Time for another overview/retooling. This time of yet another skillset nightmare by yours truly.
KatarineYeah, finally doing her overview. Katarine is statistically, an oddity, and a generally frail but dodgy individual. While she doesn't quite have the raw pEVA of sorts like Mirek or Ilona, or the mEVA of Faron, she comes close in both regards, being overall dodgy and hard to land a hit (or status) on. This is fortunate because she is also generally VERY frail. Her high Dexterity and Speed scores help underline this tendency, as she will move fast and often; a benefit for both a speed-based attacker and a buffer--with an odd level of self-sufficiency and particularly high mobility. She doesn't like being tied down if she can help it, preferring an ability to dance out of range of slower melee enemies, and possibly close in on the less cooperative squishies if she has a free turn during which she can.
Weapon Damages:
Light Sword: 240 -> 480 over 4 attacks, 80% ACC, 6% Crit, 20% Counter. This JUST misses a fifth attack; if given that, damage goes up to 288->576.
Rapier: 225 -> 450 over 4 attacks, 80% ACC, 15% Crit, 30% Counter.
Throwing Knife: 144 -> 288 over 3 attacks, 70% ACC, 6% Crit, 20% Counter, Range 3.
Darts: 135 -> 270 over 4 attacks, 70% ACC, 6% Crit, 20% Counter, Range 3. Same corollary as with Light Swords. Damage jumps to 172-> 344 with a fifth attack.
Katars: 198 -> 396 over 5 attacks, 85% ACC, 30% Crit, 15% Counter. Damage is likely to fluctuate a good deal in practice due to the critrate.
Okay, so yeah. She's a solid fighter as far as things go, and can do some solid damage to those with low DEX and less than stellar armor. Katars, due to their fairly strong benefits, are a weapon type likely to be restricted in availability based on the havoc the two users can wreak, potentially.
Magic damage equation: (Power-12)*0.76 -> (Power-24)*0.75.
Given, she shares a party with Isolde. They're the suicide squad for the most part; you're pretty much needing some sort of solid offense if you want to stay up to par in there. That aside, the big deal with her is her skillset, which needs a couple of alterations; one for flavor, and one for the sake of easing up mechanics a bit.
*Conduit Leech: Katarine gains the benefits of hex-target support spells that she casts on allies. She uses this technique to split the effect of her Dissonance abilities in half to minimize the Disquiet backlash effects.
Yeah, this one's gone through enough discussion. It's the only one of her skills that starts at 'full', since it just has that one effect. This is pretty much the -core- ability for her to prevent being a weak link, given her skillset and mobility.
*Biogenesis: Hex Target spell. Adds Regeneration to targets of hex. Regeneration duration or AoE possibly increases with level. The backlash effect of this skill is that it instantly Dispels any other buffs on the target, including Katarine herself. If another buff is cast on someone with the Regen, then the Regen effect is dispelled. Dissonance.
Her only healing spell for the game, and it's a more "regen" style. This one is tricky on the basis that it resets her buffing game, but it's also the only source of healing. First thing to do, since everyone insisted on it ages ago, is to make the regen a non-percentile value. The next is to cut the number of levels down to 5, rather than 10, making it a bit less unwieldy, and easier to write a progression for.
As such, we should also be able to get into active healing equations now--since Kasia and Aurel also gain healing of this variety, and it's more important for them. It will likely be renoted as such:
a*INT+b, where a is a positive value and b is a positive integer of sorts.
In Katarine's case, the skill's values will likely be as such:
Level: 1 2 3 4 5
Duration: 2 3 3 4 4
Regen: 3*INT+80 4*INT+100 4*INT+140 5*INT+160 5*INT+200
Radius(Hexes): 0 0 1 1 1
In case this comes off as powerful, keep in mind that this does eat buffs in the process, and goes away if she wants to use any or all of them at some point. This means that if creatively used, she technically has a dispel--but it adds regen. Also, not discriminatory with the AoE there.
As for charges, thinking this would start at 6, eventually going up to 12 by Level 50.
*Rapid Perception: Hex Target spell. Percentile speed boost to of targets of hex. Levels increase strength or duration of boost. Target loses 2% mHP every turn while this status is active. Dissonance.
Aaaand here comes the speed boost. One of Katarine's initial buffs, and probably one of the notably stronger ones on the basis of what it chooses to buff. Speed's important in this game, even if it isn't calculated quadratically. Anyway, again, 5 levels, non-percentile.
Level: 1 2 3 4 5
Duration: 2 2 3 3 4
Boost: 0.4*INT 0.5*INT 0.5*INT 0.6*INT 0.7*INT
Charges: 4, increasing to 8 by Level 50.
*Kinetic Buffer: Hex Target spell. Grants resistance to Slash/Pierce/Impact attacks, IE: physical elements. Levels increase the resistance granted. Target loses 2% mHP every turn while this status is active. Dissonance
As a start, let me bring up the fact that each buffer seems to have their own means of boosting defenses, in a method seeminly befitting of themselves. Eirwen likes to buff the target's natural stats with her cooking. By comparison, Jin likes to grant small but notable buffs to DEF and MDEF with his songs. Katarine, by comparison, prefers directly cutting into the damage taken via resist-adding barriers; that's where this comes in. An -extremely- valuable spell early on for fights that the team can't quite blitz through, since it adds a degree of tankiness that is hard to deny
No duration's listed here, where most spells do. Making it a function of level, as is befitting most of her spells.
Level: 1 2 3 4 5
Duration: 4 4 5 6 7
Resist: 30% 35% 40% 45% 50%
Charges: 4, increasing to 9 by L50.
Alacrity: Single-target spell. +30% DEX boost to target. Levels increase the duration of the boost. Target loses 2% mHP every turn while this status is active. Dissonance. (Prerequisite skill to be levelled: Rapid Perception)
The first of two spells that she does not gain benefits from casting on allies, and for very good reason. DEX is one of those stats that is about on par with SPD for power. That is to say, high. Small changes can alter an opponent's durability and offense heavily--and possibly give someone like Isolde or another heavy a VERY large boost. Larger than from a percentile buff, anyway, given how bad DEX is for some of them.
Boost is changed to a flat 0.4*INT. Level alters duration only.
Level: 1 2 3 4 5
Duration: 2 3 4 5 6
Prerequisite: Rapid Perception Level 4.
Charges: 2, increases linearly to 6 by L50.
Energy Buffer: Hex Target spell. Grants resistance to magical elements. Levels increase the resistance granted. Target loses 2% mHP every turn while this status is active. Dissonance.(Prerequisite skill: Kinetic Buffer)
Not much to say here. It's pretty much the magic-element end of Katarine's defense buffing. In fact, I have no reason to really let it be any different aside from the fact that rather than buffing Slash/Impact/Pierce, it instead boosts resist to Fire/Ice/Lightning/Earth/Wind/Water/Light/Disquiet.
Level: 1 2 3 4 5
Duration: 4 4 5 6 7
Resist: 30% 35% 40% 45% 50%
Prerequisite: Kinetic Buffer Level 3
Charges: 4, increasing to 9 by L50.
Killing Sight: Single-target spell. Grants flat critical rate boost to target. Levels increase duration of boost. Target loses 2% mHP every turn while this status is active. Dissonance.(Prerequisite skill: Alacrity)
And here is the point at which we start hitting blatantly offensive buffs, and powerful ones at that. A boost to critical rate will help just about anyone who relies on physicals. Strongly, at that. Thus, the boost will be a flat 20%. Good enough to be notable, but not so much as to start being hax. Level only increases duration. Charges are few.
Level: 1 2 3 4 5
Duration: 2 2 3 3 4
Prerequisite: Alacrity Level 4.
Charges: Starts at 1, increases linearly to 5 by L50.
Empower: Hex Target spell. Grants percentile boost to ATK and INT for all targets in area. Levels increase duration and strength of boost. Target loses 2% mHP every turn while this status is active. Dissonance.(Prerequisite skills: Biogenesis, Kinetic Buffer)
Another fairly powerful buff, this one hitting ATK and INT. This one is notable for being the last buff she gets that powers up with level (unless you get Killing Sight later). Also the first of skills with multiple prerequisites. It's an extremely strong buff, and likely one of the last ones to be obtained, really. Also, notable that this is the only one that specifically needs to be noted, though this goes for all her buffs: Repeated castings only reset the timer. They do not reapply the effect with new stats.
Level: 1 2 3 4 5
Boost: 0.3*INT 0.3*INT 0.4*INT 0.4*INT 0.5*INT
Duration: 2 3 3 4 4
Prerequisites: Biogenesis L4, Kinetic Buffer L4
Charges: Starts at 2, increases to 5 by L50.
Aura Lance: Single-target non-elemental offensive spell. Deals extra damage for each stat boost or positive status that is on Katarine. Dispels all such boosts after resolution of the attack. Dissonance. Leveling increases damage and accuracy. (Prerequisite skills: Empower, Energy Buffer)
Katarine's only offensive spell--and an unusual one. It eats her buffs to release a fairly large attack on the enemy (and notably does not work with any sort of Status Locking). Tempted to take this off of Nontyped...though now that Isolde got her specialty moved off of Nontyped... <_< That aside, eh, keeping it Non-elemental, on the basis that it's a very situational spell anyway.
#hits = #boosts consumed.
Anyway, the main reason for leveling this sucker up's going to be the power boost. Katarine's magic damage SUCKS, so anything that gives her a boost is wanted.
Level: 1 2 3 4 5
Power: 250 275 300 325 350
To Hit: 100 110 120 130 140
Prerequisites: Empower Level 3, Energy Buffer Level 4
Charges: Starts at 2, increases to 4 at Level 50.
Ablation: Hex target spell. Targets of spell negate the next attack directed at them. Dissonance. Levelling increases the number of charges, albeit slowly.(Prerequisite skills: Kinetic Buffer, Energy Buffer, Killing Sight)
Katarine's last spell, and it's pretty much her top barrier. Kind of a scaled-down White Dragon Protect, where the next attack/attack string is flat out negated. This is a special case of "lasts until triggered" for Katarine, and as such is the only buff with infinite duration. As there's no other way to boost its effect, levels instead increase the number of charges.
Level: 1 2 3 4 5
Charge: 1 1 2 2 3
Prerequisites: Kinetic Buffer L5, Energy Buffer L5, Killing Sight L5