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Potential/effect for replicas?
#1
I normally don't partake heavily in suggesting or contributing in general, let alone take my time to write even if I do have an idea or two to deliver. But I feel like the divine weapons from the arena are only a little more than just another glorified version of their respective weapon type and they're kind of underwhelming for a weapon supposed to be a replica of its more powerful and legendary counterpart. I don't mean to say that they should be stronger than any other weapon, but that they should be given more incentive for people to use them. And a purpose to spend a good amount of time going through all the tedious arena fighting for those badges, I guess.

The scaling itself is fine (in my opinion, at least), but it kind of pales when you have Raijin and Wo Dao doing a much better job than Braver can in comparison as a katana. Or any other spears like Abberation Spear and even Deadly Smile against Gae Bolg, for another example. Why not give them something to boost them up a little? If we're worried about them being too powerful, maybe even restrict it so that the effect can only take place if you decide to keep the Divine Weapon enchantments.

Here's what I think each replica should get. I may be having too much fun wondering about all of this and probably didn't think about the game's logistics thoroughly, so take all of this with a grain of salt.

Braver: You can give this the pseudo-Riposte effect treatment that Ashe already has, nulling your opponent's attempt on basic attack and retaliating with a Kagekiri after teleporting to your opponent's back. Obviously, if you're a Kensei, this gives you a Sacred Art status (or uses it, if you already have one) and I think this can give way for different combos. Maybe with your Scaled SKI to determine the chances of it proccing? And a cooldown of 3 rounds to keep katana dorks from running all over the place for being too lucky.

Gae Bolg: A Lingering Damage (Pierce!) with the LV based on Scaled SAN/2 as an On-Hit Crit effect with a duration of 2, or boost the LV if the status is already in effect when scoring a crit and reset the duration.

Shredder: A Scaled SAN/2 bonus damage against enemies with Frostbite or Frozen status.

Nirvana: Has a chance of inflicting Hesitation after reducing the opponent's HP to red. In addition, any attack from this weapon negates Slash Resistance.

Creed: Treated as having Sneak status for the purpose of Sneak Attack skill. Alternatively, having this weapon negates Blind Fighting when using Invisible Weapon and/or if attacked by enemy with Blind status─though the latter may or may not still be countered by Beyond Sight.

Kigal: A pseudo-Last Chance skill with a chance of proccing based on scaled SAN. In addition to that-- or alternatively, a Second Chance/Revive treatment with a cooldown of 5 round that brings them back a certain percentage of HP lost. Maybe one that ignores status which prevents them from getting back up like Interference or Certain Defeat to live up to the book's mythos a bit.

Artemis: A chance of your Momentum refunded when using Annorum from Ranger, determined by Scaled SAN x 1.8. 


So, yeah.
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#2
I like this
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#3
I'd say Gae Bolg should be an improved version of Gae Baed, or interact with Cursed Wounds in some funny way.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#4
(10-24-2021, 04:13 PM)Snake Wrote: I'd say Gae Bolg should be an improved version of Gae Baed, or interact with Cursed Wounds in some funny way.
I thought about it but decided that I'm not too sure about suggesting to make it resemble a better version of Gae Baed, given that they're two separate weapons despite their similar origin. And it would basically erase any reason the latter exists, however big or small. But I can think of a way this weapon interacts with Cursed Wound.

Quote:Gae Bolg: Debilitates an opponent suffering from Cursed Wound with a random hex status with a LV of 4 and a duration of 2, chances determined by Scaled SAN/2─may not be inflicted by the same status if it's still in effect. In addition, any attack from this weapon on those suffering from Cursed Wound inflicts them a Cursed Wound's LV/2% Fray with a duration of 3 before the damage is dealt. Can restore the duration of the Cursed Wound's status for every successful critical hit, but it can never go beyond its starting number.
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#5
My own idea goes as this:

Gae Bolg

Passively doubles the duration of Cursed Wound inflictions.
On-Hit: If the enemy is inflicted with Cursed Wounds, there is a SAN% chance based on its LV that the attack will be a Vorpal Strike (or Interference, if player enemy).
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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