NapkinDispenser
Tamer
- Joined
- Nov 12, 2020
- Messages
- 563
This thread is specifically about the Slingshot gear item.
0.6
The original effect granted +1 stage for DEF, SPDEF, and SPD after the holder delivers an attack that has *1/4 efficiency, otherwise known as double resisted. There's not a lot of consistent ways to get this effect to activate, especially when this item was introduced. The effect sounds good for a bulky set but dealing double resisted damage requires a specific target. Here's a list of those since Arbury's release:
Earth: 5 (Loali, Wiplump, Babawa, Saku, Tukai)
Electric: 6 (Amphatyr, Mudrid, Innki, Vulffy, Chimurian, Grumper)
Toxic: 4 (Mudrid, Tortenite, Cycrox, Akranox, Waspeen)
Fire: 3 (Drakash, Garyo, Vulcrane)
Water: 3 (Nidrasil, Platimous, Kalabyss)
Nature: 2 (Nidrasil, Hazrat)
Crystal: 2 (Drakash, Vulcrane)
Melee: 1 (Maoala)
Wind: 1 (Gazuma)
I may have missed some including a few Koish subspecies, but for the most part the two most prevalent quadruple resisted types coincides with Grumper, whose types are coincedentally two of the better offensive types for coverage. There's also equipping your Pigment Inverter Chromeon with Slingshot if you're into that sort of thing.
The old version of Slingshot had some potential strategically for putting yourself in a scenario where whether your opponent switches out from an imminent effective attack into a defensive pivot or stays to take the hit and possibly be down one tem. Either way you get something beneficial, though the outcome would probably favor not being able to do enough with the buff in the odd chance this scenario plays out rather than hitting something that only *1/2 resists the attack.
0.8
Arbury initially changed Slingshot in a significant way: the condition for activating the +1 DEF, +1 SPDEF, and +1 SPD buffs was changed from requiring double resisted damage (*1/4) to dealing less than 20% of the attack target's max health. This means any small chip damage attack, say for example Goolder's Novice Punch, would not only be able to gain +33% direct damage resistance but it was also stackable. Using this item leaves the holder vulnerable to doom which was also bolstered with Arbury by 5PPEH, but previously the Talisman gear item was improved to apply onto both the holder and the holder's ally. There's also much more prevalent access to Purgation, a technique which cures the doom status. A team could have one bulky tem using a low cost chip damage attack while that tem's ally only has to guard from doom status.
0.8.3
In a patch for Arbury the item was changed once again to become drastically different. The DEF and SPDEF buffs are completely removed and the activation condition was changed: from dealing less than 20% of the target's max health, to being based on whether the base power of the attack used by the holder is between 1 and 55. An additional restriction was added to Slingshot: it can't be activated when the holder's ally is the attack target. Presumably this is preventative from using Wake Up and similarly feeble techniques on the ally to stack up the effect, not that I expect +1 SPD to be of much use to a bulky set after the nerf to speed stat changes.
In the item's current state, the only practical use for this item I'd bother with anymore is on Aerobic Volarend using Wind Blade on turn 1 for low stamina consumption, +1 SPD from Aerobic activating, and another +1 SPD from this new version of Slingshot. This could also pair well with something holding Morale-boosting Whip to give your Volarend +1 SPD at the cost of 35% stamina. Using the damage calculator from tem.team for level 100 Volarend:
Start of turn 1: 17 stamina removed from Volarend (49 -> 32)
Turn 1: Volarend spends 9 stamina on Wind Blade (32 -> 23)
End of turn 1: Volarend restores 4 stamina (23 -> 27)
Turn 2: Volarend spends 34 stamina on Hyperkinetic Strike (27 -> 0, overexert)
The overexertion can be avoided with stamina investment but at this point I've changed my team composition to replace Aerobic Volarend with Granpah or Barnshe with Hypoxia. Bully Granpah's Hypoxia does close enough damage compared to +3 SPD Aerobic Volarend, not to mention Granpah could use Wind Burst instead for better stamina economy if I'm worried about overexertion or my opponent switching out.
What I want
This is how I would want the item to be changed to make me want to use it without it being too powerful. This is a full replacement for the current effects.
When the holder deals damage to an opponent Temtem that's super ineffective, the holder gains +1 ATK, DEF, SPATK, SPDEF, and SPD. Positive stat changes on the holder cannot exceed 1 stage.
There are two conditional restrictions: can't hit your own tem and it has to be double resisted. There's also the limit on how much stat changes the holder can stack to prevent this item from being stacked all the way to +5 for all stat changes. This limit also applies to other sources of stat buffs. Debuffs aren't limited by this effect.
0.6
The original effect granted +1 stage for DEF, SPDEF, and SPD after the holder delivers an attack that has *1/4 efficiency, otherwise known as double resisted. There's not a lot of consistent ways to get this effect to activate, especially when this item was introduced. The effect sounds good for a bulky set but dealing double resisted damage requires a specific target. Here's a list of those since Arbury's release:
Earth: 5 (Loali, Wiplump, Babawa, Saku, Tukai)
Electric: 6 (Amphatyr, Mudrid, Innki, Vulffy, Chimurian, Grumper)
Toxic: 4 (Mudrid, Tortenite, Cycrox, Akranox, Waspeen)
Fire: 3 (Drakash, Garyo, Vulcrane)
Water: 3 (Nidrasil, Platimous, Kalabyss)
Nature: 2 (Nidrasil, Hazrat)
Crystal: 2 (Drakash, Vulcrane)
Melee: 1 (Maoala)
Wind: 1 (Gazuma)
I may have missed some including a few Koish subspecies, but for the most part the two most prevalent quadruple resisted types coincides with Grumper, whose types are coincedentally two of the better offensive types for coverage. There's also equipping your Pigment Inverter Chromeon with Slingshot if you're into that sort of thing.
The old version of Slingshot had some potential strategically for putting yourself in a scenario where whether your opponent switches out from an imminent effective attack into a defensive pivot or stays to take the hit and possibly be down one tem. Either way you get something beneficial, though the outcome would probably favor not being able to do enough with the buff in the odd chance this scenario plays out rather than hitting something that only *1/2 resists the attack.
0.8
Arbury initially changed Slingshot in a significant way: the condition for activating the +1 DEF, +1 SPDEF, and +1 SPD buffs was changed from requiring double resisted damage (*1/4) to dealing less than 20% of the attack target's max health. This means any small chip damage attack, say for example Goolder's Novice Punch, would not only be able to gain +33% direct damage resistance but it was also stackable. Using this item leaves the holder vulnerable to doom which was also bolstered with Arbury by 5PPEH, but previously the Talisman gear item was improved to apply onto both the holder and the holder's ally. There's also much more prevalent access to Purgation, a technique which cures the doom status. A team could have one bulky tem using a low cost chip damage attack while that tem's ally only has to guard from doom status.
0.8.3
In a patch for Arbury the item was changed once again to become drastically different. The DEF and SPDEF buffs are completely removed and the activation condition was changed: from dealing less than 20% of the target's max health, to being based on whether the base power of the attack used by the holder is between 1 and 55. An additional restriction was added to Slingshot: it can't be activated when the holder's ally is the attack target. Presumably this is preventative from using Wake Up and similarly feeble techniques on the ally to stack up the effect, not that I expect +1 SPD to be of much use to a bulky set after the nerf to speed stat changes.
In the item's current state, the only practical use for this item I'd bother with anymore is on Aerobic Volarend using Wind Blade on turn 1 for low stamina consumption, +1 SPD from Aerobic activating, and another +1 SPD from this new version of Slingshot. This could also pair well with something holding Morale-boosting Whip to give your Volarend +1 SPD at the cost of 35% stamina. Using the damage calculator from tem.team for level 100 Volarend:
Start of turn 1: 17 stamina removed from Volarend (49 -> 32)
Turn 1: Volarend spends 9 stamina on Wind Blade (32 -> 23)
End of turn 1: Volarend restores 4 stamina (23 -> 27)
Turn 2: Volarend spends 34 stamina on Hyperkinetic Strike (27 -> 0, overexert)
The overexertion can be avoided with stamina investment but at this point I've changed my team composition to replace Aerobic Volarend with Granpah or Barnshe with Hypoxia. Bully Granpah's Hypoxia does close enough damage compared to +3 SPD Aerobic Volarend, not to mention Granpah could use Wind Burst instead for better stamina economy if I'm worried about overexertion or my opponent switching out.
What I want
This is how I would want the item to be changed to make me want to use it without it being too powerful. This is a full replacement for the current effects.
When the holder deals damage to an opponent Temtem that's super ineffective, the holder gains +1 ATK, DEF, SPATK, SPDEF, and SPD. Positive stat changes on the holder cannot exceed 1 stage.
There are two conditional restrictions: can't hit your own tem and it has to be double resisted. There's also the limit on how much stat changes the holder can stack to prevent this item from being stacked all the way to +5 for all stat changes. This limit also applies to other sources of stat buffs. Debuffs aren't limited by this effect.