I would like to suggest and submit some Icons along to go with it regarding the Korvara Casino.
I would like to add a few more high-cost items to the Casino as additional Money Sink, Items that somehow play around with the idea of luck.
Goal being adding another Money sink, and ICly Cooperating with Meiaquars R&D and the Casino owner, while at the same time having maybe some cool Thematic items to the Casino, outside of the random Replica weapons, that kinda do not reaaaaly fit?
Generally, I do not really care what effects they end up having. Everyone is free to throw Suggestions in here if they want to see something.
I will throw random ideas in for effects that coule be interesting:
Luc based set, similar to Dragon King
every 7th hit progs effect "Place effect here"
plain +3-4 luc stat (kinda boring on its own)
Lucky Shell synergy, maybe small passive building, maybe a +1 Lucky shell build per crit?
Every 7th hit you take you Negate/Evade/forced Glance or something
Maybe a whole set that gains some skills when you wear multipile items centered around building and consuming Lucky shell levels
Maybe something Spellthief related for the cards? Like while Equipped increases Snatch Spell rank +x (meaning it increases stolen spell slots)
50% luc pierce damage on hit which ignores armor (similar to 50% element but just with luc)
Effects that center maybe around Users Luc-Targets Luc=chance for something
I won't put any to detailed ideas out but the only thing I would really like is the guns to be part of a set, having the electical scaling tag and something for easier Luckyshell building (Since its no longer per bullet hit but per attack, you only get 3-6 per attach depending if you Akimbo or not, which is pretty slow building)
Anything else is just a Bonus. I am not trying to get super OP items, but I wanted to make a fully focused Lucky shell gunner and thats a lot more difficult to do without Quickdraw and with how many multi hits/status effect chip damage just eat all your stacks out of nowhere.
Generally I think it be cool to have more fittin equipment for the Casino, and have people ICly work together for something in RP thats actually reflected in game, for what R&D actually does.
P.S.
I just upload my whole DMI file with all the things I played around with, pick whatever you want and use it for whatever you want if at all! Some of them are not exactly Casino related and more general Meiaquar, but I plan on making more icons for that anyway, so might aswell just upload what I already have done.
In particular, I've noticed two skills in the game that tend to drive my game to a grinding halt whenever they proc against multiple enemies in events. I believe this happens because the game needs to calculate and roll for each unit which causes an immense stress for my potato to handle at times.
Those skills are:
Quote:- Divine Shower (6 damage instances + mass Blind infliction. Thankfully it can't be spammed anymore, but when it happens? Ouch.)
- Knight's Intimidation (When it procs, it chugs hardcore and can also re-proc while someone is already feared. If you kill multiple enemies, it rerolls multiple times, causing lag.)
Solutions:
Quote:===
- Divine Shower should only splash an enemy 3 times tops.
- Divine Shower's Blind should either:
>> Be decided before the skill is cast, as a FAI% chance that the skill will auto-inflict Blind.
or
>> Have its Blind removed/reallocated to another skill such as Shine Ray.
===
- Knight's Intimidation should only inflict Fear on enemies in 4~6 range around the defeated target.
or
- Knight's Intimidation should only activate once per round, per Black Knight, to prevent lag.
If anyone else has any grievances that are beyond the two most famous ones, do keep me in the know here. So far I didn't notice lag with anything else, but I could be wrong.
Guard break applies after the attack that applies it, with the only exceptions to this rule being lance de lion and libegrande (with kraken). In practice, this leaves guard break doing a poor job of actually punishing guarding. The person guarding is almost always left better off for having guarded, just slightly less better off than they otherwise would have been, even if they're immediately guard broken and then hit again while guard broken. Outside of 1-2m guards, the damage still mitigated on the guard breaking attack almost always outweighs the damage gained through guard break on the follow up, assuming that you're even in a position to follow up with another attack in the same turn. Obviously it becomes more relevant in team fights simply due to more opportunities for allies to potentially hit the guard broken enemy before the guard break ends, but I think that the status needs some support to actually do its intended job one on one.
Simply put, I think that all guard breaks should apply before the damage of the guard breaking attack, as lance de lion and libegrande already do. This would actually make guard break likely the best option when you're given a good opportunity to use it, rather than you probably being better off just taking your foot off the gas and using some non attack actions while waiting out the guard instead, even if you have the perfect opportunity to use what should be the perfect punish to it.
If an enemy is resistant to ice and walks on ice tiles with Frostbite (or is pulled across them).. the person who gave the frostbite status effect loses momentum.
Considering I don't.. think this happens with fire tiles... this is just a touch weird.
I call thee all my boyos to offer your insight and opinions about what would be a good rework for Roaring Rose's potential.
In my opinion, it could be a two-folded skill like Firebird's skill that is based on distance, like in my previous thread.
Quote:Weapon Potential:
- Target an enemy in 7 range.
- If the target is within 3 or less range, you swipe the scythe in a full circle, performing a basic attack to all enemies in 3 range that deals Slash damage and inflicts Charm LV15 for 3 rounds. They will then be pulled one tile towards you.
- If the attack is within 4+ range, you buckle down and shoot a charged bullet at a single target, performing a basic attack that may inflict Confusion for 3 rounds to nearby enemies within 4 range (but not the target).
This is just one example of many, but a lot of icons that are larger than 32x32 seem to have their Pixel_X or Pixel_Y displaced, reset or what-gives. Did a BYOND update break them?
So far I've observed those:
- Feather Veil
- Dark Imbue
- Titan Gale (ty feen!)
- (I'll add more as I find)
I don't need to say more than this. At first it looks amazing with a 200% Dark ATK scaling, but in the end? Not really. It does very little damage, requires more than itself as momentum investment and benefits the enemy more than you think for consuming the Claret Call plus adding Unmarked for several rounds.
The only way I can see this being changed for something arguably better here is making it so this skill does something more impactful.
At base, Death Gaze should only require Claret Call, not Fear, to target an enemy.
Death Gaze should inflict a special status called 'Panicking', which nullifies most sources of Fear and Hesitation immunity and increases the LV effectiveness of those statuses by 50% for 3 rounds.
Death Gaze should then inflict Fear and Hesitation LV(Claret Call), then remove Claret Call and leave them Unmarked.
It could also give any non-player, non-boss enemies under the effects of Fear of Death (or if they are Feared and below 25% HP) a heart attack, dealing 4444 darkness magic damage that ignores protection. (Just a funny idea!)
Limitations:
Death Gaze should not target enemies who are Blind or Undead, or be usable if you are Blind yourself.
Death Gaze should have a 2 round Cooldown.
Like this, it should be worth leaving an enemy Unmarkable for several rounds.
I'm going to say it - I think Retaliate is not a very good skill nowadays.
It doesn't take into account weapon accuracy, so it's not very good against dodgies - and they're the ones who tend to be doing enough to build your damage up a significant amount to begin with, so I feel like that's not a great thing, all things considered. Compared to Crashing Bull and Bellowing Stag this thing sits in my skill pool, nearly never seeing use outside of certain niche cases.
So I'd consider two things - add an SWA component to this, alongside the rage build-up, to at the very least allow it to take into account weapon accuracy.
Or just make it an autohit and give it a cooldown. Punish dodges who are churning out excessive damage by sending it right back at them. This is THE big Matador hit, so it probably shouldn't be so luke warm against dodgies. It should be a firm hit, worth considering saving your rage energy for, since it's competing with bellowing stag and crashing bull for use of it.