Name:
Sogekihei
Rank:
Legendary (+)
Type:
Bow
Description:
Strengths:
Weaknesses:
Abilities:
Sogekihei
Rank:
Legendary (+)
Type:
Bow
Description:
- Sogekihei:
Strengths:
- If the wielder has any form of camouflage or invisibility it automatically extends to this weapon.
- Even without magical camouflage the dark colouration already makes it easy to hide.
- High quality bow, so good range and high accuracy.
- By sacrificing 5% MP the user can imbue the next shot, making it deal damage of their own element instead of physical damage (retains piercing property regardless of element).
Weaknesses:
- It's a weapon meant for long range, so it's mostly useful when the enemy has no way of closing the gap and attacking you.
- Its abilities require you to stay in place to gather enough power to use them effectively.
- Long range means that unless True Shot is activated any enemy who can see the arrow being launched can most likely evade it.
- It's rather big to allow it to actually shoot arrows far enough, which in turn means it's unwieldy and doesn't work in small passages.
- Its abilities are very mana expensive.
Abilities:
- Critical Strike:
Name:
Critical Strike
Rank:
Up to A-Rank
Duration:
1/2/3/4 posts
Cooldown:
4/6/8/10 posts
Description:
A Charge Up spell meant to dramatically increase the damage of the next shot. While charging the wielder can't move or use any other abilities (abilities which are already in effect aren't turned off). Sole exception to this is True Shot, which can be combined with Critical Strike.
Every post that Critical Strike is charged costs 10% of the wielder's MP (max of 40%, scales with wielder up to A-Rank).
The damage dealt by this strike is dependent on where the arrow hits the target.
Non-Vital (Limbs): 75% of wielder's Rank in spell damage (up to A-Rank) per post charged.
Vital (Torso): 100% of wielder's Rank in spell damage (up to A-Rank) per post charged.
Extremely Vital (Head/Neck/Heart): 125% of wielder's Rank in spell damage (up to A-Rank) per post charged.
Anything which doesn't have vital spots (like golems) is treated as Non-Vital. Stacks with any other increases to damage taken by the target.
Strengths:- Can be used to shoot down a high priority target.
- Since it's a ranged attack, can be launched from a relatively safe position
- Exploits vulnerable areas immensely.
Weaknesses:- Requires you to not move or do anything other than charge for several posts.
- Can be hastily fired if forced to move or use an ability, but damage will be reduced by 50% flat.
- That's a lot of mana wasted if you miss.
- If the full charge is used it has a cooldown on par with H-Rank spells.
- May be effective if the target has vulnerable areas, but against more all around tough targets it's rather unimpressive.
- Can be used to shoot down a high priority target.
- True Shot:
Name:
True Shot
Rank:
Up to B-Rank
Duration:
1/2/3/4 posts
Cooldown:
4/6/8/10
Description:
A Charge Up spell meant to increase the odds of hitting the target and securing a kill. While charging the wielder can't move or use any other abilities (abilities which are already in effect aren't turned off). Sole exception to this is Critical Strike, which can be combined with True Shot.
Every post that True Shot is charged costs 5% of the wielder's MP (max of 20%, scales with wielder up to B-Rank).
For every post that True Shot is charged the range, speed and penetration* ability increase by 25% (Up to B-Rank, so 4/8/12 additional yards per post). If fully charged the shot can go through one barrier of the same Rank (up to B-Rank) without slowing down or changing course.
*Penetration: ability to ignore personal defences like armour or enchantments that buff the target's damage reduction. Follows buff rules in regards to effectiveness towards weaker and stronger enemies (capped at B-Rank), except each difference in Rank affects it by 20% rather than 10%. Penetration always caps at 100% (damage doesn't increase beyond the raw damage).
Strengths:- Allows the user to attack from an even larger distance.
- The increased speed makes it significantly harder to dodge.
- The penetration means that even heavily armoured targets can be brought down.
Weaknesses:- Unless fully charged the attack can still be stopped with barriers and shields, and even if fully charged, more than one barrier of the same Rank will still do the trick.
- Effects are notably weak if not charged for at least two posts.
- The effects of True Strike are lost immediately if the user is forced to move or use an ability.
- While the increased speed makes it more likely for the shot to hit, it's still not a guarantee and still relies on the target not noticing the shot until it's already in the air.
- The penetrative effects are notably weaker against defences of a higher Rank.
- Allows the user to attack from an even larger distance.