This preview covers the 5 characters left out of last week’s preview (Plus 2 extra changes made between now and then)
Camellia:
Skills:
Close Combat:
Adjusted functionality:
Deal 2x Physical Damage to an enemy twice, then lower their Physical Armor by 50% and strike again.
Blade Dance:
Adjusted functionality:
Deal 3x Physical Damage to 2 different enemies. If any are affected by Follow Through, Critically Strike.
Parry:
Renamed to Perfect Parry
Parries now apply Follow Through, reducing the target’s Armor by 15% until Blade Dance consumes it
Tiny Camellia:
Adjusted functionality:
Heroic: Camellia summons a tiny version of herself to deal 4x Physical Damage to all enemies. She then applies Bleed and Follow Through to them.
Base:
Now has 100 Mana
Skills:
Brand (Basic Attack):
Renamed to Torch
Now does 3x Spell Damage (Was 4x Physical Damage)
Now only deals Fire damage (Was Physical and Fire)
Singe Magic:
Now costs 25% of Mana
Now returns 25% of damage dealt as Mana
Hellfire:
Now costs 10% of Mana
Cooldown reduced to 3 turns (Was 4)
Adjusted variance to be a little less volatile
No longer applies Burn
Now deals 2x Base Damage when there are 2 or less enemies (Was 1 enemy)
Now properly deals 2x Base Damage
Now deals Spell Damage instead of Physical Damage
Flameheart has been redesigned.
Inferno Gauntlets:
Passive: Spitfire’s attacks empower his Inferno Gauntlets, causing all damage he deals to be increased by up to 200%. Inferno Gauntlets also gain power each turn.
Melted Armor has been redesigned.
Intense Heat:
Heroic: Spitfire’s next 3 attacks ignore 50% of the target’s Armor and restore 40 health to him.
Daxt:
Skills:
Healing Potion:
Healing decreased to 25% of Max HP (Was 30%)
Now Dispels an Ailment
Weapon Oil:
Adjusted functionality:
Apply Weapon Oil to an ally’s weapon, causing their next Basic Attack to apply Poison.
Cooldown increased to 4 turns (Was 2)
Luna:
Skills:
(Blood) Moonfire:
No longer has a unique Blind, and uses the basic one
Damage decreased to 4x Spell Damage (Was 5x Spell Damage)
(Full) Moonlight:
Healing decreased to 4x Spell Damage (Was 5x Spell Damage)
Twilight’s Call:
No longer grants -30% Aggro Rate
Evasion increased to +50% (Was +20%)
Eclipse’s Call:
50% Physical Damage Cut changed to 20% Damage Resistance
No longer grants Reflection
Now grants +20% Evasion
Emissary pf the Moon:
Now only grants 50% Shadow Resistance (Was Shadow Immunity)
Lunar Phases don’t start shifting until after the 3rd turn in battle (Was at the start of battle)
Xelth:
Skills:
Surge (Basic Attack):
Healing amount decreased to 2x Spell Damage (Was 4x)
Burst Heal:
Healing amount decreased to 2x Spell Damage (Was 3x)
Black Light:
Adjusted functionality:
Passive: Xelth’s skills apply Surging (If Healing) or Dreading (If Damage). These effects deal 35% of the original amount over 3 turns. Surge, Xelth’s Heal, transforms into Dread, his Damage, when in Shadow Form.
Duskfale has received an overhaul to make it’s effects more clear in battle
Critical Strike Flat damage has been changed to only take the user’s Luck into account for calculations
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