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Your choice here, dev. but I feel being able to stack it with multishot guns faster is kind of the trade-off of not dealing a lot of damage per shot. But again, your choice, since I don't want this to drop into sheer uselessness but it doesn't need to be able to completely negate damage on a 100% chance.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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...How about a chance to trigger Snake Dancer? .u.
Of course, with all counterplays to Snake Dancer being factored, such as Blindness, Knockdown or Immobilize blocking the dodge, and it not working in post-round damage effects such as poison or lingering damage. And of course, having to face the enemy. (Though this time without Danger Sense to help you.)
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I think Dev's idea is best if it's capped off, but I don't know about having it occur only once per turn.
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When I say 'once per turn', I don't mean the stacking effect, I mean the damage avoidance effect.
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I am aware, my point still stands.
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I am kinda against "Once a turn"
Cause then it just triggers for, I don´t know, cinder tiles for 15damage negation and it removes the "block". Would kinda shove it to the "Uselessness" area I think.
Maybe just half the level after each trigger?
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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?
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Reducing the level after triggers is an interesting idea that might work. Anyone object to that?
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I'm fairly convinced that's not the way to go. People would have the capability to wipe out a ton of Lucky Shell level with things like thousand stab, while heavy damage dealers that rely on single instances, like a lightning mage, would be totally hosed. It's like cobra, but the ability to knock down, blind, or go behind the enemy for counterplay is replaced with RNG.
Since gunners can stack roughly 20 levels of the buff each turn under ideal circumstances -- which, really all that means is being in range, critting, and not reloading -- the loss of level would have to be large enough to counterbalance that. This opens up the issue I mentioned in the first paragraph. I throw my support to hard capping the level Lucky Shell can provide to either 50 or 60.
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Or it could reduce the lucky shell by half of the amount of the damage dealt (and if it proc'd whenever it would have given you negatives) it would instead give you UNLUCKY that lasts INF until you raise your lucky level back up.
AKA: 50 luck level. Someone hits you for a 500 damage hit and it procs it. Now you're at -200 LUCKY level and unable to use it (and take a penalty of some kind) until it's fixed.
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