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The Desert Maiden - Neferti Cumulonimbus+

Discussion in 'Unit Discussion' started by ganmbit, Sep 14, 2020.

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  1. ganmbit

    ganmbit Member

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    This is the first route of the provided two routes of Neferti J+. Sage+ is a kinda good J+ but I think that Diviner is suiting her more, both in gameplay and in lore

    Please mods, don't delete this post
     
  2. ganmbit

    ganmbit Member

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    Universal Changes:
    1. Using Scaling of 0.8*MATK+LUCK

    Passive Change:
    1. Clear Air Turbulation -> Dessert Maiden Virtue:
    Greatly Raises Max HP, Raises PATK/MATK/LUCK, Reduces Cast Time
    +25~50% Max HP
    +10~30% MATK
    +10~30% LUCK
    +10~30% PATK
    -30 Cast Time
    Changes:

    1. Rain Snail -> Sand Storm Waltz: Inflicts Wind Magic Damage to units in the area(Very Strong vs Thunder), Inflicts Blind/Slow to enemy, Increase Own LUCK and Reduces Enemy's LUCK, Reduces enemy Magic Resistance
    Area: All Map
    Height Range: Unlimited
    LUCK: +50%
    LUCK(TargetEnemy): -30%
    Attack: 50~75%(Level 1~Level 20)
    Blind/Slow: +100(TargetEnemy)
    Strong vs Thunder: +80
    Scaling: 0.85*(MATK+LUCK)
    Magic Res: -20
    Ignore Defense Rate: -85%(This one is on the move itself, TACdb)
    Uses: 3/3
    Jewel Cost: 45

    2. Max Flash Wind Speed -> Quick Dessert Haze: Wind Magic ATK(Strong vs Thunder) on enemy unit with Dmg based on how low own HP is
    Range: 5
    Height Range: 3
    Strong vs Thunder: +50
    Scaling: 1.2*(Max HP - Current HP)
    Attack: 150-180%
    Use: 6
    Jewel Cost: 12

    3. Voltage Warning -> Sand Dust Surge: Wind Mag ATK(Strong vs Thunder) on enemy units within area around self & power is based on user and target's LUCK, Inflicts Blind/Slow(Decrease Enemy MDEF when inflicted Blind/Slow), Reduces Enemy Wind Res
    Area: Diamond(5)
    Height Range: 2
    Strong vs Thunder: +50
    Scaling: 1*(LUCK*2 - Enemy LUCK)
    MDEF: -30%
    Requirements: Blind/Slow
    Wind Res: -30
    Attack: 150~170%
    Charges: 5

    4. Roaring Lightning Flash -> Sand Tornado: Wind Mag ATK on units within area (Very Strong vs Thunder) & Raises Power based on user and target's LUCK, raises damage when enemy is inflicted with ailments
    Range: 5
    Area: Diamond (5)
    Height Range: 3
    Scaling: MATK + (LUCK*2 - Enemy LUCK)
    Ignore Def rate: -50%
    Tokkou: +100
    Requirement: Stats Ailments
    Attacks: 180~230%
    Charges: 5/5
    Jewel Cost: 50
    -Divine Lightning -> Divine Sandstorm: Wind Mag ATK on units within area (Powerfully Strong vs Thunder) & lowers MDEF/Wind Res for three turns before activation & Raises Power based on user and target's LUCK
    Range: 5
    Area: Diamond (5)
    Height Range: 2
    Wind Res: -30~50
    MDEF: -30~40%
    Strong vs Thunder: +120
    Ignore Defense Rate: -50%
    Scaling: MATK + (LUCK*2 - Enemy LUCK)
    Attack: 300%
    Uses: 5/5
    Jewel Cost: 50

    Added Move(Basically Importing Other Job Moves, Optional):

    1. Dancing Dustcloud: Wind Mag ATK on units within target area (Powerfully Strong vs Thunder) & inflicts Daze
    Range: 5
    Area: Cross (3)
    Height Range: 2
    Scaling: 1.5*MATK
    Strong vs Thunder: +120
    ATK: 150%
    Jewel Cost: 40
    Use: 3/3

    2. Dessert Wind Blast: Inflicts Wind Mag ATK to enemy units in the area(Powerfully Strong vs Thunder), power is based by own MATK, Increase damage when enemy is hit by status ailments
    Area: 4x3 Lateral
    Height Range: 3
    Attack: 200%
    Scaling: 1.5*MATK
    Jewel Cost: 50
    Use: 3/3

    (Both of this are addition exclusive to Main Job)

    Highly Optional Addition:

    1. Royal Privilege: Inflicts Wind Magic Attack to enemy, absorbs HP, and Doubles Magic ATK Power for one turn, Bestows Strong vs Thunder
    Range: 4
    Area: 3x3 Cross
    Height Range: 3
    Attack: 100~125%
    Ignore Defense Rate: -25%
    Scaling: 1.5*MATK
    Use: 5/5
    Jewel Cost: 32


    (This one is added to basic)

    Optional Change:

    1. Clear Refresh -> Refreshing Dew: Raises Max HP/PATK/MATK of Allies and self around the area
    Area: 5x5 diamond
    Range: 3
    Height Range: 2
    Max HP: +50%
    PATK: +30%
    MATK: 30%
    Cast Speed: 500
    Use: 5/5
    Jewel Cost: 25

    2. 120% Chance of Efficiency -> Powerful Sand Storm: Inflicts Blind/Slow, chance of inflicting Silence(doubles magic damage received to enemy when inflicted silence), Lowers Combo Area/Hit Rate/LUCK, Raises Own LUCK/Strong vs Thunder
    Blind/Slow: +100
    Silence: +50
    Combo Area(TargetEnemy): -5
    Hit Rate(TargetEnemy): -10~20
    LUCK(TargetEnemy): -20~40%
    (TargetSelf)
    LUCK: 25~50%
    Strong vs Thunder: +20~50
    Uses: 3/3
    Jewel Cost: 40

    (No Magic Attack Power Multiplying Skills? Her Nensou Gear has it already, 7 Changes with extra 1 optional change(Not to be taken seriously about this one)? Nah, Screw the limits, see how GIMU handle Chloe 10 move changes minus move removals)
     
    Last edited: Sep 15, 2020
  3. ganmbit

    ganmbit Member

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    Route 2: Rozetta+ (Desert Lily)

    Universal Changes:
    1. All "Mega Elemental Attacks" are now dealing 140~160% scaling and has +50 Strong vs "Weaker Element"

    Changes:
    1. Blast Burst - Blasting Lily: Wind Mag ATK on enemy units in the area, reduces enemy Wind Res. (Strong vs Thunder)
    Range: 5
    Area: Square(3)
    Height Range: 2
    Strong vs Thunder: +50
    Wind Res: -20
    Multiplier: 120~140%
    Use: 3/3
    Jewel Cost: 20

    2. Zephyros Roar: Desert Wind Roar: Wind Mag ATK on enemy units within target area (Strong vs Thunder)
    Range: 4
    Area: Lateral 3
    Height Range: 2
    Multiplier: 120~150%
    Cast Time: 400
    Strong vs Thunder: +80
    Use: 3/3
    Jewel Cost: 50
    -Zephyros Swing: Desert Wind Blast:Wind Mag ATK on enemy units within target area (Powerfully Strong vs Thunder)
    Range: 4
    Area: Lateral 3
    Height Range: 2
    Multiplier: 200%
    Cast Time: 400
    Strong vs Thunder: +120
    Use: 3/3
    Jewel Cost: 50

    3. Dancing Dustclouds -> Dancing Winds: Wind Mag ATK on units within target area (Powerfully Strong vs Thunder), Increase damage when enemy is inflicted with Wind Res Debuff & inflicts Daze
    Range: 5
    Area: Cross (3)
    Height Range: 2
    Multiplier: 150~175%
    Strong vs Thunder: +120
    Tokkou: +50
    Condition: Wind Res Debuff
    Use: 3/3
    Jewel Cost: 40
    Follow Up: Desert Haze Blast: Powerful Wind Mag ATK to enemy units in the area(Powerfully Strong vs Thunder)
    Area: 5x5 diamond around target center enemy
    Scaling: 1.6*MATK
    Multiplier: 200%
    Strong vs Thunder: +120
    Conditions: One of Enemy's HP below 50%

    Added Move:
    1. Merciless Tornado: Powerful Wind Mag Atk(Powerfully Strong vs Thunder) to enemy units in the area, Ignores DEF, Greatly Raises power if the enemy has reduced Wind Resistance, chance of inflicting Blind
    Range: 5
    Area: Diamond(5)
    Height Range: 3
    Ignore defense rate: -100%
    Strong vs Thunder: +120
    Tokkou: +120
    Condition: Wind Res Debuff
    Multiplier: 250%
    Use: 3/3
    Jewel Cost: 50

    2. Royal Prayer: Doubles own MATK and greatly reduce cast time for 1 turn
    Cast Time: -50
    MATK: +100%
    Jewel Cost: 20
    Use: 3/3

    (Optional)
    1. Oasis Breeze: Heals ally units within area based on their max HP, increase Wind ATK power
    Heal Rate: 15% of Max HP
    Wind: +30
    Use: 5/5
    Jewel Cost: 30
     
    Last edited: Sep 23, 2020 at 11:12 PM

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