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Class Headgears Proposal


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#26 Tofu

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Posted 08 March 2017 - 06:20 AM

Hard to say, it's listed in the modifiers list I made which means I must have come across it at some point.

If not I can always just do as you say and either add a huge cool down or a massive damage reduction to the two mentioned skills.


A damage reduction to GoH most likely wouldn't work, since that would only reduce the % modifier of the skill, and not touch the missing hp damage at all.

A knuckle arrow hat does sound fun though. Flash combo really does do what the focus beret was supposed to do anyway, so I agree that combo doesn't need the buff.
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#27 mildcontempt

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Posted 08 March 2017 - 08:02 AM

Erm, would it not be possible to let chasers have a magic/caster hat as well? 30% TS and 12% ranged damage is nice (and almost close to what AHB does) but this leaves casters completely in the dust. I think a variant that gives some sp cost reduction for magic would be nice. 

 

Something like:

 

Grants 1% matk per 10 base AGI

Grants 1% aspd per 20 base INT

Grants low chance (1% + 1%/3 refines) to autocast mystical amplification (level = 1 + 1/3 refines) [for a 4% chance to cast level 4 at refine +9.] 

If refined to +7, reduces SP cost of reproduced skills (could be relegated to magic, or just specific spells like psychic wave etc.) by 33%.

If refined to +9, grants additional 30 matk and +1 aspd. 

 

EDIT: actually, nvm. 


Edited by mildcontempt, 08 March 2017 - 08:12 AM.

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#28 Ashuckel

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Posted 08 March 2017 - 08:05 AM

Zaha Doll Hat, RWC Commemorative Pin (20% matk if como and +12),Celine Ribbon/Lush Rose, i think the magic damage part is already very well covered lol


Edited by Ashuckel, 08 March 2017 - 08:06 AM.

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#29 mildcontempt

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Posted 08 March 2017 - 08:11 AM

Yeah, that's true. I don't play autocaster so eh. I keep forgetting about the horror toy factory stuff too. Eh, nevermind me. 


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#30 Kadelia

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Posted 08 March 2017 - 08:13 AM

With the other classes getting +75%~100% for their skills,  and with the now existent overlap it'd have with the wing headphones, I'd say that nightsparrow effect is no longer suitable.

  • Cart cannon does for example, like 25-40k damage and is spammable in a 5x5 AoE. And you're giving it +200% which is around 30% increase or so on average right?
  • Reverb does like 12-17k, not spammable except in strings, hard to get on enemies, only 3x3 aoe, and the damage splits horribly so it does like 300 damage per monster if there is a mob, so it needs to be magnified several times over to even be decent let alone see improvement from the hat when alongside cart cannon. Also, the wing headphones is already doing the SP redux and +30% reverb. So 30 atk/matk and 50% skill dmg no longer is a useful variation on it.

Would like to see like...

 

Long range physical damage +10% when equipped with a whip, or musical instrument.

If refined +5 or higher, restores 10 SP per 20 seconds. If [Voice Lessons] mastered, increase SP recovered to 25 instead.

If refined +7 or higher, increases damage performed with long range attacks by +1% per refinement of the headgear (max +10).

if refined +9 or higher, adds a 2% chance to automatically cast [Metallic Sound] Lv 1 (or highest level known) when performing close range physical attacks. Additional +1% activation rate for every refine beyond +9.

 

For every 5 base INT over 100, [Reverberation] damage +20% and [Metallic Sound] damage +30%.

For every 5 base AGI over 100, [Reverberation] damage +20% and reduce the SP cost of skills by 5%.

 


Edited by Kadelia, 08 March 2017 - 08:15 AM.

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#31 Ashuckel

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Posted 08 March 2017 - 08:19 AM

200% on cart cannon is barely 15~20% damage


The only issue for me with giving reverb too much increase is that you can stack them infinitelly up until their duration start to expire(with insta and 193+strings its 7/sec) and explode it for instat millions of damage :v

Edited by Ashuckel, 08 March 2017 - 08:22 AM.

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#32 Zayaan

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Posted 08 March 2017 - 08:30 AM

Reverberation is one of those skills that could do without an after cast delay as well. Honestly I see no issues with giving -100% after cast delay reduction to Maestros and Wanderers too if nobody takes issue with the Focus Beret. Just make it increase the cooldown of Tarot Card, Frost Joke and Dazzler.

 

The only issue for me with giving reverb too much increase is that you can stack them infinitelly up until their duration start to expire(with insta and 193+strings its 7/sec) and explode it for instat millions of damage :v

 

http://www.nicovideo...atch/sm25963134


Edited by Zayaan, 08 March 2017 - 08:30 AM.

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#33 Kadelia

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Posted 08 March 2017 - 09:05 AM

200% on cart cannon is barely 15~20% damage


The only issue for me with giving reverb too much increase is that you can stack them infinitelly up until their duration start to expire(with insta and 193+strings its 7/sec) and explode it for instat millions of damage :v

 

it can't really be used practically that way. If you stacked delay reduction and had 193 aspd and spammed the skill you could do like 4-5 reverbs/sec, sure, but they'd each do low damage compared to any other skill, and you can already do that with cart cannon and many other stronger skills, unfortunately, so I don't think its a very justified concern. Also the moment the enemy takes half a cell step and your crummy 1x1 activation range for this ground targetted skill starts failing for no reason you're going to sigh. Same with a monster spawning a mob that will cut your damage to 1/5 of what it was for no real justifiable balance reason :(


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#34 Ashuckel

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Posted 08 March 2017 - 09:08 AM

Thats why you switch gears to explode them all.

The main problem with the skill for me is the damage split between targets.
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#35 Kadelia

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Posted 08 March 2017 - 09:13 AM

the skill isn't really worth the effort to make reliable in real world situations when compared to other class's easier to use skills, or even the same class's own skill, severe rainstorm, due to the activation size, gear swapping, custom stats/gear, support needed, and lack of ability to damage groups of enemies... so the very least we could do is make it fun to use in esoteric situations so that it can be structured to be decent in like mvp situations, dead branch parties, or crafty pvp matches. And that means damage needs to go up by a factor of 2-3x


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#36 RioCyrus97

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Posted 08 March 2017 - 09:54 AM

That's a nice boost for Sea Captain's Hat :rice: :rice: :rice:  So as compensation, the previous boost for Axe boomerang is taken off. Fine with me I guess :hmm: :hmm: :hmm:  Not sure for other people. Overall +1 for Chaser's and mecha's headgear. And one more thing, is it possible to make a headgear specific for kagerou/oboro and maybe rebel?

 

+1 :no1: :no1: :no1:


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#37 Ashuckel

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Posted 08 March 2017 - 10:00 AM

On a side note, i think it would be more interestinf for Night Sparrow Hat and Lyrica Hat be wearable by both performers. But each hat boosting a type of build, one keeping the SR focus and the other with Reverb/metalic sound focus.
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#38 Nirvanna21

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Posted 08 March 2017 - 10:10 AM

Honestly with the Harvester Hat, it's how it is worded that makes it seem more powerful, it's about a 10~15% overall boost.

 

I would be happy to find ways to make the hats better, but if you main that class please explain how exactly you would propose to buff the hat.

 

And @ ash, I capped it at +10 because 30% MDEF bypass is plenty considering warlocks have quite a few ways of bypassing MDEF now, I think we all have to remember that these are just hats after all :Y

 

And if a damage reduction for the Sura skills won't work, I could propose to either disable them or just add a massive cooldown like it was stated.


Edited by Nirvanna21, 08 March 2017 - 10:11 AM.

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#39 Toxn

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Posted 08 March 2017 - 10:40 AM

Rename our current AHB to Replica Hairband. Add a new Autumn Hairband with the trapper effects. Make the Replica Hairband be tradable to an NPC that behaves like the Mad Bunny Shield.

 

I would say keep our current AHB as AHB, and make a new name for the trapper hat. Simply because 3 years of guides, advice, and references to AHB being Arrow Storm related suddenly becoming inaccurate is pretty bad.


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#40 Nirvanna21

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Posted 08 March 2017 - 10:41 AM

I would say keep our current AHB as AHB, and make a new name for the trapper hat. Simply because 3 years of guides, advice, and references to AHB being Arrow Storm related suddenly becoming inaccurate is pretty bad.

 

I did think about it, but at the end of the day I would leave that decision to fuyu, he made the hat. If he doesn't mind it then I don't mind it :X Well at least this was the vibe I was getting about it, correct me if I am wrong :U


Edited by Nirvanna21, 08 March 2017 - 10:43 AM.

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#41 Ashuckel

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Posted 08 March 2017 - 10:46 AM

Spring instead of autumn for traps, done
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#42 mildcontempt

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Posted 08 March 2017 - 10:59 AM

That's a nice boost for Sea Captain's Hat :rice: :rice: :rice:  So as compensation, the previous boost for Axe boomerang is taken off. Fine with me I guess :hmm: :hmm: :hmm:  Not sure for other people. Overall +1 for Chaser's and mecha's headgear. And one more thing, is it possible to make a headgear specific for kagerou/oboro and maybe rebel?

 

+1 :no1: :no1: :no1:

 

I didn't even see the boomerang removal, I guess I should read these things more closely.

 

If I had to choose between the two, I also would opt for more Tornado damage over Boomerang (especially since the setup/build/cards will be different) but it would be cool if the 20% were retained. I don't think we're in much danger of axe mechs running amok since the bellum guillotine fix. 

 

edit: Hmm, with no AS reduction from the AHB, I wonder if some high refine BXB owner can get more damage out of it than out of the 'replica hat'. 1 atk per 1 int is p gud. 


Edited by mildcontempt, 08 March 2017 - 11:02 AM.

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#43 Kadelia

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Posted 08 March 2017 - 11:10 AM

On a side note, i think it would be more interestinf for Night Sparrow Hat and Lyrica Hat be wearable by both performers. But each hat boosting a type of build, one keeping the SR focus and the other with Reverb/metalic sound focus.

 

More flexibility is always good, though I'd question the necessity for an SR boost with the ancient swan hat already doing that, and the skill already being decent, with plenty of options already out there for it in the headgear realm. What would you add to SR with the hat? Combination of rideword type effect with stuff a rideword/vana/etc won't normally grant you, like damage boosts?

 

 

Spring instead of autumn for traps, done

 

LOL, love that idea
 

"Spring Leaf Headband", for all your trap springing needs.


Edited by Kadelia, 08 March 2017 - 11:13 AM.

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#44 Ashuckel

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Posted 08 March 2017 - 11:21 AM

reduce 0.1s of SR cooldown per refine, and a minor damage increase, maybe a perfect dodge increase(like 30) for 5s after using SR, 5% chance to recover 3~5sp on physical hit.

 

Bio5 would be much superior in terms of damage for the skill damage boost and ranged damage enchant.


Edited by Ashuckel, 08 March 2017 - 11:22 AM.

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#45 Nirvanna21

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Posted 08 March 2017 - 01:01 PM

I didn't even see the boomerang removal, I guess I should read these things more closely.

 

If I had to choose between the two, I also would opt for more Tornado damage over Boomerang (especially since the setup/build/cards will be different) but it would be cool if the 20% were retained. I don't think we're in much danger of axe mechs running amok since the bellum guillotine fix. 

 

edit: Hmm, with no AS reduction from the AHB, I wonder if some high refine BXB owner can get more damage out of it than out of the 'replica hat'. 1 atk per 1 int is p gud. 

 

I can always re-add that reduction, that boost is to reflect traps. Trap skill formulas are dank, so they need a good boost, if I have to I can make it per 2 int but at the end of the day it will still be an okay boost, but nothing game breaking :I

 

More flexibility is always good, though I'd question the necessity for an SR boost with the ancient swan hat already doing that, and the skill already being decent, with plenty of options already out there for it in the headgear realm. What would you add to SR with the hat? Combination of rideword type effect with stuff a rideword/vana/etc won't normally grant you, like damage boosts?

 

 

 

LOL, love that idea
 

"Spring Leaf Headband", for all your trap springing needs.

 

Yeah the name sounds good, whatcha think fuyu?

 

**EDIT**

Updated Sura/Wandy/Maestro/Ranger hats.


Edited by Nirvanna21, 08 March 2017 - 01:11 PM.

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#46 Ashuckel

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Posted 08 March 2017 - 01:20 PM

You sure on 0.3s per refine cooldown reduction on SR? :v +10 that and Bow of stoms = 0 cooldown
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#47 Nirvanna21

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Posted 08 March 2017 - 01:21 PM

You sure on 0.3s per refine cooldown reduction on SR? :v +10 that and Bow of stoms = 0 cooldown

 

Could always add a set bonus to increase the cool down if BoS is equipped :U

 

Btw how powerful would it be to make the sorc hat have a 1% chance to cast level 5 spell breaker on short-ranged attack :U?


Edited by Nirvanna21, 08 March 2017 - 01:22 PM.

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#48 Ashuckel

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Posted 08 March 2017 - 01:23 PM

Sounds fine, then you can use a stronger bow in that case.

There's very little use of that effect and even when there is, it isnt game breaking, could be even higher chance. I mean, on siuations where it's worth to spell break you generally stop doing everything else to attempt speall break casts.

Edited by Ashuckel, 08 March 2017 - 01:25 PM.

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#49 Nirvanna21

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Posted 08 March 2017 - 01:26 PM

Sounds fine, then you can use a stronger bow in that case.

There's very little use of that effect and even when there is, it isnt game breaking, could be even higher chance. I mean, on siuations where it's worth to spell break you generally stop doing everything else to attempt speall break casts.

 

Damn haha, was thinking it may have added something to battle sorc but eh :U

 

Well after looking at the Spellfist guide, I think the hat just needed a minor increase, it is pretty powerful!


Edited by Nirvanna21, 08 March 2017 - 01:56 PM.

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#50 mildcontempt

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Posted 08 March 2017 - 01:28 PM

Might as well ask since my IB weapon idea was poopoo'd.

 

Any chance at reducing IB's cooldown with the RK hat? Even if incrementally by upgrade or whatever.  


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