Manifus Wrote:Aquaring
Difference is that this goes on shoe, instead of shield, like EPT, which all the cards that seem to heal seem to be exclusive to, honestly level 1 cold bolt would fit to what the mob does better, the heal idea was based on that fact it uses potion pitcher. I agree that the % should be scaled back a bit, as I stated I'm still working on the numbers.
Ahhh, the infamous shoe. Yes, most auto heals do seem to be restricted to shields at the moment. Concept-wise, I am still only weary about the bonus effect from the card combination. I would suggest something more defensively themed -- such as Water Escape Technique -- to keep within the theme of the card, but nothing else sticks out as disagreeable.
Manifus Wrote:Midnight Jack [MVP]
Indeed, that was my mistake, it is max level, the reason I chose 99 was to make it like Amon Ra, which is already an established boss card, meaning that it wouldn't be too over powered and fits along with the other card, evil druid, which this mob is just an edit of, and its int'ness'
Kyrie Eleison blocks up to 30% of your max health. Magnificat gives you 200% regeneration in both HP and SP. In terms of being over-powered, I highly doubt on-hit Magnificat could ever hope to overtake on-hit Kyrie Eleison. An increase in chance to activate also makes a lot more sense for Kyrie Eleison's usefulness, but doesn't help out Magnificat much.
I would suggest a higher base chance (5%? 10%?) to cast level 3 Magnificat and, as a bonus for having Evil Druid, having a steady bonus to regeneration to go on top of that (while also retaining the bonus holy resistance). Level 3 Magnificat should be more than enough to satisfy somebody without being overkill in terms of duration.
Base stat requirements to "improve" this card's effect seems unnecessary if Magnificat is the skill you're going to use.
Manifus Wrote:Eye of Surtur
Mostly this card was a reflection of others like Giant Whisper and Aliot, also being good for baby classes and new characters but also balancing out for endgame. Looking back at the numbers, I think that the minimum should be set to 90, so that at most you can only have 2 of these effects at once [MAX]. Curious if having the stat bonus also be set to below 90 would be too strong.
A hunter with 99 dex, 99 agility. They will pretty much snatch successfully with any monster they do not outright kill, at a range, while also having their attack speed increased further with their aftercast delay reduced + bonus sp recovery.
Level 1 Triple Attack is impotent. The skill's delay will negate almost any bonus damage you deal with it.
Most classes with 80 Luck will be impotent.
Almost any class who achieves these stat requirements will already have *more* than the bonus you plan to give them, also. Anyone who doesn't? A maximum of 30 total bonus stats (18 if not baby). A minimum of four(?) total bonus stats.
It just feels like it does too much and also does too little at the same time.
Manifus Wrote:Fafnir [Mini Boss]
If I remember correctly baby size is considered small and peco is considered large. The reason I decided on these stats as well as the name, is that is gives a unique use to different characters, since shields are 90% damage reduction type cards.
Yes, it is, but who wants a shield that changes (completely) based on their size? There aren't too many major monsters that are small, either, to which I will mention again that you seem to have a vendetta against babies again, as this card would mainly be useful for only those who are medium or large except in the rare cases you come across a powerful mob of small enemies (almost never).
ratemyserver findings :
There are about twenty eight small monsters above the level of 60, Beelzebub and Mistress being the only MVPs while four of them were endless tower monsters (and summoned by Entweihen Crothen, a medium monster). There was eight pages total and about six of them were nothing but Treasure Chests or Emperiums.
Medium Monsters above level 60, however, have 13 pages, including Bio Labs 3. None of these monsters are treasure chests / Emperiums, meaning there are between 120 and 130 monsters. The entire first page is nothing but MVPs, and there seems to be at least one MVP every other page.
Do you see what I am referring to?
If you want to go this route, at least make the bonuses vary instead of a flat 30% across the board. Something such as
If small, reduce damage from small, medium, and large monsters by 15%.
If medium, reduce damage from medium and large monsters by 20%
If large, reduce damage from large monsters by 25%.
doesn't *favor* one size nearly as heavily, but instead makes specialization vs generalization.
Manifus Wrote:Nihil Wrote:Aside from specifics, I am also curious as to some card combination requirements and the bonus they provide -- i.e, Pandaring with Ghostring.
Simple answer, both are ghost property mobs that inhabit poring island. Pandaring having...like 80 defense and ghostring...as itself. They seemed like a good fit.
They don't really fit thematically, though. Most two-card combinations are comprised of a mini-boss and their summons -- Vagabond wolf + wolf, Mastering and Poring, etc. If they do not pair up like this, then they typically, at least, are near copies of each other or attached by storyline -- Munak / Bongun / Hyegun.
A Panda is not at all similar to a Ghost. The only thing attaching them is that they're both difficult to kill and they're poring-class. It's similar to saying that Poring and Poporing should have a card combination because they're both poring-type, or that Leaf Cat and Baby Leopard should have a combination because they're cats.