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Dark moonlight5/26/2023 When the two of them are last in a contest, he begins to talk to her. Skye tries to get his attention, but he does his best to avoid her. As if senior year wasn’t enough pressure, a new kid arrives the second week. As she and her best friend, Roxy, enter their senior year of high school together, emotions begin to run high. Weaker than DS1 version but still strong enough for it s purpose.Skye Collins loved everything about cheerleading. Can also work with high int or/and faith build without attunement. A very good option for pyromancers that want a different elemental than fire and dark. Low to average in pve because most enemies are either resistant or neutral to magic damage with very few enemies acctually weak to magic. Excels in pvp due to range, type of elemental damage and WA that hits like a truck and can trade with UGS for example with just 14 poise. moveset is average and projectile accuricy is bad others: a very good weapon for a mage build or any kind of high int build, even without spells. magic damage is good for pvp but most of the times low to average for pve 2. very good range and roll catch ability, high damage with full charge r2s if the atack and projectile hits the target 4. very good WA, high magic damage, very good hyper armor, good range 3. highest magic damage for a weapon in the game! The damage can also be buffed with magic clutch ring and crown of dusk 2. If you ever think this is balanced, your senses are in worse shape than oceiros's. What this weapon got with the split physical damage (69 physical, wich is 69 less of magic damage) was a huge nerf. The worst thing abput nerfing is the meta they generate, like the absurd magic damage from a crystal infused flamberge, wich is ultra tier and obtainable way sooner in the game. 3 complains and right into the trash can. No testing, no real changes aside from damage, nothing. 3 or 4 ppl complains about it, it gets nerfed to oblivion and then utterly forgotten by both the devs and the community. Nerfing a weapon is reducing it's properties without even a proper reason. And after that data testing, either tweak the weapon accordingly by increasing or reducing it's properties in order to put it at the same ground to the other options available in the game, or buff their respective counterparts to give whoever confronts the weapon a chance to fight back. Balancing a weapon requires not only testing from the devs's part, but also comparing with the weapon's counterparts or similar weapons. There is a big difference between "balancing" and "nerfing" that ppl doesn't seem to get. Stability: How well the player keeps stance after being hitĪttack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St) Weight: How much the item weights when equipped. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best. This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X".ĭurability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. The higher the scaling letter, the higher the percent multiplier applied to the. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's stat, the higher the is (found on the player status screen). Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the. Requires ? souls and 13 Titanite Scale to +4, ? Souls and 1 Titanite Slab to +5 (upgrade information here) If you wish to post videos, please click the link and apply in the thread) (If your name is not on THIS list, please do not post videos here.
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