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Lucky Hundreds
#17
That's a nice way to put it, Shujin.

I'm also against this cap because it's not something the user can control for better effects, those are best left for things you can manipulate, so you only have it once.

Lucky Shell doesn't need a cap on it's current Bonus Effect, just a nerf on its damage reduction, since the complain is all about how god-modding bastards those gunners are in the end of the equation and you can't do anything but cry when they reach their peak 100% reduction at 100% chance.

Quote:Lucky Shell
Shell: Increases LUC and (Lucky Shell LV) by 1 for [Shell Power + 1] rounds. Can Stack. (Caps at LV 50.)

Bonus: You may negate 25% + (Lucky Shell LV)% of all damage, at a (Lucky Shell LV * 2)% chance, for [Bonus Power] rounds. (Triggering this effect reduces (Lucky Shell LV) by half.)

High Charge: Steals target's LUC, equal to (Lucky Shell LV) for [High Charge] rounds. Cannot affect the target for [High Charge] rounds.

So Bonus Effect becomes 75% damage reduction at a 100% chance, on max stacks. Plus makes this shell more usable for normal, 4 round guns since its now (chance to happen * 2)%. While having some counterplay of 'it will get reduced to zero if you stop shooting to start posing like JoJo.' How about it?
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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