Ultimate Overlord's Mega Magic Sword
Practical config
Use ultimateoverlordsmegamagicsword in a weapon line. Aliases: megamagicsword, uomms, melusineclaymore
Code
character add weapon="ultimateoverlordsmegamagicsword" refine=1 lvl=90/90;Combo recipes
Equip and test with one real hit
Weapons usually trigger from the holder's own hits, stacks, swaps, reactions, or starting params. Put the weapon on the real holder and test one simple action first.
Holder
The equipped character is the one whose hits and passive checks matter.
Do not assume
If the passive needs crit, reaction, swap, or field time, a random teammate action will not prove it works.
Code
character add weapon="ultimateoverlordsmegamagicsword" refine=1 lvl=90/90;
character skill;Test melusines
Number of melusines that have been helped. Default 6, min 0, max 6. The atk% gained per melusine is 1/6 of the base atk% from the passive.
+params=[...]
Weapon params go on the weapon line.
Testing state
Starting params are useful for comparisons, but may skip natural ramp-up.
Code
character add weapon="ultimateoverlordsmegamagicsword" refine=1 lvl=90/90 +params=[melusines=1];Special params
+params=[melusines=...] - Number of melusines that have been helped. Default 6, min 0, max 6. The atk% gained per melusine is 1/6 of the base atk% from the passive.
Code
character add weapon="ultimateoverlordsmegamagicsword" refine=1 lvl=90/90 +params=[melusines=1];Fields for conditions
No special entries documented.
AoE Data
Known issues
Names
- ultimateoverlordsmegamagicsword
- megamagicsword
- uomms
- melusineclaymore
Params
| Ability | Param | Description |
|---|---|---|
"Ultimate Overlord's Mega Magic Sword" | melusines | Number of melusines that have been helped. Default 6, min 0, max 6. The atk% gained per melusine is 1/6 of the base atk% from the passive. |