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Reasons I use only 3 remains.
#1
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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#2
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).
[Image: rwFTX1T.png]
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#3
I like those suggestions, Saw.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#4
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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#5
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).
[Image: rwFTX1T.png]
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#6
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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#7
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.
[Image: rwFTX1T.png]
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#8
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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#9
That'd be an interesting idea, Spoops. I'm personally all for that.
[Image: rwFTX1T.png]
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#10
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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