Status-Inflicting Armours~
So we have weapons that, when you land a hit with, have a chance of inflicting a status effect. Now, we also have a problem of various armour being under-used due to lack of benefits. Now, what if we could turn the status-infliction into a defensive tool? Throw the same effect on armour, so that it has a chance of inflicting the status back on your enemies from a defensive standpoint! Great for guardians, bombers or crowd-rushing strikers~
How would it be applied?
We have a couple of options, as Little-Juances has pointed out a few more to me. If anyone can come up with any more, do let me know. The current options are:
1/ It's magic. Hit someone with gun, sword or bomb and you magically erupt into flames. Don't question it, it's a game.
2/ Instead of being applied by being attacked, it creates a small, personal "haze" around you that has a chance to affect anyone nearby.
3/ Once attacked, it unleashes a tiny status ball of homing magic that targets the attacker and inflicts them. Magically.
How likely would it be to occur?
Obviously the rate couldn't be like alchemers or hazes; think more along the lines of the other status weapons that have "Slight" chances, which I think is about 1/12, 1/16? Something like that, maybe a touch higher if above options 1 or 3 are applied. In CW this won't make much of a difference other than to improve your efficiency, especially if using underclass sets, but would be a nice touch. In LD, it won't trigger often enough for you to be spamming it every time you go on the field (you'd probably need to die/heal a couple times over before seeing it) but would serve to throw out a curveball every once in a while. This would especially be helpful for tanking sets who are more likely to be guardians, have high hp, take hits etc.
Also, it won't proc based on fire/shock damage ticks, and environment hazards shouldn't cause it to proc either.
How strong would the effect be?
Now, it could be a fixed rate across all armour with balance concerns in mind, but I had it in my head that the strength of the effect would increase with the armour tier, however the likelihood should remain a constant. For example, Skelly would be Slight chance to inflict Minor Curse" whereas Dread Skelly would be "Slight chance to inflict Strong Curse". I think that'd be the most fair way to do it, as by tier3 there are a lot more resistances and immunities (many of which are even natural, w/o UVs) which could quickly make this entire thing redundant.
Which part would it go on?
We have a couple of options that I can think of:
1/ Put it on the armour only, and allow the helm to remain as is, and be interchangeable.
2/ Put it on both parts, but lower/half the likelihood of it happening to encourage wearing full sets and allow mixing two sets of such.
3/ Somehow rig it to require both parts being worn to allow the effect to activate, and with the same chance of infliction as option 1.
Examples?
Well, obviously we don't need any freeze-inflicting Skolvers or fire-inflicting Vogs (as epic as that'd be for my Arsonist loadout~), and the primary offensive sets honestly don't need buffed more, so keep this effect back for the underused sets to encourage their use and give them a slight buff.
But, to give some possible examples:
Skelly/Fallen - Curse
Deadly Viru- Poison
Ice Queen - Freeze
Almirian/Dragon - Fire
Ironmight/Ancient Plat - Stun (this would allow tanking sets a fighting chance at surviving, if targets got stunned for the tank to fight back)
[I can't think of what set would suit shock, except maybe Gray Feather? I doubt Merc would be considered as an option due to it being an experimental set, but who knows?]
it really sounds like a ce drain to me