Reasons I use only 3 remains. - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- Thread: Reasons I use only 3 remains. (/showthread.php?tid=5690) Pages:
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Reasons I use only 3 remains. - firehawk11 - 10-23-2018 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. Re: Reasons I use only 3 remains. - Sawrock - 10-23-2018 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). Re: Reasons I use only 3 remains. - Snake - 10-23-2018 I like those suggestions, Saw. Re: Reasons I use only 3 remains. - Lolzytripd - 10-23-2018 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. Re: Reasons I use only 3 remains. - Sawrock - 10-24-2018 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). Re: Reasons I use only 3 remains. - firehawk11 - 10-24-2018 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. Re: Reasons I use only 3 remains. - Sawrock - 10-24-2018 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. Re: Reasons I use only 3 remains. - Autumn - 10-24-2018 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. Re: Reasons I use only 3 remains. - Sawrock - 10-24-2018 That'd be an interesting idea, Spoops. I'm personally all for that. Re: Reasons I use only 3 remains. - firehawk11 - 10-25-2018 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. |