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Lucky Hundreds
#21
Derg's idea could be better if it wasn't so absurd. I like it, but it's too 'eh' because you can just lock the gunner from obtaining stacks, and why would someone want something so 'all in or all out' when they have damage shells, or more useful shells to keep them alive. Let's not forget multi-shot gets punished a LOT for it's benefits, right?

So, why not factor the user's Scaled LUC in it?

Quote:Whenever you trigger Lucky Fortune:
- Any damage that exceeds twice your (Scaled LUC) will reduce Lucky Shell LV by half.
- Any damage under your (Scaled LUC) will reduce Lucky Shell LV by 5.
- Any damage under 10 will not reduce Lucky Shell LV.

- Dodging/Evasion refreshes the duration of Lucky Shell back to 3 rounds.

I don't think we should bother with capping Lucky Shell or removing the damage avoidance, with this one suggestion. Thoughts, people?
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#22
I'm just going to go with Shujin's idea and if you want to debate that it's still OP after testing it, you can.
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#23
Aye, atleast it's something. o7
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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