>damage increased by 12% for 2.5 seconds
>any game with cooldowns
cooldowns are anti-fun and shows the dev has no clue how to balance their games properly
>>339279607
>25% chance to reduce poison damage by 40% for 5 seconds
>headshots with the first bullet in the magazine have a 20% chance to do incendiary damage
>>339279714
honestly this. Moves should be balanced by their abillity to being pulled off. Or have a limited use
>>339279607
>damage increased by 100% when under 20% health
>>339279607
>passive ability
>damage increased by 0.0000000000005% (ugradable up to 1%) after 2 successful critical hits of 2x damage with a 0.25% chance of crit and with bare fists, crit chance decreases to 0.00000000000000000000000000000099% and when using other weapons attack is slowed by 0.5 attk/sec
>No effect on boss enemies
>item boosts defences when HP is critical
>still die in one hit
was this thing ever not shit?
>>339281071
No, it was ALWAYS useless
>+5% damage output
It's nice to have, but is there a more banal "upgrade"?
>>339280046
>>339279878
>>339279607
>Greater Firestaff of the Flame Lord
>+1 Fire Damage
>>339281606
What's with all the tripfags (and SECURE tripfags at that) lately?
>>339279714
name ONE game with no cooldowns
>>339281606
filtered desu
>weapon has small chance to instakill
>works against bosses
prepare to die >:D
>>339281071
It actually saved me a couple of times in the beginning
>>339281772
Onsokumaru has always been here
>>339281981
>>339281772
Please do not reply to tripfags or talk about them.
>fight through an area with tough unique enemies
>reward is a weapon that's extremely effective against them
>never see them again in any future areas
>no NG+
>>339281906
gotta love mehrunes' dagger
>Level 12-17 Meditation Aura When Equipped
>>339282209
>FIRE WEAPON
>no way to tell what a monster's element is without wasting a turn scanning them or trial erroring your attacks. Can't re-equip items during battle.
>>339282209
>complete a quest
>reward is a sword passed down through generations of family
>accept with great honor
>check stats
>less than current build
>drop immediately
>>339280247
berserker skills are always the best.
>cannot drop key items even after they've played their role in the game
>key items have weight/don't have their own inventory area
>1 poison damage for 0.1s applied on 5% chance critical hits taking into account poison resistance
>>339281906
How I managed to kill the viper king in xcom 2
It was underwhelming
>waste turn to buff your next attack by 50%
>or just attack twice for 100% increase
>complete secret dungeon and all secret bosses
>get best weapon ingame as a reward
>no ng+
>10% change to bash
>procs 5 times in a row against you, and once every 10 minutes with you
>element strength/weakness as a crucial game mechanic
>after some point absolutely everything uses some sort of omni/no-element dmg type invalidating the whole thing
>>339283649
games that do that typically have other aspects to it
like saving MP on a strong move, or has a defense mechanic where increased ATK will "break" defense and result in higher damage than two hits
>>339284040
While that may be true in a minmaxing sense, I've never played an RPG that I couldn't brute force with just damaging attacks. I've never used status effects outside of gimmick fights that require them.
>>339283987
SMT
>>339281498
This is fine if parrying is skillful and inherently worthwhile, just written in the most tedious way.
>>339281071
I think the effect kicks in as you are crossing the threshold, so it can give you one more hit you wouldn't get otherwise.
>>339283649
>enemy uses a move that makes them invulnerable for 1 turn
>use that next attack 50% buff
That's why
>>339285830
Wouldn't the buff be wasted then since they're invulnerable? Should have just attacked.
+2% to poison resistance
>>339286324
>attack while invulnerable for 1 turn doing 0 damage
>attack again at normal power on 2nd turn doing regular damage
>vs
>buff while invulnerable for 1 turn
>attack with extra power when no longer invulnerable on 2nd turn
is that clearer?
>>339286515
That makes sense now, yes.
>Increases poison resistance*
>*Does not effect environmental sources of poison
>No enemy in the game uses poison anything
>>339286802
this has gone too far
>>339281801
fighters don't really have cooldowns
so tekken
>>339279607
>base hp regen rate is 1 point every 10 seconds
>ring of increase hp regen
>hp regen rate now is 1 point every 9.95 seconds
>100 base hp
>'Health I - +10 health' 1 skill point
>'Health II - +20 health' 3 skill points
>'Health III - +30 health' 5 skill points
>final health - 130 hp
>>339287948
>health upgrades is a "extra gain per level" thing, and doesn't count for levels gained without it
>can only start getting them mid/late-game
>>339279607
>+15% dmg while health >50%
vs
>+20% dmg while health < 50%
and
>+5 drain dmg per hit but -1 hp regen
vs
>20% chance of 20% armor penetration
Pick your combination
>+50% splash damage every hit
Oh boy time for some musou shit
>Cast [Fireball] on-hit
>dual wield, increased attack speed
>doesn't use your INT stat being an item so the damage is shit
>drops to 2fps
>>339288265
20% dmg while health < 50% and 20% chance of 20% armor pen to maximize damage, the hp drain would heal you above 20% hp too quickly.
>>339280142
>limited use
>cd isnt a limit
Yall retarded
>>339282869
>Party with berserker
>All heals are AoE
>"Stop healing! I need to do max damage!"
>Healer actually stops. Party gets wiped
Fuck berserkers.
>>339289950
>madman axe user going around with 5% HP for max damage
>heals aren't AoE
>there's a support skill to grant invinicibility for 1 hit
>the healer still heals you
fuck you healer
>>339279607
God I hate FFXIV's cooldown juggling combat. It's not satisfying at all, there's just no oomph to it.
>On use, you gain 1000% increased stats for 60 seconds
>after 60 seconds, all your stats become 1
>10% more gold
>Costs gold to unlock
>>339292119
what game?
>>339281801
Fable 2/3