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vermilionvector · 1 month
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FF7 Remake has a theme song based on Cloud.
FF7 Rebirth has a theme song based on Aerith.
The last one in the trilogy will probably have one based on Tifa.
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vermilionvector · 1 month
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They finally noticed it after like, what, almost 20 years???
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vermilionvector · 1 month
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youtube
Your favorite Digimon calling your name for 100 minutes.
I can't remember which one I submitted my name for (Veemon) but apparently they're all doing Japanese names, which is fine by me. I think this is a great idea for giving fanservice despite it being a lottery.
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vermilionvector · 1 month
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Reblogging this because somehow this came back to me.
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Elsword China 3rd Anniversary Avatar
I want this set so much…
(Eve’s hair, man. Dat hair) 
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vermilionvector · 2 months
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Finally reached 10,000 bond for His Dogesty.
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vermilionvector · 3 months
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Changes in beta are here, so I'll update my TC.
His Q expires when he leaves the field. Apparently this has always been the case but was not reflected in ENG translation. This means all buffs must be used before he enters the field. The rotation that I suggest remains the same, however.
His A1 passive changed from a single heal to small multiple heals (3 times). This makes Hunter procs very easily so there's no other reason to use any other set unless you have a really good stat on Crimson Witch. With Hunter, his E plunge gets 5 (base) + 36 (Hunter) and + 20 (C6), resulting in 61% passively. This is already a high CRIT Rate and you only need about 10% more to reach respectable level, which, if you run Xianyun (and you should), you'll get 4% - 10% based on the number of enemies her E plunge hits (Max 4 enemies). You can even boost it further with Rosaria if you're planning to run a Melt team.
Therefore, the weapon and Circlet should focus on ATK% and CRIT DMG instead of CRIT Rate. You can also run EM on Sands if you're planning to use a Vape/Melt team with Furina or other Cryo chars, just keep in mind that you risk not procing VV on Pyro if you use Furina or chracters with too high Hydro/Cryo application, and you only got a few tries with Xianyun before she switches out to Gaming, which cannot leave the field until his Q is over.
If running non-Vape/Melt - Redhorn (if bossing) or Blackcliff (if mobbing)
If running Vape/Melt - Since there's no 5* Claymore with EM as main stat I still believe Redhorn will still do more damage, but 4* EM weapons like Rainslasher, Mailed Flower, and Makhaira Aquamarine might also be useable (Rainslasher is for Furina/Xingqiu/Yelan team only though). Other F2P suggestions remain the same.
Genshin Gaming TC
This is based on the earliest leak from 4.4 beta so anything can change in the future.
He's a 4* Pyro Claymore DPS based on Plunging Attack. His multiplier is lower than normal Claymore user, but that's ok, because his main DMG comes from Plunging Attack enabled by his skills.
His E will pounce forward and will end if no enemy is hit. If it hits an enemy, he will jump into the air and will enable a special Plunging Attack. This special Plunging Attack has higher multiplier than normal Plunging Attack and is an AoE Pyro attack. After he does this special PA, he loses HP.
His Q deals an AoE Pyro attack, heals himself, and summon his buddy lion. After his buddy attacks the enemy and return to him, his E is reset. For a duration, he enters a special state. In this state, if his HP is higher than a certain percentage, when he uses E (in either pounce or plunge form), he will be able to summon his buddy lion again. (Unconfirmed: Then after he returns to him, his E will reset again. This state does not end even if he leaves the field. (The text doesn't say anything about having to stay on field like Razor or Cyno's Q. So by default, this state can be maintained even off-field.))
A1 recovers his HP 1s after E plunge hits.
A4 increases Healing Bonus or Pyro DMG Bonus depending on his current HP.
Passive is the same as Dehya (increase movement SPD during the day).
C1 will make him restore his HP when his buddy lion returns.
C2 Increase his ATK for a short duration if healing overflows.
C3 Increase his E level.
C4 Recover energy if E plunge hits.
C5 Increase Q level.
C6 Increase CR/CD/AoE range of E plunge.
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The first team comp that comes to mind is Gaming, Xianyun, Zhongli, and Bennett.
Xianyun can enable and buff Plunging Attack, heals and applies VV.
Zhongli for shield and RES shred
Bennett for ATK buff, heals, particle gen, and, if C6, Pyro infusion.
Other substitutes for Zhongli and Bennett are Furina and Kazuha.
Rotation should be Zhongli hE > Bennett E > Xianyun 3EPQ > Bennett EQ > Gaming EQN2/3 then repeat EN2/3 until Q duration ends
Weapon
Sac Greatsword - Good for double E plunge and ER but lesser DMG.
Fav - Don't
Prototype Archaic - Don't. Doesn't buff Plunging Attack.
Blackcliff Slasher - Great for mobs. OK for bossing.
Serpent Spine - Good if you have a shielder.
Lithic Blade - Good if running Gaming/Xianyun/Zhongli
Katsugiri Nagamasa - Not good because his E plunge is considered Plunging Attack instead of Elemental Skill
Makhaira Aquamarine - Don't
Akuoumarou - While he can benefit from Burst dmg, his main kit is E plunge, so no.
Forest Regalia - No, even running with Dendro.
Mailed Flower - Maybe ok if running with Furina but still not worth it.
Talking Stick - Pyro from Bennett and Hydro from Xingqiu if you replace Zhongli with him. Too troublesome but usable. Pick your poison.
Tidal Shadow - Easiest to use since he has self heal. But not the strongest for sure.
Mega Sword - OK if you need ER but he has middle cost burst so I don't think he needs it that much, esp if you're running with Bennett.
Portable Power Saw - No
Skyward Pride - No
WGS - Good
Song of Broken Pines - His E plunge is Pyro so no.
The Unforged - Good if with Zhongli
Redhorn - Stat stick. Can't benefit from passive at all.
Beacon - While he can upkeep his E easily, the taking DMG part is a bit tricky as HP drain is not taking damage. You cannot run a shielder if using this weapon, so replace Zhongli with Furina or Kazuha. If you can activate both effects, this weapon is good.
Verdict - Stat stick because E plunge is considered Plunging Attack DMG not Elemental Skill DMG.
Weapon TLDR:
Easiest, F2P friendliest, non-reliant on Paimon's shop and non event-exclusive - Tidal Shadow
Paimon shop - Blackcliff Slasher (and F A S H I O N)
BP - Serpent Spine
4* Gacha - Lithic Blade (assuming running Gaming/Xianyun/Zhongli; can even be better than 5* weapons)
5* Gacha - The Unforged if running with shielder, else, Redhorn, WGS or Beacon
Artifact set
Hunter since he can manipulate his HP and can max capped during his setup (1st E reduces HP, A1 increases HP 1s after E, then Q recovers even more HP).
Crimson Witch is also good because he can quickly use E.
Lavawalker is doubtful because he cant apply Pyro that often.
Shimenawa is not good because he needs to Q after E.
Vermilion is ok because he can reduce his HP but there is quite a cooldown between each decrease so he might not benefit from it the most.
If cant find 4-set then Pyro/ATK%+ATK% 2-set is also ok. Main stats are ATK%, Pyro% and CR/CD with ER/CR/CD substats.
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vermilionvector · 4 months
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Change log Nov 14 & Dec 31, 2023:
Elsword:
Way of the Sword: Changed the nature of gauge usage: The skill bar will now display red/blue borders on skill slots that belong to both auras at the same time. Using V key to switch between auras will now only affect commands. If a skill is used when there is at least 1 point of the corresponding aura remaining, regardless of the active aura, it will receive its corresponding aura's special effect. (For example, the current aura is Destruction and there is 1 point in Vitality remaining. When using Armageddon Blade, it will receive the special effect from Vitality gauge.)
KE:
Armor Break (Base & Mod): Now decrease magical defense as well.
Double Slash: Animation speed increased by 50%.
Armageddon Blade: [Armageddon Blade] buff changed from Damage increase to command double attack chance increase 20%/10%; [Torrent of Power]'s Awakening charge speed increase is increased from 20% to 40% in PVE.
Gigantic Slash: "Wind Slicer skill cooldown and cooldown reduction activation cooldown decrease" effect removed.
Awakened Will: Lord Knight: [Knight's Resolution - Armageddon Blade] and [Knight's Resolution - [Mod] Armageddon Blade] are changed to reflect the adjustment in the original skill.
Grand Cross: Trait is changed (Killing Blow (1) > Critical).
God of War: Maximize increase increased from 10% to 15%
[Mod] Armageddon Blade:
- Reduced [Armageddon Blade]'s Damage increase from 10% to 5% in PVP.
- "Damage increased" is changed to "Physical and Magical attack increase".
Battle Ready: Due to the change in the nature of Way of the Sword, the requirement for Elsword to be in the 'correct' Way of the Sword is removed.
Persistence:
- Elsword cannot gain new [Persistence - Endurance] debuff for 10 seconds when his HP reaches 20%.
- Revised tooltip regarding [Persistence - Endurance]'s application to better reflect how the debuff is applied.
All shared buff effects that scale with CP: Changed from "per 500,000 CP" to "per 1,000,000 CP".
I'm moving to a new sheet since the old one is getting a bit too long. This sheet will focus solely on Base Elsword and KE. To see the archived log, please see here.
Disclaimer: This is only my personal suggestion and is not related to official information.
Change log May 20, 2023:
Double Slash - Added a conditional damage increase effect: If the first strike only lands one hit, the second strike's damage will be increased. (+4000% and +650% for PVE and PVP respectively). "Landing one hit" means that the damage number shows up only one time. If you hit an enemy with multiple hitboxes when using the skill, it will not be counted as "one hit".
Warrior Physique - Levels are deleted to reflect my revamped Skill Tree suggestion. The value is also changed as follows:
- (Previously at Lv. 4) Max HP increased from 20%/4% to 30%/5% (PVE/PVP) and Damage reduction increased from 14%/4% to 20%/5% (PVE/PVP).
Counter Patience - Levels are deleted to reflect my revamped Skill Tree suggestion. Debuff duration reduction is now considered as a part of Counter Patience buff and has a definite duration.
Gigantic Slash: Removed Wind Slicer activation cooldown decreased effect (only cooldown reduction activation cooldown remained).
Awakened Will: Lord Knight - [Knight's Protection]'s tooltip is added: [Knight's Protection] cannot overlap and will be renewed with the latest caster's status. The reason for this change is to prevent feedback loop from the new Persistence effect where if multiple KEs use Iron Body at once the damage shared will just keep being mitigated. By limiting Knight's Protection to be activated by only one person, the damage shared will only be transferred to the latest KE who uses Iron Body. In addition, max HP increase effect is changed from being affected only by Stage 1 - 3 to Stage 1 - 4.
Absolute Judgement - Added effects: [Sword Aura Augmentation] skills' effects will be enhanced by 50%. Additionally, allies do not need to be in the aura created by the passive Awakened Will: Lord Knight to receive [Knight's Resolution].
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vermilionvector · 4 months
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Raid Challenge Improvement Ideas
KR just had an update on Raid Challenge. While it didn't fix all problems, it undoubtedly makes Challenge mode more rewarding. However, I'd like to make some suggestions about this mode.
Change from weekly content to monthly content
Raid Challenge, from my experience, is extremely difficult and, well, challenging. It's normal for each dungeon run to take more than half to an hour to finish (this is based on average run with a few mistakes here and there), and resources like Fighter's potion, wind orbs and recovery potions to run out rapidly. This is one of the bad sides of Challenge Mode: The rewards are not commensurate with the costs. By changing it from weekly to monthly, not only will it reduce the cost for each run, it will also alleviate physical burden on the players themselves, and allow easier farming of souls from helping 0% to trade for Challenge Mode's Force Actives.
Changes to be made if it is a monthly content:
Both Varnimyr and Pruinaum Raid Challenges will be available anytime. No more alternating between each Raid.
Reset will be made every 4 weeks.
Double the number of first clear reward (since normally you'd have to play each Raid twice per month):
- Dark Fire Aura (from Varnimyr Raid): 5/10/15 > 10/20/30 for 12-5/12-6/12-7 respectively
- Annihilating Soul Aura (from Pruinaum Raid): 10/20 > 20/40 for 15-5/15-6 respectively
Force Actives and Passives' drop rate will be increased to be equivalent to running 2 runs compared to the old version.
Aside from the general changes, here are the ones specific to each dungeon:
12-5-1: Reduce the number of times the heads go below the ground; increase respawn time after each head's death; increase the duration and reduce the cooldown of F1; reduce flame debuff duration
12-5-2: Increase the duration and reduce the cooldown of F1; reduce flame debuff; change the tornado's behavior to act like a launchpad instead of juggling since it doesn't work for characters under Super Armor
12-5-3: Increase the duration and reduce the cooldown of F1; reduce flame debuff
12-6-1: Reduce the boss's defense when at least one Silent Observer is destroyed; increase downtime after the boss's ultimate pattern
12-6-2: Reduce the number of revolutions the boss can perform consecutively; increase downtime after the boss's ultimate pattern; increase the duration between the ultimate pattern's thorns' red line indicator and the actual attack
12-7-2: Reduce the boss's defense and HP
12-7-3: Reduce the boss's defense and HP and increase teleportation cooldown
15-5-1: Red Room - Boss's attacks are telegraphed longer. / Blue Room - Boss's attacks are telegraphed longer; increase the pattern duration for all ultimate attacks; during link ultimate attack, the boss will not attack the players.
15-5-2: Change the launching orb's behavior to act like a launching pad instead of juggling since it will not work for players with Super Armor; boss's attacks are telegraphed longer; increase the pattern duration when coming down from upper platforms.
15-5-3: Increase DPS window after Haivan uses each move.
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vermilionvector · 4 months
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Genshin Gaming TC
This is based on the earliest leak from 4.4 beta so anything can change in the future.
He's a 4* Pyro Claymore DPS based on Plunging Attack. His multiplier is lower than normal Claymore user, but that's ok, because his main DMG comes from Plunging Attack enabled by his skills.
His E will pounce forward and will end if no enemy is hit. If it hits an enemy, he will jump into the air and will enable a special Plunging Attack. This special Plunging Attack has higher multiplier than normal Plunging Attack and is an AoE Pyro attack. After he does this special PA, he loses HP.
His Q deals an AoE Pyro attack, heals himself, and summon his buddy lion. After his buddy attacks the enemy and return to him, his E is reset. For a duration, he enters a special state. In this state, if his HP is higher than a certain percentage, when he uses E (in either pounce or plunge form), he will be able to summon his buddy lion again. (Unconfirmed: Then after he returns to him, his E will reset again. This state does not end even if he leaves the field. (The text doesn't say anything about having to stay on field like Razor or Cyno's Q. So by default, this state can be maintained even off-field.))
A1 recovers his HP 1s after E plunge hits.
A4 increases Healing Bonus or Pyro DMG Bonus depending on his current HP.
Passive is the same as Dehya (increase movement SPD during the day).
C1 will make him restore his HP when his buddy lion returns.
C2 Increase his ATK for a short duration if healing overflows.
C3 Increase his E level.
C4 Recover energy if E plunge hits.
C5 Increase Q level.
C6 Increase CR/CD/AoE range of E plunge.
---
The first team comp that comes to mind is Gaming, Xianyun, Zhongli, and Bennett.
Xianyun can enable and buff Plunging Attack, heals and applies VV.
Zhongli for shield and RES shred
Bennett for ATK buff, heals, particle gen, and, if C6, Pyro infusion.
Other substitutes for Zhongli and Bennett are Furina and Kazuha.
Rotation should be Zhongli hE > Bennett E > Xianyun 3EPQ > Bennett EQ > Gaming EQN2/3 then repeat EN2/3 until Q duration ends
Weapon
Sac Greatsword - Good for double E plunge and ER but lesser DMG.
Fav - Don't
Prototype Archaic - Don't. Doesn't buff Plunging Attack.
Blackcliff Slasher - Great for mobs. OK for bossing.
Serpent Spine - Good if you have a shielder.
Lithic Blade - Good if running Gaming/Xianyun/Zhongli
Katsugiri Nagamasa - Not good because his E plunge is considered Plunging Attack instead of Elemental Skill
Makhaira Aquamarine - Don't
Akuoumarou - While he can benefit from Burst dmg, his main kit is E plunge, so no.
Forest Regalia - No, even running with Dendro.
Mailed Flower - Maybe ok if running with Furina but still not worth it.
Talking Stick - Pyro from Bennett and Hydro from Xingqiu if you replace Zhongli with him. Too troublesome but usable. Pick your poison.
Tidal Shadow - Easiest to use since he has self heal. But not the strongest for sure.
Mega Sword - OK if you need ER but he has middle cost burst so I don't think he needs it that much, esp if you're running with Bennett.
Portable Power Saw - No
Skyward Pride - No
WGS - Good
Song of Broken Pines - His E plunge is Pyro so no.
The Unforged - Good if with Zhongli
Redhorn - Stat stick. Can't benefit from passive at all.
Beacon - While he can upkeep his E easily, the taking DMG part is a bit tricky as HP drain is not taking damage. You cannot run a shielder if using this weapon, so replace Zhongli with Furina or Kazuha. If you can activate both effects, this weapon is good.
Verdict - Stat stick because E plunge is considered Plunging Attack DMG not Elemental Skill DMG.
Weapon TLDR:
Easiest, F2P friendliest, non-reliant on Paimon's shop and non event-exclusive - Tidal Shadow
Paimon shop - Blackcliff Slasher (and F A S H I O N)
BP - Serpent Spine
4* Gacha - Lithic Blade (assuming running Gaming/Xianyun/Zhongli; can even be better than 5* weapons)
5* Gacha - The Unforged if running with shielder, else, Redhorn, WGS or Beacon
Artifact set
Hunter since he can manipulate his HP and can max capped during his setup (1st E reduces HP, A1 increases HP 1s after E, then Q recovers even more HP).
Crimson Witch is also good because he can quickly use E.
Lavawalker is doubtful because he cant apply Pyro that often.
Shimenawa is not good because he needs to Q after E.
Vermilion is ok because he can reduce his HP but there is quite a cooldown between each decrease so he might not benefit from it the most.
If cant find 4-set then Pyro/ATK%+ATK% 2-set is also ok. Main stats are ATK%, Pyro% and CR/CD with ER/CR/CD substats.
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vermilionvector · 4 months
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オッター
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vermilionvector · 5 months
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Hyper Active and Master Skill improvement ideas
General:
Hyper Active and Master Skills are now affected by All Skill Damage increase (Max: Infinite) and All Skill Cooldown decrease effects (Max: 35%).
Cooldown applied to HA at the start of PVP remains the same.
Concentrated El's Essence effect will be changed from 'reducing Hyper Active's cooldown by 60 seconds upon use' to 'triggering [Additional Effect] of a Hyper Active' upon use.
Master Class:
Force passive slot will be increased by 1 when reaching Master Class. (In addition to the passive slot +1 at Artifact Lv. 4, you will have 4 passive slots in total).
New Force Passive skill: Lost Time and Memory
Dropped from Unravelling the Knot of Memory
[El Affected Paradigm] will no longer drop from this dungeon.
Effect: When using Hyper Active, grant [Lost Time] buff. When using Master Skill Stage 1/2/3/4, grant [Lost Memory] buff.
The following values are listed in order of Rare/Elite/Unique rarity.
[Lost Time] - Reduce Active, Tenacity, Strength and Bravery skills' cooldown by 10%/15%/20% for 30s/40s/50s. (The buff will be removed if the passive is unequipped.)
[Lost Memory] - Refund MP cost used for Active, Tenacity, Strength and Bravery skills by (1.5%xM.Skill Tier)/(2%xM.Skill Tier)/(2.5%xM.Skill Tier) for 10s/15s/20s. (The buff will be removed if the passive is unequipped.)
Hyper Active's [Additional Effect] example:
Gigantic Slash (KE): See my revamped effect on KE improvement post
Absolute Judgement (KE): See my revamped effect on KE improvement post
Mass Examination (OM): Automatically grant Stage 4 buff without checking any condition
Trolley Dilemma (OM): The remaining players will get [Another Trolley Dilemma] buff for 30 seconds: Special Active Skill Cooldown Acceleration x1.2 and Special Active MP cost -10%.
Holy Nemesis (DA): Enemies hit will receive 10% more critical damage for 50 seconds
Bonus Opera (DA): Increase HP/MP healing received by 10% for 50 seconds
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vermilionvector · 6 months
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This is probably more fulfilling than Natural Flow.
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I can reuse this again when I finally get Re:blaze or when another OP title for Berthe Raid comes out.
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vermilionvector · 7 months
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プラズマフィスト
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vermilionvector · 7 months
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いのちがけ
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vermilionvector · 8 months
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I can finally reblog this again.
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I can reuse this again when I finally get Re:blaze or when another OP title for Berthe Raid comes out.
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vermilionvector · 8 months
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Change log August 14, 2023:
Knighthood: Generalized previous [Sword Aura Resonance] (hereon abbreviated as [SAR])'s Range increased by 5% per [Sword Aura] Stage to this single passive. Each [Sword Aura Resonance] skill will now have its own unique effect.
Spiral Blast: Elemental resistance decrease is now [SAR]'s exclusive effect. [SAR] Enemies hit will be inflicted with [Spiral Blast] debuff (Elemental resistance decreased by 30 per [SA] stage for 7 seconds.) Final Enhanced effect reverted from Elemental Resistance decrease increase by 20 to MP Usage decreased by 10%.
Impact Smash: Default [Petrified] duration is now [SAR]'s exclusive effect. [SAR] Enemies hit will be inflicted with [Petrified] for 1 second per [SA] Stage. Damage increased from 3735%/1423% > 4482%/1708%.
Double Slash: [SAR] Defense ignore is increased by 5% per [SA] Stage. Default defense ignore is decreased from 70%/20% > 60%/10%.
Wind Slicer: Added a 20%/10% chance to obtain 1 awakening bead when Wind Slicer activates and hits at least one target (Cooldown: 10 seconds).
Armageddon Blade: [PVP] MP recovery when attacking/attacked increased from 50% > 100%.
Windmill: Initial duration is decreased from 1.5 > 1 second. Movement speed increase is moved to being [SAR]'s exclusive effect (5% per [SA] stage for 10 seconds).
Sandstorm: No longer stops at a wall. Trait changed from Gigantic to Haste. All speed decreased effect is changed to physical/magical attack decreased and moved to being exclusively [SAR]'s effect. [SAR] Physical and magical attack decreased by 2.5% per [SA] stage for 10 seconds.
Vertical Slash: [Slashed] debuff is now moved to being [SAR]'s exclusive effect and now scales with [SA] stage (2.5% x [SA] stage).
Counter Patience: [Counter Patience - Retaliation] and [Counter Patience - Perseverance] cannot be overlapped.
Gigantic Slash: [PVP] Wind Slicer activation chance is increased from 20% addition to capped at 100%.
Awakened Will: Lord Knight: Tooltip for [Knight's Resolution] was revised. [Knight's Resolution] is now better described as its own separate buff rather than an effect that gives [Armageddon Blade]/[Torrent of Power] and [Solarius]/[Solar Power] buffs, since those are also their own buffs.
Imperial Crusher: Added [Imperial Crusher] buff which reduces [Wind Slicer]'s cooldown and cooldown reduction reactivation cooldown to [SAR]. [SAR] Gain [Imperial Crusher] buff. (Decrease the aforementioned effect by 5% per [SA] Stage and 1.25 second per [SA] Stage.)
Grand Cross: [Grand Cross] buff is now [SAR]'s exclusive effect and now scales with [SA] stage (2.5% per [SA] stage).
Absolute Judgement: Added tooltip regarding [Knight's Resolution] to reflect the revised tooltip for Awakened Will: Lord Knight.
Persistence: [Persistence] and [Persistence - Endurance]'s names are switched. [Persistence - Endurance] (or the old [Persistence] debuff)'s application method is changed from constant renewal to applying a new [Persistence - Endurance] debuff every 1 second should there be allies that take damage within the same timeframe.
[Mod] Windmill: [Windmill] buff is now exclusive to [SAR]. Scales with [SA] stage (2.5% per [SA] stage for 10s).
[Mod] Sandstorm: [SAR] effect is the same as base Sandstorm.
[Mod] Double Slash: Same change as base Double Slash
Solarius (Stage 1/2/3/4): Gauge equalization is now separated from [Solarius] buff and acts as its own effect. All stages can now equalize WotS gauge.
Change log Aug 27, 2023 (minor change, so it was consolidated with the previous post):
Persistence: Extend the passive effect to also apply on the damage done to Elsword himself. This will activate the debuff even when he's playing alone.
Awakened Will: Lord Knight: Added PVP value for [Knight's Resolution]
Armageddon Blade: [PVP] Damage increased changed from 5% > 10%.
Counter Patience: [Counter Patience - Retaliation] can now overlap.
Sandstorm: Sandstorm speed increased by 50%.
Warrior Physique: HP increased from 30%/5% > 40%/10%.
Change log Sep 3, 2023 (minor change, so it was consolidated with the previous post):
Persistence: Requires Elsword to be in [Sword Aura] Stage 4 and in Iron Body to activate the passive effect on himself.
Change log Sep 18, 2023 (minor change, so it was consolidated with the previous post):
Spiral Blast: Trait suggestion changed from Heavy to Haste.
Awakened Will: Lord Knight: Removed Stage requirement for [Knight's Protection] and all effects will now scale with [Sword Aura] Stage instead.
Change log Sep 19, 2023 (minor change, so it was consolidated with the previous post):
Awakened Will: Lord Knight: Revised tooltip for [Knight's Resolution] to better represent each buff as its own separate buff.
Persistence - [Persistence - Endurance] scaling with [Persistence] is removed
I'm moving to a new sheet since the old one is getting a bit too long. This sheet will focus solely on Base Elsword and KE. To see the archived log, please see here.
Disclaimer: This is only my personal suggestion and is not related to official information.
Change log May 20, 2023:
Double Slash - Added a conditional damage increase effect: If the first strike only lands one hit, the second strike's damage will be increased. (+4000% and +650% for PVE and PVP respectively). "Landing one hit" means that the damage number shows up only one time. If you hit an enemy with multiple hitboxes when using the skill, it will not be counted as "one hit".
Warrior Physique - Levels are deleted to reflect my revamped Skill Tree suggestion. The value is also changed as follows:
- (Previously at Lv. 4) Max HP increased from 20%/4% to 30%/5% (PVE/PVP) and Damage reduction increased from 14%/4% to 20%/5% (PVE/PVP).
Counter Patience - Levels are deleted to reflect my revamped Skill Tree suggestion. Debuff duration reduction is now considered as a part of Counter Patience buff and has a definite duration.
Gigantic Slash: Removed Wind Slicer activation cooldown decreased effect (only cooldown reduction activation cooldown remained).
Awakened Will: Lord Knight - [Knight's Protection]'s tooltip is added: [Knight's Protection] cannot overlap and will be renewed with the latest caster's status. The reason for this change is to prevent feedback loop from the new Persistence effect where if multiple KEs use Iron Body at once the damage shared will just keep being mitigated. By limiting Knight's Protection to be activated by only one person, the damage shared will only be transferred to the latest KE who uses Iron Body. In addition, max HP increase effect is changed from being affected only by Stage 1 - 3 to Stage 1 - 4.
Absolute Judgement - Added effects: [Sword Aura Augmentation] skills' effects will be enhanced by 50%. Additionally, allies do not need to be in the aura created by the passive Awakened Will: Lord Knight to receive [Knight's Resolution].
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vermilionvector · 9 months
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I calculated the new Tenebrous armor sockets via Harconium Tuner. Do note that this is based solely on MY stats and cannot be used as a general reference.
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