Vaporise: Reduced to 1AP.
On doll: Removes the doll from the field and restores a percentage of the sadida's max health based on the doll summoned (the AP spent to create the doll) and 1 WP. Greedy = 4%, Block = 6%, etc.
On ally: Restores HP equal to damage dealt
On ally, enemy or Voodoll: -1 AP to Sadida
Tree: Restores a percentage of the Sadida's max HP based on MP and AP consumed. 1MP = 4% restored, 1AP = 2% restored
Dolly Sacrifice: No cost to cast. Condition: AP >0
On doll: Returns the doll to seed form and restores the same as Vaporise, but -2% for the cost of the seed. -1 AP to Sadida
On seed: Removes the seed from play and restores 2% of the sadida's max health and 1 WP.
Sic 'Em More: Applies the Controlled state
Green Guard: Applies the Controlled state
What I want to achieve with this handful of changes is, I wanted a way to immediately remove dolls from the field to save precious time. Dolly Sacrifice retains its function, but its health restoration is no longer chromatic, because Sadidas do not have a passive damage spell*. Their damage%'s are lower than other classes, and additionally, the base heal on Sacrifice isn't enough.
Making the heal health based instead of damage based achieves two things:
- It allows Sadidas to dump health to improve their dolls health
- It allows Sadidas to dump health to improve their own health recovery
I have reduced Vaporise and Dolly Sacrifice cost by 1ap, and incurred a 1AP loss on the Sadida instead (like Magnetic Claw) to enable the Sadida to use Vaporise with their final AP, as that's a problem I'm sure we're all quite sick of with the current Vaporise.
With Tree, I wanted to make it useable regardless of Lone Sadida. A cast of Tree with 150% Lone Sadida bonus is significantly better than a cast of Tree with 0% Lone Sadida bonus. It makes me regret casting Tree when I have dolls out, or within the first few turns of a battle. This is something I object to.
Ideally, a Sadida that casts Tree at the beginning of their turn will restore 44% of their max HP (12AP 5MP). This is less than what you would get if you cast Mudool*4 on yourself before casting Tree, but it gives non-water sadidas a way to restore health. The Sadida class is, in my eyes, supposed to survive where no other would, but only Water sadidas meet that classification.
It also meshes in with the current Sadida, that gets its wings at 12AP, but that doesn't leave many points leftover. Making more of their spells revolve around HP will allow Sadidas to stat HP if they really want to, and will have benefits beyond what most other classes would get from a similar investment.
Sic 'Em More and Green Guard should automatically allow the Sadida control over their dolls, because dolls frankly do not know what to do with all the extra MP. It worked when they gained AP, but lots of MP hugely confuses certain dolls like The Inflatable, which is programmed to use ALL of its MP, and often runs into penalty tiles or corners where its 2mp will not allow it to return fast enough.
These are just some thoughts I had. Let me know what you think.
*Lone Sadida adds passive damage to Sadidas but this has no bearing on the health gained from Dolly Sacrifice because the two skills are incompatible. A Sadida with the capacity to cast Dolly Sacrifice has no capacity to hold Lone Sadida, and vice versa.