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I would like to know why certain remains feel weaker then others and I dunno is this is a suggestion or a balance fu but it feels like it fits either., I.E Shark giving 6 power and 8 weight, vs Fireblooded gives 8 power, 8 weight, only difference being 2 power and the macabra being water (shark) and Earth (Fireblooded) . So could they be a chance for all remains but Dragon. I would like to state maybe Shark remains go to +6 power, +2 crit, +8 weight.
Accursed Remains - Macabre: Dark - +6 Crit, +8 weight vs Snakemen Remains - Macabre: Acid - +8 Crit, +8 weigh Same thing why not add to Accursed remains either +2 accuracy or +2 Power.
All I am saying if remains are either good or not as good, other then Macabra which I think other Two races can use so how about making all remains but DRAGON (Being the original) equal +8 total bonuses for +8 weight.
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I'd rather rebalance all the ores in following ways:
-Remains Material-
Accursed Remains
+2 Power
+6 Critical
+8 Weight
Dark Macabre
Dragon Remains
+2 Power
+3 Accuracy
+3 Critical
+8 Weight
Fire Macabre
Fireblood Remains
+8 Power
+8 Weight
Fire Macrabre
Fish Remains
+4 Power
+4 Accuracy
+8 Weight
Water Macrabre
Insect Remains
+4 Accuracy
+4 Critical
+8 Weight
Lightning Macrabre
Shark Remains
+6 Power
+2 Accuracy
+8 Weight
Water Macrabre
Snakeman Remains
+8 Critical
+8 Weight
Acid Macrabre
Goblin Remains
+4 Power
+4 Critical
+8 Weight
Earth Macrabre
Gorgon Remains
+8 Accuracy
+8 Weight
Wind Macrabre
Kraboid Remains
+2 Power
+6 Accuracy
+8 Weight
Sound Macrabre
Iceblood Remains
+3 Power
+3 Accuracy
+2 Critical
+8 Weight
Macrabre: Ice
-Casting Material-
Conduiz
+1 Power
+3 Critical
-25% Max Durability
Lightning Spell Casting Tool
Baerk
+1 Accuracy
+3 Critical
-25% Max Durability
Earth Spell Casting Tool
Ordirn
+3 Accuracy
+1 Critical
-25% Max Durability
Light Spell Casting Tool
Burnat
+3 Power
+1 Accuracy
-25% Max Durability
Fire Spell Casting Tool
Gallust
+4 Accuracy
-25% Max Durability
Wind Spell Casting Tool
Radire
+4 Power
-25% Max Durability
Dark Casting Tool
Salwelt
+2 Accuracy
+2 Critical
-25% Max Durability
Water Casting Tool
Entarc
+4 Critical
-25% Max Durability
Ice Casting Tool
Lahdeiah
+1 Power
+3 Accuracy
Sound Casting Tool
Zenik
+1 Power
+1 Accuracy
+2 Crit
Acid Casting Tool
-Elemental Material-
Coral
+2 Power
+3 Accuracy
+3 Critical
+3 Water Attack
Nerif's Blood
+8 Power
+4 Accuracy
-4 Critical
+3 Fire Attack
Planeterium
+1 Power
+4 Accuracy
+3 Critical
-2 Weight
+3 Light Attack
Rockdirt
+2 Power
+2 Accuracy
+4 Critical
-2 Weight
+3 Earth Attack
Galdric
-4 Power
+8 Accuracy
+4 Critical
-5 Weight
+3 Wind Attack
Carapace
+8 Power
-4 Accuracy
+4 Crit
+5 Weight
+3 Dark Attack
Artic
+4 Power
-4 Accuracy
+8 Crit
+3 Ice Attack
Elecnoate
-4 Power
+4 Accuracy
+8 Crit
+3 Lightning Attack
Sezyzh
+2 Power
+2 Accuracy
+4 Crit
-1 Weight
+3 Acid Attack
Falaye
+2 Power
+4 Accuracy
+2 Crit
+1 Weight
+3 Sound Attack
-Special Material-
Ether
-75% Max Durability
Ignores Divine's durability change
Repairs itself after every battle
+1 FP regen per turn for each durability lower than max
Aridrock
-75% Max Durability
Ignores Divine's durability change
Repairs itself after every battle
+1 enemy durability damage on hit for each durability lower than max
Iron
No effect
Orichalum
-1 Power
-1 Accuracy
-1 Critical
+2 Weight
+1 Power, Accuracy, & Critical for each level the target has above user (max +13)
Sidenotes: Ether and Aridrock count max durability as the current maximum, not the highest possible maximum (so usually 10, not 40).
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I like those suggestions, Saw.
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I like your suggestion saw, but I question the need to split elemental material and casting material.
Also I'd like to see orichalum count legend extension or 10 * difference toward the level difference.
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The current elemental ores give elemental attack boosts, but can't be used for casting tools. Conduiz can, but doesn't have nearly as much of a stat gain, since being able to be used for a casting tool is extremely useful. Therefore, they're seperated to give non-mages a higher weapon-focused stat boost (while still using elemental attack for non-spells), but allowing those who do want to focus in two kinds of spells to do so (giving more versatility at the cost of losing a 4-bonus and gaining a durability decrease).
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The fastest way to fix it would make Spelledge an enchantment instead of a unique to just Magical series but make the chance either 20% same as rebelling, or 10% or even as low as 1% cause you can spam craft them if you got the materials.
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Spelledge affects all elements. Conduiz affects one. Besides the flavor of being an elementally-tied weapon, there's a reason why the Spelledge weapons were nerfed in scaling- their effect is extremely useful, and making it an enchantment- espcially with two hand- would have disastrous effects.
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I once suggested an idea for a 3rd Divine level enchant (Level 5) called Mystic, which would grant your weapon the ability to cast spells from it, from a domain corresponding to your weapon's material element, Conduiz would be reworked to provide some other stats in lieu of this.
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That'd be an interesting idea, Spoops. I'm personally all for that.
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At the moment you can use TWO-handed with the Magical weapons, btw. Between parts and the fact Remains add 8, there is a weight adder tool, I am sure its easy to get a sword past 20 weight, in fact I think with parts and all this we are at either 16-18 weight total not adding in the weight of the sword itself, so if Two-handed is really to strong the make all Magical weapons, atkeast the swords,spears,axes, all 1 weight.
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