Post by Beaver Dude on Aug 25, 2009 21:13:50 GMT -5
I meant to put this up ages ago but, heh, I always liked to dream that the itty-bitty tech character could go and whoop anyone, keyblades of doom or no.
Also, I kinda realized that if people realized that the Tech character could be used in such a way, either the system would require overhaul or headaches would ensue.
Alright. I realize that most people will go HA! I can take him but still, lemme just finish...
What is required for the Tech of Doom?
1. Flaming Impact (reduced cost: 875)
2. Ars Arcanum (reduced cost: 225)
3. Weapon Affinity (reduced cost: 625)
4. Weapon Upgrades (weak, moderate, strong passive strength enhancements. Dee has gauntlets which makes this ideal because it's a common fantasy trope but really, any passive damage dealing ability will work) (reduced cost: 750)
Total cost: 2475
Double cost for non-tech characters.
Now what, la-dee-da, does this do you might ask. Well. For one, you have flaming impact. That's one strong ability-level attack per round. If it isn't, it's HORRIBLY over-priced. That's nearly the cost of two strong level abilities so it should give you at LEAST that much damage given its only close combat *and* elemental damage and that fire is commonly resisted by Heartless. Now, keeping in mind that all you need is physical damage to instigate it, Ars Arcanum will work with it given the description. So that's 3 x strong attacks per round right off the bat.
But what gets this really crazy is that weapon affinity and weapon upgrades can also be passive. Let's say that even with weapon affinity and all the weapon upgrades, all it's equivalent to is another strong level attack per round (I think it squares, weapon affinity probably counts as moderate strength attacks, the strong passive probably counts as an active moderate and glue them together with the passive moderate enhancement and you probably have a strong-ish attack) so at the end of the day you have a character who - without doing anything -
Can hit with the effective might of TWO strong attacks per round but with ars arcanum, can amp it up to SIX[/b].
Yeah, you heard me right, six strong-level attacks per round and with ars arcanum, that's for six rounds. I know that there's now quite a few abilities (probably four, maybe five) that can go toe-to-toe with this build but at the same time...
Is this a legitimate interpretation of how these equips could interact?
Also, I kinda realized that if people realized that the Tech character could be used in such a way, either the system would require overhaul or headaches would ensue.
Alright. I realize that most people will go HA! I can take him but still, lemme just finish...
What is required for the Tech of Doom?
1. Flaming Impact (reduced cost: 875)
2. Ars Arcanum (reduced cost: 225)
3. Weapon Affinity (reduced cost: 625)
4. Weapon Upgrades (weak, moderate, strong passive strength enhancements. Dee has gauntlets which makes this ideal because it's a common fantasy trope but really, any passive damage dealing ability will work) (reduced cost: 750)
Total cost: 2475
Double cost for non-tech characters.
Now what, la-dee-da, does this do you might ask. Well. For one, you have flaming impact. That's one strong ability-level attack per round. If it isn't, it's HORRIBLY over-priced. That's nearly the cost of two strong level abilities so it should give you at LEAST that much damage given its only close combat *and* elemental damage and that fire is commonly resisted by Heartless. Now, keeping in mind that all you need is physical damage to instigate it, Ars Arcanum will work with it given the description. So that's 3 x strong attacks per round right off the bat.
But what gets this really crazy is that weapon affinity and weapon upgrades can also be passive. Let's say that even with weapon affinity and all the weapon upgrades, all it's equivalent to is another strong level attack per round (I think it squares, weapon affinity probably counts as moderate strength attacks, the strong passive probably counts as an active moderate and glue them together with the passive moderate enhancement and you probably have a strong-ish attack) so at the end of the day you have a character who - without doing anything -
Can hit with the effective might of TWO strong attacks per round but with ars arcanum, can amp it up to SIX[/b].
Yeah, you heard me right, six strong-level attacks per round and with ars arcanum, that's for six rounds. I know that there's now quite a few abilities (probably four, maybe five) that can go toe-to-toe with this build but at the same time...
Is this a legitimate interpretation of how these equips could interact?