July 21, 2013, 22:43:22 |
Quote (blasphemousmisery @ 21 July 2013 22:09)
maybe uppercut can have the chance to apply something like have the chance to remove an mp or lower the targets res for a short time since it is a spell that uses a wp. Maybe have it lower more res as it is lvled up as well as stack to a certain point like eventually up to -100% res or something close to let the rest of the combo do more damage.
Instead of copying air Rogue, think about the theme of Iop: buffing yourself. Bravery Standard is more useful to buff allies than yourself (+50% damage for all allies for their whole turn while in the glyph, potentially your whole team being in the glyph, compared to lv50 Preparation for yourself which only applies for one attack) and Increase can no longer be used on other characters (a while ago it was 0-1 range starting from a certain rank). I miss being able to buff allies with one Increase each then pulling out the flag for +85% damage each.
From personal experience in all three branches, air has the advantage of more chances to crit and proc Authority when 40% chance fails from using two or three earth/fire attacks per turn. Gust is the go-to hybrid spell because people build their character to have just enough AP for whatever earth or fire spells they want to use, like triple Judgement with 12AP or double Devastate/Rocknocerous with 10AP. The most common reason for earth or fire builds with some spell levels in air to use Flurry/Jabs without having it be part of a normal combo is when they lose AP during battle, though they probably have their other earth/fire spells ranked enough to use for more damage.
To offer an umbrella while I rain on your parade, I think Uppercut should give you a little willpower. Critical hits having special effects is part of air Rogue which is a different class, so the willpower would be gained regardless of whether it critically hits. Willpower would be useful defensively for pure air builds and offensively for hybrids since it would increase the chance for your earth spells to stun/remove MP and increase the chance for Judgement to inflict Disoriented, and Wrath and Punch to explode. Flurry could also be changed to give some willpower instead of a tiny air bonus to make it more practical for hybrids or pure air builds to become more resistant to statuses and AP/MP loss.
Would it be overpowered if using Increase on allies had no Power conversion and cost 1MP instead of 1WP, but limited using it on allies twice/thrice per target per turn? I know most of the +damage spells for Iop in Dofus were taken out a while ago but I grew to love Iop because it could buff more than itself while contributing damage to enemies.