Re: Suggested Changes to Bless Bonuses
Order of power, IMO
Regen - although generally best for high HP units, even a 10-12 hp unit gains a slight HP regen and the affliction reduction to 1/8
MR - everyone can use more MR, not sure if i like the max of 18 (from manual)
re-invig - everyone can use invig, higher armor more so
+atk - frequently useful, although the increments are low
+def - less useful as can be easily reduced through swarming, unit dependent, existing high def gets much better
airshield - niche usefulness, but still good at low levels
+affliction - niche usefulness, +shroud can make even some spells even more effective
+str - more damage is good, but low increment and the increase doesn't seem worth it. Either the unit has high str already and its a small % increase, or low str already and the little increase doesn't help much
Many seem good at lvl 4 (i.e. +2 atk) but the increase at lvl 8 isn't that hot (+2 atk to +4 atk)
Major bless
Quickness - almost always good
Fire affect - magic weapon plus significant damage, plus burn
Berserk - very powerful, but also double edged.
+4 prot - nice, but doesn't seem to impact as much as above. Primarily good for mid-high prot units although some benefit to low prot units.
Twist Fate - Kind of good, but 1 shot benefit. AFAIK the hit doesn't have to do damage, just land to dispel TF making it less useful on high prot units. Needs a bit of a tweak up but not much.
Death weapon - magic weapon? 2 AN (or AP) AN is kind of nice, but 2 damage isn't that great. If it made the whole attack AN it might be too powerful. Possibly make full attack into AP? Not too great as is.
Lightning resist - meh, very niche. Possibly mirror image? Mistform being too powerful. +precision as above might work too, possibly +precision for minor and +80 airshield for major?
Death curse - meh, really needs to be changed. Very niche in usefulness
Seems like there is a large disparity in power, with F,W,N being great; E,S being ok, and the rest being weak in comparison.
To also be considered: a D9 pretender will get great value out of the path level with many death spells being level dependent and good high path cost spells. The same could also be said for B9, S9 and E9. Possibly pushing E,S up to the need no change level.
Thoughts:
Add a state called partial ethereality - 40% instead of 75% for S9, or possibly luck?
Raise E9 to +5 or +6 prot
D9 to AP weps (or create a new weapon status for partial AP (similar to partial quickness)) Partial AP would reduce prot by 1/4 instead of 1/2. Or give all weapons a coat of poison/corrosion/disease.
B9 - no clue, but death curse kind of sucks. Possibly a minor drain life effect? 1/2 or 1/4 of current wep drain life. Possibly similar to 10% regen (lvl 6 nature) but gives a bit of invig as well.
A9 - 80% airshield, mirror image, lesser mistform effect, lightning weapon effect, or lightning shield effect (either similar to fire sheild, or a type of charge body that doesn't affect the sacred for a 1 shot attack ala reverse twist fate)
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