Quote from Sevian;383492:
o yeah some there are some cool looking things that can be done with Magic Infusion, such as special skills that is active by using it ("ranged melee" if you've played Tales of Symphonia, think of Demon Fang, just thought that'd be cool, these would be skills that cater to hybrids for the most part, cept magic is only a supplement so most of the damage itself would rely on the melee skill set, and affected by INT and STR like Blaze)
(wasn't sure if that's what you were thinking of when you mentioned that Ice Spear one)
My thought was that Infusion would be used to temporarily grant the user of infused clothes access to supplemental skills. Things used to get out of tight situations, an extra attack/combo filler, passive status boosts, etc.
I feel that the effectiveness of the supplemental skill should be affected by the following:
~The infuser's Int/Matk/etc
~The infuser's spell ranks (Masteries relevant to said spell, actual spell being infused)
~The number of charges (when applicable) of the spell at the time of infusing (5 charges of Thunder would produce more of an effect than 2, etc)
~The number of matching infused items.
~All of this with a cap level/rank on the skill. I'll just refer to it as level, for now. Let's say the cap level is 10
So, let's say there's a mage that infuses a clothing with Lightningbolt, resulting in Level 3 Discharge skill granted to the person who equips it. If the mage also infuses Lightningbolt on a hat, resulting in a Level 4 Discharge, the person who equips both the clothing and the hat will have access to a Level 7 Discharge. The effectiveness of the skill would be based entirely on the skill of the Infuser. Users of infused equipment would simply be unleashing a spell/effect that was already put in place, so they wouldn't have an effect on how strong it is.
Some limitations that could be added to it are...
~The spell only lasts a certain number of uses. Afterwards, the spell loses effect, and will eventually disappear from the equipment altogether. Infusers could
possibly attempt spell repairs, but I doubt that would be necessary to implement.
~Unleashing the spell would cost Mana, so it wouldn't be free damage.
~(Possibly) requires usage of a special tool near Magic Shop/Repair NPCs.
With these limitations, some main damage-dealing spells
could actually be allowed. Say...
5 Charges of Fireball on a Staff ->
Meteor Storm. Use count: 1~2
Does tremendous damage in a huge AoE, at the cost of 200 Mana to unleash (With a sizable loading time). User is held in place, holding up the storm throughout the duration of the spell. Any attacks to the user will result in extra damage to the user, as well as ending the spell.
Something like that. o-o