With the change to Fire breathing, it loses its ability to break certain field objects, suppose its time for a rework within the skills and how effective it is as it is quite dated. There are many problems with the current Fire breathing.
There are a few things I wish to suggest for its update:
Fire Breathing:
As I’ve mentioned in the other thread about battle potions, I would suggest their fire breathing to scale with 100% Fire attack + 2.5% per a level while scaling with weapon hit similar to Vampires.
If Channel magic is active, Fire breathing now uses 100% + San% fire attack + 2.5% per a level. The fireball is larger and hits three tiles instead.
Channel Destruction, Fire breathing now uses 100% + San/2% fire attack + 2.5% per a level. The fireball is larger and hits three tiles instead but creates cinder tiles that scale up to the Hyattr’s SAN scaling.
With both, it maintains the same as it is in the game, however, the damage scaling changes suggested change: 100% + San% fire attack + 2.5% per a level that ignores evasion. Why let it ignore evasion? It uses the same amount of momentum for an Invocation, yet it is much weaker than one.
- The damage is far too low for the momentum sink.
- It cost too much momentum for a little reward.
- They mainly used it for breaking things like Runes and other field objects if the person waited on the Hyattr for 2 rounds, though with the removal of that, it lost its purpose.
They are easily outshone by Salamandra, which puts them in an odd spot.
There are a few things I wish to suggest for its update:
- Channel magic - Including the FP increases, while active, increases the power for fire attacks based on scaled San and increases Cinder tile damage by San/2.
- Channel Destruction - Including the small boost to stats, while active, applies a fire bonus to their attacks and increases how much damage they deal to field objects by 10.
Fire Breathing:
As I’ve mentioned in the other thread about battle potions, I would suggest their fire breathing to scale with 100% Fire attack + 2.5% per a level while scaling with weapon hit similar to Vampires.
If Channel magic is active, Fire breathing now uses 100% + San% fire attack + 2.5% per a level. The fireball is larger and hits three tiles instead.
Channel Destruction, Fire breathing now uses 100% + San/2% fire attack + 2.5% per a level. The fireball is larger and hits three tiles instead but creates cinder tiles that scale up to the Hyattr’s SAN scaling.
With both, it maintains the same as it is in the game, however, the damage scaling changes suggested change: 100% + San% fire attack + 2.5% per a level that ignores evasion. Why let it ignore evasion? It uses the same amount of momentum for an Invocation, yet it is much weaker than one.