All Cards grant target a 2% damage Increase for 30 Seconds and have a 100 Sec Cool Down once drawn making it impossible to draw the same card repeatedly in succession while still allowing RNG.
Sun, Moon, and Star Seals on each card would no longer exist along with Divination, Redraw, and Undraw as actions.
Card Effects
Bole: Reduces Target's Damage Suffered by 10%
Ewer: Mp Refresh 50 Potency
Spire: Increases Movement Speed by 10%. Effect Radius is increased by 20 yalms if outside of combat to all nearby party members.
Balance: Guarantees next 3 weapon skills or spells will be Critical Hits. Remaining uses are shown on buff Icon.
Spear: Guarantees next 3 weapon skills or spells will be Direct Hits. Remaining uses are shown on buff Icon.
Arrow: Increases Determination by 15%
Actions
Lv. 30
Draw and Play
Abilities remain unchanged except they are no longer restricted to combat.
Lv. 40 (replacing Redraw)
Fortune Foretold: Return currently held card to your deck and add its effect to the next card played. Up to 2 additional Card Effects may be held at any time. 60 Sec Recast.
Additional Effect: reduces Draw cool down by 12 secs.
(At lv. 78 this ability gains 2 stacks via Trait)
- Using 2 card effects will yield a 4% damage increase.
- Using 3 card effects will yield a 6% damage increase.
Lv. 50 (replacing Divination)
Royal Road: Apply Current Card Effects to Target and all nearby party members within 10 yalms. 90 Sec Recast.
Lv 52
Minor Arcana: transform currently held card into Lord or Lady of Crowns.
- Lady of Crowns: Deal 60 Potency Damage to Target and all nearby enemies. Range 30 yalms. Radius 5 yalms.
- Lord of Crowns: Deal 200 Potency Damage to Target. Range 30 yalms.
Lv. 66
Time Dilation: Extend beneficial effects cast by you on target by 15 seconds. Any of your Damage Nullifying Barriers on Target will also have their remaining potency increased by 10%. 90 Sec Recast.
Lv. 70
Sleeve Draw: Instantly draw a card with two additional effects. Individual Recast Timers for previously used cards will be ignored.
PurposeI want the Cards to have individual flare like their lore demands they should. I realize my suggestion leads to the Astro having a less stable DPS contribution but I personally enjoyed it more when some cards were better than others in certain situations. With this version you can always boost DPS to some degree and choose whether you would like to focus on that or use the Cards for their main effect like MP Refresh or Damage Reduction instead. It gives a real choice in play style instead of simply an illusion without forcing a player to have incredibly high Actions Per Minute which is my main reason for removing Redraw and changing Sleeve Draw.