Not much to say here but most of the will be a buff to the respective equipment:
Weapons:
Summary
First I would like to talk about Doom Bow. It does have its niche of being pseudo-DPS bow against high Defence targets. The big issue is that it is powercrept by other bows as the game progresses and deemed as something useless when it comes to endgame contents.
Ability name: Septavius’s Mastery.
In my mind, I would give it an ability to toggle its firing mode by double clicking the firing button, giving a “Charging shot” ability. When switched to such mode, its initial damage is 1/2 less potent but each second you charge up the shot, it gets stronger exponentially.
While Key Held:
Draining 40 MP per second.
Disable ALL MP recovery.
Slowed and Armor Broken on self (immune to purification).
When key released:
Deals massively increased damage depend how long you hold the firing key (by seconds).
2x Projectile Speed
Ignores Defence of Target
Shot hits through multiple target and obstacle.
Damage is calculated by: 225 *( damage multiplier ^ amount of seconds charged up).
This alternate firing ability encourage investing for a hybrid of Attack and MP build to get the most damage out per supershot. Reason why I chose getting AB’ed and Slowed is to tackle potential facetanking using Def Effusions + MSeal.
Demon Blade, another one of the OG white bag that haven’t been changed in several years beside of getting resprited. While it does have its use of being a pseudo-Pixie such as staggered O3 or tearing through certain bosses, can’t compete with the today’s meta.
As the description itself says “A swift and hungry blade that is never satisfied with just one kill.”, it gives me an idea of giving it a passive ability to boost its damage each second the sword hits the same target.
Each second when it deals damage to the enemy, it increases its raw damage by 5% (can be stacked up to 5 times if attacking the same target consecutively)
Coral Bow, another OG white that deals a bit less DPS than T12 Bow (at T13 it completely slaps CBow at the face). Solid GLand farming weapon for intermediate players but get outclassed quite easily.
My idea is to give it a proc ability like what Doku has right now except with a twist… Basically copying Thessal’s Coral Bomb’s behavior (because why not?)
On Shoot: Coral Burst
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Total damage 480 (each fragment deals 40 armor piercing damage)
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Number of fragments: 6 per arrow.
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Cooldown: 5 seconds
Abilities:
Summary
The Wakizashi of Crossing Fires, itself deal a solid 2,160 damage in average, costing 100 MP, all 4 slashes can be landed quite easily.
Not a bad ability but it got outstripped by its cousins:
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T7 deals approx 27.05 damage per MP.
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Heck, even T6 beats X-ing fire by 0.9 more damage and boasting Dex (which Samu appreciates) and HP/MP.
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Watarimono after the buff deals 37.5 damage per MP (even before the buff, can still beat Crossing real hard). Also, its shot travel behavior is very similar to the respective UT and with longer max cast range.
Here are my solutions:
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Reduce the MP cost to 90 per cast (which is equivalent to 24 damage per MP).
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Max casting range should be same as tiered Waki.
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+5 Att and Vit bonus
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A 20% chance of inflicting Armor piercing damage (kinda like Amaterasu not consuming Mana 1/5 of the time). Proc is named “Fire’s Wrath”.
and other UT/ST abilities (that have 6% XP bonus)
Just buff their XP bonus to 7% to be consistent with other UT/ST abilities.
Actually taking a closer look at Easter Wind, when comparing it to T7 Waki, its Expose duration is only 0.5 seconds longer and its passive stats looks inconsistent to my eye (+5 Speed and +3 Dex)
IDK, anything else I should add?
Armors:
Summary
This robe, giving the same stats as UBMP + UBWis, I do see an use in certain occasion but… a bit of lacklusting in terms of Defence. Don’t get me wrong, I like this Robe except it needs some help.
Ideas to buff it:
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Give it a +5 Defence
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Buff its XP bonus to 6%
The recent buff made this armor somewhat usable, but most of time you might want to aim for Levi Armor than Nil. And the respective UT have the same defence bonus as Domi as well.
And based on the description “This armor does not deflect projectiles like most materials known to man. It absorbs and engulfs them, sending them to a new plane of reality.”, it gives me an idea of not taking damage in certain cases.
Effect: Channelling of Nil
15% chance of not taking damage when getting hit. Cooldown: 6 seconds.
After the release of O3, Anni Armor outcompetes CC Armor completely (only 2 defence difference and -10 Dex). I do know that O3 items are meant to be the best items but it caused the respective dungeon itself became the meta.
Solutions:
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+35 Defence upon equipping it.
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Reactive Proc: -6 Dex while In Combat.
Not a bad armor when it comes to petless gameplay or when you want to get out of IC status faster. The main issue are: most Realmer view this item as worthless aka forge material.
Solution(s):
Increase its XP bonus to 7%
Reactive Proc (Regenerative Spore): While Out of Combat, increase Vitality by 15 (boost is deactivated when returned to In Combat).
May we just say Gladiator Guard beats Mercy most of the time? Again, I do see that endgame items are meant to be the best but making it everything endgame-reliant knocks down game balance.
I propose:
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+8 Dex/Attack on equip
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+12 Def on equip