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JUDGEMENTTTTTTTT
#9
(WIL+23) = Init Dmg
Init Dmg/1.(xx) slash resist = N.Dmg
N.dmg-RES=Damage

Thennnn the damage gets multiplied by 1.5x. I'm not saying ignore all slash resist. I'm saying ignore the one provided by youkai.

Since, you know, it's pretty easy to actually lower the damage taken by judgement blade down to next to nothing. Hell; my own J. blade is about 120~ before resistances.. (75+23+22~ or something like that) 12 of that just flat goes away from 10% resist all, then the rest of it gets smacked for 60 damage down the drain because resistance. Which makes the 1.5x get something akin to 80~ damage. VA's would more than likely get 45% resist against the damage, hell just rogues in general would (since it seems like if you aren't a tank these days, you're a rogue for evasion.. or DH because you can just nullify 2 hits a round).

What'd make this move broken dumb would be if it applied that 1.5x before resistances and the like. Like ghostwind does if you Haunting. Cept Haunting makes it 1 per turn unlike this. Also; soul chains requires a full 6 momentum to prep, and even then does your enemy get 1 less duration on it than is actually 'expected' due to "Well I just spent my entire turn giving it... better sit around now." Soul Chains (oddly enough) doesn't stop you from installing either.

But anyways, back to math. So. 120 from my judgement blade. That's a reasonable amount. So, EVEN BEFORE STATS AND RESISTANCES, it's about 180 damage for 3m and 22 FP... if they're installed or a youkai. Deadly as hell. Except even 30 resist (which is about what people with low RES but unarmored cloth should have combined) will drop that 120 down to 90 and making it 135 damage instead of 180 so. That's a thing.

All I'm saying is, let it get rid of the resist a youkai provides for it, or give them some way to deal with it.

(PS: Using water skill on Kilkenny isn't a sound possibility if the enemy is a Bonder because the Bonder can simply wear something water resistant to cover up that weakness)
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