Sonic Resonator may need a reduction in potency
Oct 17, 2017 1:00:42 GMT -5
drunkensolamnic likes this
Post by Kitsunenotsume on Oct 17, 2017 1:00:42 GMT -5
Much though it will be likely chagrined, it is my opinion that Sonic Resonator should probably have it's potency reduced.
The ability, as it is listed, allows two specific weapons the ability to deal more damage that ignores armor than the weapon is capable of normally, as shown in the screenshot (33 Sonic damage, weapon max is 32).
This has a few issues, namely:
- being more potent on the single-handed hammer than a two-handed hammer (due to the target having the same armor in either case, and proccing sonic more reliably with a lower base damage)
- getting a significant benefit from mithril (higher strike chance, sonic damage unaffected), and to a lessder degree Silver (same thing without the +AB, ignore armor on more attacks than Steel)
- scales with target armor, which increases faster than weapon damage as dungeon difficulty increases and can be leveraged with a lower-rank weapon
- appears to ignore Damage Immunity, allowing even tough foes and bosses to be smacked with straight damage.
For comparison, the only other mods I have identified that proc on armor negation are:
- Barbed Tip: Spears only, on a critical hit that is negated by armor, you get a knockdown attempt (On a non-negated crit, you deal a bundle of wounding damage).
- Spiked Head: Axes only, on a hit that is negated by armor, deal 3 wounding damage instead.
The other two mods that address armor negation give you token on-failure benefit. Sonic Resonator, on the other hand, actively encourages minimizing weapon damage and maximising AB to maximize damage output and allows for full weapon-strength damage to bypass all resistance.
It is my suggestion, therefore, that Sonic Resonator should have its effect reigned in a bit, which I see possible via a few ways:
1 - Reduce the effect from "1 - armor rolled" to "1 - half armor rolled"
2 - Cap damage to some portion of weapon damage
3 - Cap damage at half the target's max armor
Other approaches to limit the mod's output might be viable as well, but these would work to reduce it's potency as an effective "Must Have" weapon, which it is unlikely to lose due to the rarity and value of reliable damage after armor.
The ability, as it is listed, allows two specific weapons the ability to deal more damage that ignores armor than the weapon is capable of normally, as shown in the screenshot (33 Sonic damage, weapon max is 32).
This has a few issues, namely:
- being more potent on the single-handed hammer than a two-handed hammer (due to the target having the same armor in either case, and proccing sonic more reliably with a lower base damage)
- getting a significant benefit from mithril (higher strike chance, sonic damage unaffected), and to a lessder degree Silver (same thing without the +AB, ignore armor on more attacks than Steel)
- scales with target armor, which increases faster than weapon damage as dungeon difficulty increases and can be leveraged with a lower-rank weapon
- appears to ignore Damage Immunity, allowing even tough foes and bosses to be smacked with straight damage.
For comparison, the only other mods I have identified that proc on armor negation are:
- Barbed Tip: Spears only, on a critical hit that is negated by armor, you get a knockdown attempt (On a non-negated crit, you deal a bundle of wounding damage).
- Spiked Head: Axes only, on a hit that is negated by armor, deal 3 wounding damage instead.
The other two mods that address armor negation give you token on-failure benefit. Sonic Resonator, on the other hand, actively encourages minimizing weapon damage and maximising AB to maximize damage output and allows for full weapon-strength damage to bypass all resistance.
It is my suggestion, therefore, that Sonic Resonator should have its effect reigned in a bit, which I see possible via a few ways:
1 - Reduce the effect from "1 - armor rolled" to "1 - half armor rolled"
2 - Cap damage to some portion of weapon damage
3 - Cap damage at half the target's max armor
Other approaches to limit the mod's output might be viable as well, but these would work to reduce it's potency as an effective "Must Have" weapon, which it is unlikely to lose due to the rarity and value of reliable damage after armor.