(06-19-2023, 11:43 PM)Snake Wrote: wtf how?
50% Fire/Water ATK on hit would translate to much more damage per turn on a weapon set with built in hanging to their rear that also usually uses a class combo with twin dance attached to it. Burn only shreds off around 7~8 DEF (which is roughly around 7.2% DR at most, sometimes less due to other damage reductions or diminishing stat returns.) which in a vacuum assuming a raw value of 300 for our damage would equate to 21 damage per attack give or take.~
With minimal investment, almost any player will have around 40 water attack with some talent point investment and while a fair amount wouldn't have the most fire attack, let's assume a super lowball of 20; you'll still end up with a raw value of 30 damage per attack (a gain of 9, roughly) at the absolute minimum of investment for these sort of builds. While still less, the relatively low values of these elemental attacks could be pumped up easily to let's say... 50 each? Which would be a net positive of 29 damage per attack.
Now you also need to factor in the fact that this is also the class that has easy access to impure element, a source of +1~60 fire attack which also happens to be the easiest impure element condition to fulfill by a landslide; turning that value of 50 fire atk into 110, which would be a net positive of 59 damage per attack. This leads to +103 damage ~ 162 damage per round compared to burn, taking the on round damage into account. (Almost usually the former, taking skyburn into account)
As for the daggers themselves...?
The burn can be exchanged for a lingering damage (fire) instead of burn with the same level and I think a slight range decrease would do just fine for the time being. (imo)
addendum: im a dummy and forgor it was all bonus def, shhh