Traps might be a step in the wrong direction.)
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