Designing interesting equipment is a challenge that I have decided to undertake, and of course this challenge is further compounded by the existence of my Fusion and Soul systems.
In order for the fusion equipment to be meaningful in any capacity, it is important to make the choices between each possible fusion option meaningful and cater to different play styles, so here are my current thoughts.
Each permutation of elements will have a different name, so Hearth + Ray = Sun. A 3 slotted weapon with 2H and 1R would then be a Sun Plate, or Sun Sword, etc. At the higher end of the spectrum, the 5 slotted equipment, 3H + 2R would be Sunbeam equipment. A similar name to convey similar stats.
When you create a Hearth item, it's going to add ATK, and affinity and resistance for the Hearth element. Tundra gear will add DEF. Gales Magic Acc. Stones will add RES. Ray will be Magic Acc and ATK, and Miasma DEF and RES.
When you combine elements, you will gain some of the stats from both elements as well as an additional effect (on the offense) or additional resistances or effects (on the defense).
For example. T+T+H = Boiling Gear. Weapons that are boiling gain ATK and DEF and inflict a damage per turn effect called Scalding. Simply, it's just more damage for your weapon. By contrast, T+T+S weapons would instead be called Arctic, and would reduce the enemy's T resistance.
Some non-symmetric additional effects should make the choices interesting.
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