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@Eguzky
Mimic tear just got nerfed lmao
Making it be a flat percentage-based thing might be best, but I'm also tempted to make it above a certain HP threshold. "It takes 660 HP OR 80% of your HP pool, whichever is larger" or something, you know? Would leave the minimum cost there to make it kinda on-par with FP-based summons (I never bothered raising my initial FP amount much until I got Lhutel the Headless on my melee character), and would also balance out for high-HP characters.
But this also raises another question, then - should other summons also be reworked in this same manner? Should Lhutel, say, take up 104 FP OR 90% of your current FP pool over that amount? Should the wolves take up what, 33 FP or something, OR 30% of your total FP pool?
I'm curious if anyone tried testing the mimic out with weapons / skills / whatever that their character is not built for and seeing if the mimic has a set stat pool based on level or what. I know HP is tied to that, and FP is unlimited. Does giving the mimic a dex-based sword that you can't really use affect its damage output with it, or not? If not, then in theory the player could equip a loadout, summon the mimic, and then swap to their usual one. I've done that with a greatsword with bleed on it while I was rocking the Ancient Ruins one.
The last few bosses though, I hit a point where it was mainly "okay, screw swapping stuff, come out and we'll just Energy Wave this dude into the ground."
You should still be able to "coordinate" stunlocks and aggros with the mimic, I just wouldn't expect the same damage output with patch 1.0.3. Potentially different spellcasting behavior too, but I personally play all melee so I haven't tested that.
I really hope they nerf irl food and make everything unsalted, tasteless and fat free also because i feel good food is op and i want others to suffer from tasteless food because i cant have better food so i demand with my entitlement to force it onto others.