Quote Originally Posted by Camate View Post
• Base stats:
DMG: 35 Delay: 356
STR+9 DEX+9 VIT+9 AGI+9 INT+9 MND+9 CHR+4
(Affinity: magic attack bonus +2, magic accuracy +2, avatar perpetuation cost -3)

• Prism staff original stats
• Additional damage
• Cure potency+
• Healing MP
• All elemental resistances +
What's the exact limit on stats? 10?

Let's look at each of the effects the staves get (aside from the obvious magic affinity and additional damage bits).
  • Vulcan's Staff
    Attack +10 Ranged Attack +10
  • Terra's Staff
    Physical damage taken -20%
  • Neptune's Staff
    Divine magic skill +10
  • Auster's Staff
    Evasion +10
  • Aquilo's Staff
    Elemental magic skill +10
  • Jupiter's Staff
    Critical hit rate +15%
  • Apollo's Staff
    "Cure" potency +10%
    Charm success rate +15% (I'm not sure if this is part of magic affinity however.)
  • Pluto's Staff
    MP recovered while healing +10

The real question is which of these stats are important to players. For example I could care less about "Cure" potency and MP recovered while healing being on these things because I'd much prefer Physical Damage reduction (very important for just about anyone) and Ranged Attack (important for COR/RNG) being on them.

If the staves ends up being a Synergy recipe this is quite easy to fix since you can just have a few of the effects as an augment that you choose between by using either a NQ staff or two or some other material like a HQ geode (such as Titanite) to imprint an effect or two based on player selection. If they aren't however this means you'd want to make sure the effects benefit the most players.

Personally I think it could work with something like this:

DMG: 35 Delay: 356
Stats+9 Elemental Resistances +20
Additional damage (either depending on day/weather or random element)
Affinity effects

Up to three slots for non-random augments that match the effects of Elemental Staves (augments can be removed to make the item non-exclusive).