10-15-2021, 01:42 AM
Well for Luck, we might as well add two more effects to it to increase its viability. As it is, it's only the crit stats and so on.
But I'm sure Zerg explained all those points better in his post. I'd suggest two things for Luck and its effect on Lightning/Impact itself.
Of course, these are just ideas. Tuning and adjustments are always open and on the table.
But I'm sure Zerg explained all those points better in his post. I'd suggest two things for Luck and its effect on Lightning/Impact itself.
Luck: Actively increase the chance to resist or Inflict chance base status based on a percentage of Luck. Since Luck itself is all about RNG, odds, and so on, I believe it's fitting it also affects other RNG/Chance options in the game.
Lightning Luck: Whenever someone scores a Lightning crit, there is a Luck% chance the Crit ignores armor and magic armor as well as a Luck % chance to score a Chain effect that zaps around within a close range of the target based on Lightning Atk + Scaled Luck and spreads around. Effective if the foes are grouped together. Soak increases the spread range.
Of course, these are just ideas. Tuning and adjustments are always open and on the table.