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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

No AoE data for weapon

Known issues

Does not have any known issues

Names

  • ultimateoverlordsmegamagicsword
  • megamagicsword
  • uomms
  • melusineclaymore

Params

AbilityParamDescription
"Ultimate Overlord's Mega Magic Sword"melusinesNumber 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.

Fields

Does not have any fields