A NOTE: I am overly tired with huge blocks of words, so a may just use another's thread and try to put drawings and the like there... -.- i cant seem to explain what i mean with the darned things, some maybe someone else will be able to... :/
Overview
This is a list of weapons that I either was inspired somewhere else, or designed myself. It basically is meant to be a list of different styles for weapons. Similar to how we have heavy swords, medium swords, and fast swords. If a particular weapon gets a large amount off attention, I will make a thread specifically devoted to honing it.
Before You Start
I'll just begin by telling you there IS a TL;DR at the bottom, it just might be a long way down, but if you actually finish reading, I'll give you a cookie! Also, I'm Absolutely Horrid with regards to using words to explain things... So if there is something I wrote that you cant make sense of, please ask so I can elaborate... Also, if you want to rewrite what I've posted for better readability, please do so. ;3
Hit-box Theory
From what I have observed, damage is given by hit boxes. These hit boxes occur anywhere from once in an attack, to many times. Once a monster conects with a damage hit box, it receives damage, effects, knockback, and cannot be damaged by another hit box for a another fraction of a second. Imagine you swing a Sealed Sword at a unbreakable block in the training hall. The sword would swing, and hit boxes would appear underneath the blade until it collides with the block. The hit boxes would then stop being produced and the animation would continue until it finishes. Bombs hit boxes come out from the center, and gun's fly under the bullet.
All of the styles I have made build off of that, in one way or another...
Shield Health/Speed Decrease (Or increase)
These are meant to be a counterpart to shields that boost weapons; meaning weapons that when wielded either boost or cripple the equipped shield. The Shield Heath (SHD/SHI) causes the heath stat of the shield to be modified in some way, but only when it is the equipped weapon. It also changes the bar used for LD, meaning Strikers may boost less, Recons are invisible for less, and Guardian's shield breaks faster. Or it increases them. The Shield Speed changes the animation speed (Making you shield faster) and the speed you can walk while shielding. This also affects LD, seeing as the Strikers can be slowed down or sped up, the Recons can dodge and mark easier, and Guardians can better protect while shielding.
Now, many of these may not be applicable to some weapons, if you feel they are not, please tell me and I may change them.
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Ranged
Crossbow/Bow
Bows and Crossbows are grouped into the same tab, and there are many similarities between them, but the way they are used is quite different.\
Their main types are piercing, split, if at all, with another type. E.G. Pierce, Pierce/Ele, Pierce/Normal, Pierce/Shadow. They are able to pierce through several monsters before landing and generally do not deal knockback or knockdown. They also have excellent damage and range; damage based on hitting ~4 foes. They bullets are thinner and longer then the Antigua's rounds; they also travel extremely fast.
Crossbows can be fired faster with ASI, and so have lower damage output then a bow, but ASI is almost useless on Bows, because they rely on a reload to fire the next arrow. And reloads cannot be sped up.
Crossbow
These are the closest to guns, as they have a slip of four and can fire while moving. The shot speed is a bit less then a second apart, while the damage is less over all then the bow. Walking speed is reduced to about Antigua speed, while the reload speed is slower; walking and reload time. For the charge, the knight fires a arrow with an explosive charge head. (Dealing status if applicable, and only on charge) It's explosion deals a decent amount of damage, no knockback, and quite a bit of knockdown.
Arablast
A heavy-duty crossbow. Very large and only containing one arrow per reload. It takes a moment to kneel and launch the massive bolt, but the normal shot deals good knockback and is a little thicker then the Antigua's rounds. They are also longer then the Crossbow and Bow arrows. The charge time is equivalent to a heavy sword. When firing off this massive crossbow's charge, a larger, longer bolt is fired; knocking victims back and vacuuming them away. Enough to stick them to walls and prevent movement towards where they were shot from... for about 1 1/2 seconds.
Bow
Running around with a bow in your left hand, and the right on the arrow and string. You stop for a moment to line up your shot and release. After the deed is done, you draw and ready another arrow form the quiver on the side of your shin. Sounds fun, huh? Basically, the shot is fired off immediately, and the reload takes a moment of stillness. No, not the DPS master people always seem to want, but it does quite a bit of damage per monster hit, and works well with statuses. And no, it is NOT a Callahan... its a one shot with a faster reload. Firing off a charge shot lets you fire multiple arrows horizontally, similar to the Snarby sword charge. The arrows are smaller though, and pierce through them. This is held with two hands, even while running.
Longbow
Massive Longbows capable of launching multiple arrows over great distances. The normal shots fire off about 5 arrows at once, with a smaller spread then an auto gun line. But because of that, the damage for each arrow is slightly lower then the Bow's. It also has a bit longer reload. For the charge the knight takes a moment to load a Massive amount of arrows into the long bow. And then fires it straight up. >:3 After a moment the arrows rain down in a line in front of where it was fired from, the arrows landing anywhere within a 3 1/2 square by 6 square area. the arrows deal about as much as a normal bows. (For the charge)
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Bombs
There's not to much to say about bombs... they explode. But I'm hoping to put some different twists on the explosions...
Cluster Bomb
This one is designed for area control. A 5* would have a 3* mist bomb radius of explosion and a TON of knockback. Upon detonation though, it splits into four bombs at the edge of the radius, each with a 2* mist bomb blast zone. Those would split one last time and decrease in radius yet again, for a total of 16 little packets of Knockback. CTR timing (With med) would be that you could place the next one, once the one before is 75% done, the fuse set so it starts once that first one is done. MASSIVE area control. ;3 (Sorry if that last sentence was confusing... @-@)
In effect, many monsters will be flung about and an area will be uninhabitable. Flying Lumbars should be feared.
Sticky Bomb
A long fused bomb coated in various viscus liquids and magnetic alloys to stick to those foes. Low damage, quick charge with good range; once a monster gets close the bomb sticks to them until detonation. Lets just say there is spiral gravitation technology inside. ;D
Landmine
This set is split into two, mist-like versions and differently ranged, damage based versions.
Both
After charging and placing, they would blink for one second while they arm themselves, and then stay active for ten seconds before exploding. If a monster comes within the blast radius before 5 seconds, it will detonate, spewing its effect on the its violator. Note: the radius WILL NOT CHANGE with star value, but the effect will scale.
Steam Mine
A small sensor laden device loaded with some substance or another, meant to hinder those who wander in its blast radius. When disturbed, it detonates and releases its payload for a second, with a good chance of low/med/strong status on 3*/4*/5* respectively. The radius is between a 3* and 4* mist bomb. Elemental damage.
Note: it only has One chance to inflict the status. Fire, shock, and freeze only.
Landmine
This unique bomb deals a lot of damage, but has a blast radius of 75° in front of it; very close to a zombie breath attack in t3. It also causes minor stun in t2 and moderate stun in t3. Normal damage. It deals more damage due to a reduced range and that you have to aim it. (AAhahahahahaa~! I'm making you have to do more then face the camera, bombers! >:3)
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Melee
Katana
First off, I wanted to make a katana like swing pattern, so please do not try to redirect me to an Archeron. I already know all about that sword. ;D You carry the blade in the sheath with your hand on the hilt, ready to take the first swing. A two hit combo, the first being similar to the Flourish's. The second hit strikes soon after, but the over head swing slows down, causing any monster caught in the range to be continually hit by faster then the eye can follow slashes for about four seconds. Its not a very wide hit box, but it allows you to deal a massive amount of damage to one foe. When hit, the victim cannot move or attack, and a hidden (From player's) eyes counter will start to roll up until the attack finishes or until the attack is canceled. When it is done, the final number is the damage and is rolled into the defense calculations. Most of the damage is in this part of the attack.
The charge lets the knight stab the ground and "Mark" it, leaving an aura for 6 seconds that, when stepped on, deals damage in the same fashion as the second swing. It is fairly large, and the charge can be quickly charged and deployed, but no monster can be affected by two auras at the same time.
Overall, a speedy sword that leaves you quite open for attacks if you miss, or if you hit. Splits into Normal/Pierce or Normal/Shadow.
Daggers
To start here, bombs and guns are not particularly "Knightly" so I would rather not hear about these being a bad idea because of that.... But I can't stop you from posting! XD
First off, the daggers would be swung at the same time, so there is no reason for a double hit; seeing as that would require a delay to work right, and these are meant to get in, stab, and get out. So to accomplish this, Daggers have a swift 3 hit combo with high knockdown per hit, to make sure the attack goes uninterrupted. Movement Speed Up: High and Sword Damage Increase: Med... to balance having a swift combo and low damage. The charge has the knight step back a little ways, and stab the air twice, launching two triangular volleys of either wind or energy, depending on what the other split damage is... Also deals no damage for being close enough to strike with the stabs...
Split Normal/Pierce or Normal/Shadow
Lance
A two handed lance, very knightly. Gives SSD and SHD High. Its combo consists of bringing the lance down, (Slight damage, enough knockback to bring those it hits into range) and then thrusting forward. The lance is about as long as the Sudaruska, but its hit box is similar to an elongated Flourish combo finisher; it does not hit to the sides, only in the front. Also, the damage is reduced and the knockback is increased the closer you are to the knight, putting the target just in range for the thrust. I think the math term is inverse square, or something like that. this is done by making the hit boxes deal different damage/knockback values along its length.
Charging then releasing launches you into a full-on knight charge, traveling about 5 1/2 squares. This would hit slightly to the left and right, front wise, to trample on passing monsters. Piercing damage... possibly split with Elemental.
Halberd
The demented child of a Spear and an Axe. It deals quite a bit of damage, but only when the foe is struck by the Axe head. How this works is the hit boxes deal less damage the closer to the knight the foe is. It has good range and is taller then the knight, but has about the same swing speed as a Troika.
The combo is a horizontal slash, from right to left, followed by a thrust forward. The charge has the knight spin the Halberd and strike with the back of the pole. Then the knight vertically strikes, smashing from above. This weapon may not be flashy, but it deals very good damage and has more range then most. Oh, and the swing does Normal, while the thrust does Piercing, and the charge does Normal then Piercing. (Pole then Swing)
Broadsword
These are meant to aid in the creation of a true "Shield Bearer" class. They are one handed and not only boost the stats of the shield when wielding them, but easily take to inflicting strong status problems on foes. They deal Very little damage, but give shield mongers Some DPS, Shield Speed Increase: High, and Shield Health Increase High. Again, to balance the two major boosts to the shield, it does far less damage then a gun, and has a one hit combo of a quick stab with little range.
Charge attack? Huh, Seeing as I don't think think too many shield bearers would charge until their shields broke, I think that it should be a shield bash, Charging forward a square and dealing a very large amount of knockback to a large crowd... with little to no damage and a fast charge time. So even when their shields are toasted they can still protect the more fragile parts of their team.
Note: SSI and SHI come into effect only when wielded.
Whip
EEeeehhh... not really feeling this one... Maybe a good idea, but I'm just not feeling it right now... I may take it of entirely for lack of support.
Claymore
This is the one I REALLY want... more then any of the others. A tad bit longer then the Sudaruska and a bit thinner, it has a faster combo then the Sealed sword lines, but has some inherent nerfs. It has a built in Sword ASI: Med, to make ASI less effective on it, and SSD: low. (In case you didn't catch what that means... A bit slower with the shield, and a major nerf to the ability to boost its attack speed.)
The combo is faster then the sealed sword, with a bit more damage, and the above nerfs. The first swing's hit box (The swing is overhead) is an elongated Sealed Sword swing, pinched at the sides, and extending forwards 1 5/6 squares... The sides would only hit when there is a monster right next to you. The second swing is a massive leap of 1 3/4 squares forward and a 1 1/4 square 180° swing. (And actually, the SS/Troika line's swings are not 1 square all the way around, the are slightly pinched at the sides, and longer at the front. :P Go try it in the training hall!) The line splits into three at 3*... a Shadow/Normal and an Elemental/Normal.
The most unique thing about the Claymore is its charge. A thrust, launching the knight forward 2 squares, the hit box is the same as the first swing. That thrust stops its victims from attacking. The knight then rips the blade out with one hand, causing an explosion in its wake. The explosion its self is pure Elemental or Shadow, while the thrust is Normal damage. (Having the thrust do Piercing seems a bit OP looking back :/ )
Any ways... yeah, fun sword. (Note: the ASI only affects THIS sword, and only while wielded.)
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Yay!
You made it through, You get a cookie!
People eating cookies:
- Tsu
- Tsu's Cat
- Serell
- Navelludd, who is staring at his hand in bewilderment.
- Teqnologyque
- Blue-Phaze
- Kraanx
- Alphastevo
- Aylnine
- Toxicblade
- Nodocchi
- Omgalion, Who is eating a taco cookie ;D
- Sizuki
- Kentard
TL;DR
There are multiple hit boxes per attack.
Shield Speed Decrease (SSD) and Shield Health Decrease (SHD) decrease speed of shield animation+speed while walking and shielding, and health of shield (Works on PvP sheields) respectively.
Crossbows and bows have good range and pierce through multiple monsters. Crossbow is weaker then the bow, but you can move while firing. Bow makes you stand still, but deals good damage+ effects.
Cluster Bomb keeps foes out of a area for a long while. It uses multiple explosions + lots of Knockback.
Sticky Bomb sticks to foes that get too close, then stay on and explode later, hitting lots of monsters.
Landmines stay active for ~11 seconds and detonate when a monster gets in range. Single use status bomb or Modern day claymore. Decent damage, stun.
Katana... Two swing, first like flourish, second freezes you and target till shield cancel or attack end. Continual damage on second swing. Shadow/Norm OR Pierce/Norm
Daggers get MSI and a fast, interrupting combo... at the cost of a lot of shield health. Projectile only charge. SHD: VH, MSI: Med, Low damage per combo. Shadow/Norm Or Pierce/Norm.
Lances have a moderate attack speed and a Charge for the charge attack... XD Just using this weapon makes shields awkward. SSD: High, SHD: High, High pierce damage, possibly split with Elemental.
Halberds are a bit lackluster, but deal good damage and have amazing range. Each part of its combo or charge deals either pure Normal, or pure Piercing.
Broadswords increase shield stats instead, making shield bearing a much more viable "class". SSI: High, SHI: High, piddly normal damage.
Claymore (Sword form Scotland) Two swings, dealing more damage then Sealed swords and is faster, but has a heavy toll: SSD: Low and ASI: Med... which makes using ASI less effective. Ele/Norm OR Shadow/Norm. Charge has a Normal damage thrust and a Ele OR Shadow explosion.
The SSD and SHD makes the particular weapon harder to use, but lets you keep the shield intact for other weapons, like a DA...
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Anyways, thanks for reading, and if you have any suggestions for weapons or even armor, I'll try to make it work for you, and add it to this list...
~Tsu
Hm... i like your ideas. You seem to have everything well balanced as fas as i can tell... which is not much, because im new.
+1 from me for all your ideas.
if they OOO uses any of these, i think your sticky bomb and katana ideas are the best.
Oh and the short sword. Really good idea, i am fond of shield warriors.