Posts: 985
Threads: 153
Likes Received: 25 in 4 posts
Likes Given: 1
Joined: Nov 2014
"Neus" Wrote:I wonder if Avalon having a From The Ashes once per battle style effect would make it good enough (or too good).
I'd say do it, but with the following changes:
1. Make Avalon capable of being enchanted on any type of equipment
2. Make the healing based on how many 'Avalon' items the user has equipped, via exponential increase.
I.e:
Once per Battle: If the user is Knocked Out, they automatically revive and regain HP based on how many 'Avalon' items are equipped:
1: 1% HP Recovered
2: 2% HP Recovered
3: 4% HP Recovered
4: 8% HP Recovered
5: 16% HP Recovered
6: 32% HP Recovered
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
•
Posts: 4,158
Threads: 949
Likes Received: 1,340 in 524 posts
Likes Given: 470
Joined: Feb 2015
"Chaos" Wrote:"Neus" Wrote:I wonder if Avalon having a From The Ashes once per battle style effect would make it good enough (or too good).
I'd say do it, but with the following changes:
1. Make Avalon capable of being enchanted on any type of equipment
2. Make the healing based on how many 'Avalon' items the user has equipped, via exponential increase.
I.e:
Once per Battle: If the user is Knocked Out, they automatically revive and regain HP based on how many 'Avalon' items are equipped:
1: 1% HP Recovered
2: 2% HP Recovered
3: 4% HP Recovered
4: 8% HP Recovered
5: 16% HP Recovered
6: 32% HP Recovered
Wouldn't that make everyone and their mother run it on their accessories (despite only being 2% HP) because accessories only really have lucky right now? Which is a PvE enchant only mind.
As neat as the idea is, it'd serve to make Avalon basically run on everyone, even if its only 2% HP it will simply just be slapped on anyone for a makeshift last chance.
Torso or Weapon enchant would be the way to go unless a boat load more accessory enchants are added to compete against this change, as Torsos, and especially weapons are the most widely diverse in enchant selection.
•
Posts: 2,025
Threads: 254
Likes Received: 199 in 114 posts
Likes Given: 71
Joined: Nov 2014
gotta agree with spoops here, unless the accessories only -increased- the rate but still required a torso/weapon to activate at all.
•
Posts: 7,159
Threads: 391
Likes Received: 514 in 229 posts
Likes Given: 10
Joined: Nov 2014
Again, I don't have any intention of making Avalon anything but a weapon enchant.
•
Posts: 4,560
Threads: 733
Likes Received: 891 in 468 posts
Likes Given: 1,355
Joined: Sep 2015
It's fine that being for weapons only. Make the healing be/cost like 75% of the weapon's current durability, and we'll have a strong base to start from there.
What about the 2 HP heal per round? Can it get doubled to 4 just for a more post-GR consistent number?
•
Posts: 4,158
Threads: 949
Likes Received: 1,340 in 524 posts
Likes Given: 470
Joined: Feb 2015
I really don't think it needs to be sword only here.
•
Posts: 4,560
Threads: 733
Likes Received: 891 in 468 posts
Likes Given: 1,355
Joined: Sep 2015
--Typo. *Weapons only. It was probably me typing while reading 'Saber'. Oops.
•
Posts: 132
Threads: 23
Likes Received: 3 in 2 posts
Likes Given: 0
Joined: May 2017
An alternative would be it proc with a from the ashes effect, healing you for a % based on how much durability it drains and then slapping a cap on that.
Instead of it instantly sapping something like 75% durability, it could be revive once per battle, healing the user for Durability % HP return, with a max of 20. Therefore, if a weapon is under 20 D, they get less. But if it's 20 or over, they revive with 20% HP back.
Just feels a bit more balanced that way.
•