Overveiw
This thread is to discuss and try to find ways to help fix normal damage (The main part) and to boost the spur by a bit, and try to make a balanced 5* for it. (A minor part) This thread might change a little during its life, but all changes and ideas will be posted up top... meaning here, in the OP.
Normal Damage Frailty
As it stands, the normal damage weapons are so crippled that is almost seems that the Devs are saying "Dont use normal damage, it sucks. Here, have this shiney weapon instead... and this one... and this one..." This is probably not the case, but lets look at what we do have.
All normal damage weapons do not do as well damage wise as their counterparts. e.g. the Levi, possibly one of the best normal damage weapons, does not do as much damage as its counter part: the Glacious. And that is on neutral mobs; both the combo and the charge deal less damage then the Glacious. now, note: the Levi is a very good sword, so the gap between the two is not as noticeable. But on other weapons there is a massive difference. (If needed I can pull more data for you to see.)
So basically, a special weapon hits harder then a normal weapon on four of the six kinds of monsters. so the only reason to carry a normal weapon would be to make up for that gap, right? Have a special and a normal? Well, if you just grab a different KIND of special damage, then not only will you deal more damage then a normal weapon can, but you can get even more damage against most of the creatures you encounter. So, having two slots already makes special weapons worth it, and normal weapons not; not to mention weapon slot upgrades, or arsenal station.
Possible fixes: (As suggested)
- Bring normal damage up above neutral for special counterparts. By enough to make a difference, but still less then the Super Effective hits.
- Add a Slight chance of critical... meaning once every 20 some hits (Or less) a normal damage weapon would deal double damage.
- Add more flinch/interrupt/knockdown power to normal weapons.
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Spur line
Along with the above mentioned debuff, the Spur lines really fall short in T3. It only goes to 4*, which makes it lose damage after D 24; and does not have the potential of other lines.
Here are the cons with the Winmillion: (Not including being a normal type... OOO ⌐.⌐)
- The wide swing (One of the better parts of the Spur at 2&3*) is severely nerfed due to putting 45% of its total damage in the projectiles.
- The charge now dissipates on contact, dealing an unnoticeable amount of knockback, meaning no triple hitting with the wind.
- The charge seems to have less range now...
- (Big one) It STOPS at 4*
This being said, here are suggestions meant to aid the Winmillion make a comeback. These are meant to be pick and chose, so i used some of them in the 5* versions:
- Boost the ratio of swing to projectile damage... in favor of swing...
- Reduce damage of projectile (Works with above) to a measly 10 in t3... but also make them pierce, (Like 2* charge) more range, and have massive knockdown, to help you charge a single target, or to get that annoying gun puppy!
- Increase the damage of the projectile it a ridiculous amount, to make it a sort of gun with knockback... more danger... but you get range, mobility, and better dps... mostly... (Zombie grabs you from behind :O)
- Make the charge pierce again (As in the 2*)
- *Make the a vortex effect on the charge... with pierce (If you don't know yet, see 2*... ;)
- Use the above for the normal projectiles.
- MAKE A 5* >:U
And now, some ideas (More will be added and other peoples will be discussed) for such previously mentioned 5* spurs.
First off... no line has all three special damage types, and this line is primarily normal type, so I will (With my own suggestions) be experimenting with unique charges and abilities that play along with the Winmillion's whole wind generator thingy.
Anemómylos
Normal damage
A proto-type built to whip up winds rivaling hurricanes.
High damage, slow moving, medium sized projectiles with a vortex like effect. The swing speed is slightly reduced and the damage is greatly reduced, to balance the high damage projectiles. The charge would release a decently ranged, VERY slow wind thingy with a strong vortex effect; strong enough to grab a lumbar and drag it along. It would deal quite a bit of damage, but in tiny amounts over a long time. You would be able to move once the projectile is launched, so you might want to make the charge time a BIT (Not too much) longer; or balance with less damage... though i think that whipping out hurricanes would be SOO cool... (Just dont nerf it TOO much... because its a normal type and all...)
Color... Dark blue, with slices of glowing yellow zigzagging down the sides. Yellow sparks fly from the generator.
Areos
Normal damage
This blade was designed specifically to release such strong gusts of wind that a massive tree would fall to either the sharpness or the raw hunger of the wind.
This one fires lightning fast, low damage, high knockdown blasts of wind... fast enough to strike a wolver, fierce enough to knock an alpha down... and while the projectile wouldn't do too much, the blade would cut straight through... meaning that the blade does essentially all of the damage. The charge is the fun part though... it releases a blast about the same size and range of the current Winmillion, but on impact with all monsters (Yes, it pierces) it releases two medium sized projectiles that split again, into normal sized ones.; to the right and lef of the impact point... away form the knight... the swing does the same damage as the 3rd combo swing, but the projectile is where it shines... fire off that lightning fast wind and watch 10 jellys get sliced in two. >:3
Color... A bright sky blue. Bits of white, cloudy mist float off the generator.
Aithon
Normal/elemental
Named after an ancient fire breathing steed. The scorching winds it makes more then lives up to that name.
If the damage is fixed as in above, this sword would deal about the same damage on critical monsters and have a slight chance of medium fire, with good chance of strong on charge. It would stay true to the Winmillion design, piercing projectiles, almost evenly distributed damage... but with fire thrown in.
Color... Light red fading to darker red towards the back of the blade. Firey mist effect flies off the Generator.
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TL;DR version...
Normal is only good at picking up the grey damage from specials, which is wrong and can be handles much better by using yet another special weapon. Defeating the purpose of normal damage in the first place. Arsenal stations and weapons slots only throw acid into an already gaping wound. Fix it PLEASE!
Some legitimate buffs to Winmillion and 5* versions.
Again, I will be updating this as ideas roll in, and I hope this is readable...
Thanks!
~Tsu
...I really don't think I've ever seen a Mega post more... mega @-@
UURK! there IS a tl;dr down here, I promise!
-.-
~Tsu