List of Implemented Effects:
- Rings
- Finger Type Override
- Free Curl/Uncurls
- Finger Damage Multiplier
- Retrigger Finger
- Splash Damage
- Bracelets
- Damage Resistance (Multiplier)
- Finger Type Damage Multiplier
- Hand Damage Multiplier
- Ignore incoming damage
- Retrigger Hand
List of Implemented Conditions:
- Limited Activations per Combat
- Limited Activations per Turn
- Finger Position (Making specific hand sign)
- Number of Active Fingers
- Random Chance
- Targeting Hand/Body
Item Synergies/Archetypes
- Specific Fingers (Index, Middle, etc.)
- Currently only relates to damage - maybe a condition for “if pinky up”
- Specific Hand Signs
- Specific Finger Counts
Archetype: Low Finger Count
- [x] Ring: If only finger, x3 damage (if more than one finger, deals 0 damage?)
- Very strong for defense, as low finger count = safer
- Very good at start of combat
- Easily disrupted by enemy attacks
- Could be broken with any multiplier ring (3x2 = 6, insta clears hand)
- Probably uncommon/rare?
- [ ] Ring: Prioritize this finger getting set to active when hit
- Enabler ring, doesn't do much on own
- Can be useful for enabling builds that require specific fingers (i.e. finger type builds)
- In particular can be nice for fingers that normally aren't up (left thumbs, right pinkys)
- Sort of useless when dealing with big numbers?
- Common for sure, may be too meh on own to be worth it