Kentard's Equipment Project

Seeing as to how many little requests there are for numerous types of equipment, here's a compilation of all of the concepts I'll be making.
They'll be updated whenever I get around to making something, so do check back regularly for new equipment and concept art!
All confirmed designs will also appear here, and links to the threads will be given.
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WEAPONS
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[WS-01] Butterfly (***)
Concept Art
Original Post
DAMAGE TYPE: PIERCING/NORMAL
ATTACK POWER: LOW
SPEED: VERY FAST
Guaranteed to make you float like a butterfly and sting like a bee.
BASIC ATTACK:
A 4-hit combo, the first hit is a stationary slash, followed by a slash forward and to the right, and then a sidestep to the left and another slash; there is a short delay before the final stab, lunging you forward. Essentially the wielder travels in a lightning-shaped path up to three squares forward, and is fast enough to dodge oncoming Devilite projectiles.
CHARGE ATTACK:
A backstep followed by five rapid slashes in the shape of a star, and a final charge three steps forward.
UPGRADE LINES:
3* Butterfly > 4* Incandescent Butterfly (Piercing/Normal) > 5* Mariposa (Piercing/Normal)
3* Butterfly > 4* Jaded Butterfly (Shadow/Normal) > 5* Papillion (Shadow/Normal)
This weapon essentially gives you the mobility to dodge the attacks of pesky fiends; ideally making it a fiend-slayer weapon; simultaneously making it substantially easier to dodge incoming Devilite projectiles. This weapon's slashes make you move at twice your movement speed; also making it difficult for enemies to hit you in PvP.
The downside, however, is that not all hits land on the same target (unless it's large); and that each hit does low damage.
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[WS-03] Partisan (**)
Link to post
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[WS-04] Soul Sword (***)
Link to post
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[WS-05] Monolith (****)
Link to post
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[WG-01] Spiral Crossbow (**)
Concept Art
DAMAGE TYPE: PIERCING
ATTACK POWER: MEDIUM
SPEED: SLOW
CLIP SIZE: 1
Spiral HQ Quartermaster Kozma personally recommends this as the number one long-range ballistic weapon, capable of delivering a painful sting on impact.
NORMAL ATTACK (0% Charge):
A single crossbow bolt is fired. 20% damage of full power shot.
HALF CHARGE ATTACK:
A heavier crossbow bolt is fired, piercing through up to 2 enemies. 50% damage of full power shot.
FULL CHARGE ATTACK:
A heavier crossbow bolt is fired, piercing through up to 3 enemies. Full power shot damage is equivalent to a Spine Cone.
UPGRADE LINES:
2* Spiral Crossbow > 3* Slicer Bow(Piercing) > 4* Splinter Bow(Piercing) > 5* Arbalest(Piercing)
2* Spiral Crossbow > 3* Blast Bow(Elemental) > 4* Ballistic Bow(Elemental) > 5* Arquebus(Elemental)
This weapon incorporates a new mechanic for guns - something I'd like to buff guns, but keep their DPS constant.
I was inspired to make a similar weapon to the Breaker Bow in Bastion, so here are the mechanics:
Once the attack button is pressed down, the weapon starts charging, similar to a bomb. The time taken to charge the weapon determines how strong it is, and the effects of the projectile. In this case, the weapon takes 2.8 seconds to fully charge, shown by a red aura, and 1.4 seconds to 'half charge', shown by a typical yellow charge aura.
The Slicer Bow line increases the number of enemies you can pierce through, as well as dramatically reducing charge time from 2.8s to 2s by 5*.
The Blast Bow line removes the piercing ability, but 'sticks' the target enemy or wall with the bolt, followed by an explosion. Upgrades improve the explosion radius at a cost of charge time (3s for all subsequent upgrades)
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[WG-02] Lobber (**)
Concept Art
DAMAGE TYPE: NORMAL
ATTACK POWER: MEDIUM
SPEED: SLOW
CLIP SIZE: 1
The Gremlins have designed an ingenious device that grants them the power of a siege weapon packed into a handgun.
NORMAL ATTACK (0% Charge):
A small ball of energy travels to 2 squares away, exploding in a blast with a diameter of 2 squares. 20% damage of full power shot.
HALF CHARGE ATTACK:
A small ball of energy travels 4 squares away, exploding in a blast with a diameter of 3 squares. 60% damage of full power shot.
FULL CHARGE ATTACK:
A small ball of energy travels 6 squares away, exploding in a blast with a diameter of 4.5 squares. Full power shot damage is equivalent to a Blast Bomb.
UPGRADE LINES:
2* Lobber > 3* Arc Lobber(Normal) > 4* Siege Lobber(Normal) > 5* Meteor(Normal)
2* Lobber > 3* Hailstone(Elem/Freeze) > 4* Arctic Hailstone(Elem/Freeze) > 5* Blizzard(Elem/Freeze)
Again, a single charge shot mechanic is used for this weapon, encouraging a support role for the gunner. This was adapted from the Galleon Mortar in Bastion.
Once the attack button is pressed down, the weapon starts charging, similar to a bomb. This weapon takes 3s to fully charge, and the longer the charge, the larger the blast radius, shot's distance from the player, and blast damage.
The Arc Lobber line benefits from an increased blast radius and base damage to compensate for the benefits of the Hailstone line.
The Hailstone line allows for a freeze status to be inflicted on enemies caught in the blast.
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[WG-03] Retro Beam (***)
Concept Art
DAMAGE TYPE: ELEMENTAL
ATTACK POWER: MEDIUM
SPEED: SLOW
CLIP SIZE: 1
Constructed out of salvaged Retrode parts, this makeshift weapon has, surprisingly, been approved for use by the Spiral HQ Experimental Weapons Division.
NORMAL ATTACK (0% Charge):
A weak beam with a diameter of 0.5 squares is generated, travelling until it hits a wall and passing through all monsters. 20% damage of full power shot.
HALF CHARGE ATTACK:
A slightly stronger beam with a diameter of 0.5 squares is generated, travelling until it hits a wall. 50% damage of full power shot.
FULL CHARGE ATTACK:
A massive energy beam with a diameter of 1 square is generated, travelling until it hits a wall. Full power shot damage against elemental-neutral monsters is equivalent to a Blast Bomb.
UPGRADE LINES:
3* Retro Beam > 4* Lance Beam(Elemental) > 5* Titan Beam(Elemental)
3* Retro Beam > 4* Ruin Beam(Elemental/Status) > 5* Sigil Beam(Elemental/Status)
Again, a single charge shot mechanic is used for this weapon. The longer this is held down, the more powerful it becomes.
Once the attack button is pressed down, the weapon starts charging, similar to a bomb. This weapon takes 3s to fully charge, and the longer the charge, the more damage is dealt, and the wider the beam becomes.
The Lance Beam line benefits from a bonus to pure damage.
The Ruin Beam line has a chance of inflicting either fire, freeze, stun, poison, curse or shock - at the expense of 25% damage penalty in comparison with the Lance Beam.
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[WG-04] Hand Cannon (***)
Link to post
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[WB-01] Jelly Bomb (**)
Link to post
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[WB-02] Bouncer (**)
Link to post
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[WB-03] Decoy (**)
[WB-04] Hive Bomb (**)
Link to post
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ARMORS
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[A001-01] Spiral Light Weave (***)
Concept Art
Original Post
Normal Defence: LOW
Shadow Defence: MED
ASI (all weapons): MED (both pieces)
Capable of withstanding temperatures of over 1,000 degrees, completely bulletproof - and machine washable. That's a new feature.
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[A001-02A] Black Weave (****)
Concept Art
Normal Defence: LOW-MED
Shadow Defence: MED-HIGH
ASI (all weapons): MED
The number one choice of 60% of Recons in Lockdown. The other 40% lost their matches to fatal gunshot and stab wounds.
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[A001-03A] Spectral Weave (*****)
Concept Art
Normal Defence: MED
Shadow Defence: HIGH
ASI (all weapons): HIGH (both pieces)
So light, you can literally glide along the floor.
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[A001-02B] Zephyr Weave (****)
Concept Art
Normal Defence: MED
Shadow Defence: MED
MSI (movement speed increase): MED
Curse Vulnerability: MED
Fire Vulnerability: LOW
Made with special silk.
Wearer runs fast like the wind.
Don't step on the spikes.
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[A001-03B] Divine Wind Weave (*****)
Concept Art
Normal Defence: MED
Shadow Defence: MED
MSI (movement speed increase): MED
Curse Vulnerability: MED
Fire Vulnerability: LOW
Lighter than thin air.
Transcend the material world.
Stop moving; you die.
UPGRADE LINES:
3* Spiral Light Weave > 4* Black Weave > 5* Spectral Weave
3* Spiral Light Weave > 4* Zephyr Weave > 5* Divine Wind Weave
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[A002] Tenderfoot Set(**)
Link to post
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[A003-01] Reinforced Demo Set(*****)
[A003-02] Obliterator Set(*****)
Link to post
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[A004-01] Renegade Set(*****)
[A004-02] Templar Set(*****)
Link to post
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[A005-A] Viridian Set(***)
Link to post
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Also, please support my Commissions thread and my pal Heroineforhire's Commissions thread!

I doubt that. At least, I HOPE not. I love the idea of teeny leetul Internites scurrying about.
Back to the topic, lovin' your concept art, Kentard. It makes me wish to see your ideas come to life more.

The weapons are quite balanced, and the armors seem to trade overall defense instead of a major damage drop to the most evil monsters there are: Devilites and Greivers.
I would TOTALLY be all over that MSI... and perhaps that ASI too... getting MAX on EVERYTHING with and armor set and a shield.... is awesome, despite making you a shard of glass... XD
(Note, check the VERY bottom of your post, the spiral light weave is NOT the butterfly ;3)
Now... I would like to add my bit for the butterfly...
Lets say... its the HORNET ****
DAMAGE TYPE: PIERCE
ATTACK POWER: QUITE LOW-LOW
SPEED: VERY FAST
EFFECT: SLIGHT CHANCE OF STRONG POISON
It has been said that you can race lightning and envenomate Basilisks with this blade. They were right.
NORMAL ATTACK (0% Charge):
A dash and swing in one, moving you two squares forward and having the hitbox of the Spur's final swing for the whole of the dash. 20% damage of full power attack.
HALF CHARGE ATTACK:
A longer dash spanning 3.5 squares with the same hitbox as the normal attack. 50% damage of full power attack.
FULL CHARGE ATTACK:
A crazy long dash with the hitbox of a Flourish first swing. Travels 5.5 squares. Full power attack damage is equivalent to an Incandescent Butterfly.
ha-HA! Put the nifty gun attack thingy on a sword... and made it dangerous for everyone! :3
When you attack, you move at the same speed as a Callahan or Antigua's round. But, you are launching yourself, which is a VERY bad idea in NUMEROUS situations.
Also to note: The charge time is about as long as a Catalyzers, if not a teeny bit longer. And the dashes work similarly to the WMH's dash, but faster and FAR lower damage.
I may make some art for this, but it might take a while to get up...
______________________________________________
Also, I think that having one of your sets of armor give MSI med and ASI (Everything) low would be neat... but put on something more evil for you defenses... like Shadow/Pierce at silly low amounts. XD
~Tsu

So much awesome in one thread...
How did you fit it in there?
~Sev

Of course Kozma promotes the Crossbow. SHE USED IT TO IMPALE BOOST!!

Suddenly, shot gun...
Scattergun (**)
DAMAGE TYPE: Normal
ATTACK POWER: STRONG
SPEED: VERY SLOW
CLIP SIZE: 1
Originally developed to bust open doors in Seerus's Arsenal, someone accidentally used it one a pack of Gremlins. After that, plans were made to start making blueprints.
NORMAL ATTACK (0% Charge):
A group of 4 lasers is released, spreading randomly from the point of origin. 2.5x2.5 square range. 20% damage of full power shot.
HALF CHARGE ATTACK:
A group of 7 lasers is released, 10% chance to piercing through one foe. Random spread, 3.5x2.5 range. 50% damage of full power shot.
FULL CHARGE ATTACK:
A huge group of 15 lasers is released, 20% chance to pierce through one foe; 10% for a second foe. Uniform spread, 5x2.5 range. Full power shot damage is equivalent to a Flourish final blow.
UPGRADE LINES:
2* Scattergun > 3* Shotblast(Normal) > 4* Energetic Shotblast(Normal/fair chance of moderate shock) > 5* Coilblast(Normal/fair chance of strong shock)
2* Scattergun > 3* Emberblast(Elemental/fair chance of weak fire) > 4* Searing Shotblast(Elemental/fair chance of moderate fire) > 5* Dragon's Flame(Elemental/fair chance of strong fire)
As it gains stars the base number of lasers is increased.
3*=+1
4*=+3
5*=+5
________________
Also, seeing something lacking and making your own version? (For instance my thread) Totally awesome! :D Keep it up!
~Tsu

The weave armors were so AWESOME!!!!!!!!!
Also the butterfly looked so cool!!!!!!!!

Kentard.... your...your awesomeness... its... its...
OVER 9000!!!
And Tsu.... i need that shotgun.... now
(Insert meme here)

I like the devilite boss idea but as I said on that forum amazing Lu cool weapons and armor

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I really like the Spectal Weave and the Zephyr Weave the most, but I love them all. I like how they are a Japanese themed armor, as you can tell I love Asian styles. I hope it comes out, even if that is in 2 minuets or 2 melenia, I will buy it.
PS:
Thank you for pointing those things that I forgot to mention in my App Idea.

Also, I'll be linking new ideas to make sure the OP isn't too long. :3
Anyway, new concepts for Gremlin armors, as requested by Tarnrazar in this thread.
[A002-01] Tenderfoot Set (Visor + Overalls) (**)
Concept Art
Original Post
Normal Defence: LOW
Elemental Defence: LOW-MED
Damage Bonus vs Constructs: MED (both pieces)
Damage Penalty vs Gremlins: VERY HIGH
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[A002-02] Ironclaw Set (Hood + Raiment) (***)
Concept Art
Normal Defence: LOW-MED
Elemental Defence: MED
Damage Bonus vs Constructs: MED (both pieces)
Damage Penalty vs Gremlins: VERY HIGH
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[A002-03] Darkfang Set (Mask + Hauberk) (****)
Concept Art
Normal Defence: MED
Elemental Defence: HIGH
Damage Bonus vs Constructs: HIGH (both pieces)
Damage Penalty vs Gremlins: VERY HIGH
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[A002-04A] Crimson Set (Cap + Cuirass) (*****)
Concept Art
Normal Defence: MED-HIGH
Elemental Defence: VERY HIGH
Damage Bonus vs Constructs: VERY HIGH (both pieces)
Damage Penalty vs Gremlins: VERY HIGH
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[A002-04B] Ghostmane Set (Hood + Cloak) (*****)
Concept Art
Elemental Defence: MED-HIGH
Shadow Defence: VERY HIGH
Damage Bonus vs Gremlins: HIGH
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Dude! That is wicked cool! I so want the ghostmane set!
But... damage penalty vs gremlins very high? Dunno if im liking that very much.

Aesthetically, the sets look magnificent. Buuut I wouldn't quite pin down a Gremlin damage penalty high.
Remember that this is a set that is to protect against Elemental damage, which Gremlins deal. There isn't much sense in using it for the construct bonus alone, since you'll be shattered to pieces if a Gremlin does as much as look at you.
I'd make it low if you're hellbent on keepin' the penalty, or give it a status penalty instead.

The Damage Penalty reduces the damage you deal to Gremlins (not the damage you take from Gremlins), since you are wearing a Gremlin outfit.
But yes, the sets provide Elemental resistance (at least up to the Ghostmane Set).
Toned down the damage penalty to Gremlins, though.

Oh, damage penalty reduces the damage you deal to that monster?
I thought it hurt you every time you hurt that monster.
Example : You have a damage penatly vs gremlin high, you hurt gremlin, you get hit for high damage (like when you swing your sword while cursed).
So its actually : You have damage penalty vs gremlin high, you hit gremlin, gremlin gets hit for low damage?

Why you graveyarded your topic so fast :P

lol Yeah, buffs and debuffs for Families are determined by damage you deal, not damage you take. I've never seen someone think that before. o.o
Otherwise the Fallen Crown set would be even worse than it is...lol.
~Sev

Those guns man, those guns.
Charge attacks like a bomb? DO WANT
The butterfly lines seem like they'd be really fun to use, now that the spur's movement slashies have been nerfed.

I think I can honestly say I've been rendered speechless by the effort Kentard's put into this thread. The art looks great, the equipment concepts (especially the guns) seem viable and appropriate, and perhaps the only misgiving I have regarding these concepts is the difficulty involved in the implementation of the half-charge. I say I'm only sorta posting because I've got nothing to add, really. Well done, sir.
@Sev
Regarding your first post here, perhaps by using a table of contents? :O
Kentard, if you think adding a table of contents (as seen here and here) would be a good idea for this thread, you can probably message Severage or me in-game about it.

Sounds good; when the content gets heavy I'll send a little message.
Anyways, I've updated the first post with concept art for the Spiral Crossbow and Lobber.
Also, some bomber love:
[WB-01] Jelly Bomb (**)
Concept Art
DAMAGE TYPE: ELEMENTAL
ATTACK POWER: MEDIUM
SPEED: MEDIUM
Originally a prank designed to scare off Knights who enjoy savoury jelly treats, Spiral HQ's Experimental Weapons Division has found this device to be surprisingly effective against large groups of enemies as well.
CHARGE ATTACK:
The bomb explodes in a 2-square radius, dispersing 3 small blobs up to 4 squares away that detonate after 1.5s in a 2-square radius, just like a Blast Cube.
The cluster blasts deal the same damage as a normal blast, and one blast deals 25% less damage than a 2* Blast Bomb.
UPGRADE LINES:
2* Jelly Bomb > 3* Super Jelly Bomb> 4* Ultra Jelly Bomb > 5* Unstable Jelly Bomb
This weapon has the same charge time as a Blast Bomb, but a slightly longer fuse time.
Subsequent upgrades increase the number of cluster blobs from 3, to 5, 6, and 8, as well as increase the original blast radius to 4 squares by 5*.

The jelly bomb seems like it'd be really unpredictable and at the same really fun.
Maybe decrease the amount of time it takes for lil blobs to detonate though?
I support the idea of making it pure elemental, though don't Blast Cube jellies deal pure normal?
Also, the thingy for upgrade lines is about your guns, typo anyone?
And where is this Experimental Weapons Division anyways?
I want to apply for an job or internship there o3o

Fixed that. Yeah, blast cube jellies do pure normal, but if I make it pure normal it'd probably end up worse than the Irontech Destroyer due to the unpredictability of the blobs and the delay it takes before they detonate.
Also because explosions are elemental. No argument there. Hohoho.
And where is this Experimental Weapons Division anyways?
The Spiral HQ Experimental Weapons Division (SHEWD) is very very underground; in fact it's so underground that nobody in Haven even knows about it!
But their job is probably the second most important of all - designing and testing out some of Spiral HQ's weaponry so that Knights can feel safe as they venture down the Clockworks. Some of their lesser known creations include the Cold Iron Vanquisher, the Radiant Sun Shards and the Snipe Poop Gatling Turret.
Internship is open to all, but please bring a safety hat - the mortality rate for interns is about 5 in 4. No, that's not a typo.

The butterfly and lobber,along with the armors,look insane!the jelly bomb looks fun!i might just become a jelly enthusiast if the bomb was put in the game!

This is what I've suggested for so long.
I WANT IT so badly.
Maybe call it Mini Blast Cube? At the moment, it looks hard to distinguish from the normal Blast Cube. Maybe add some parts from the Times/Normal Explosive Block to it? Just to give the design some character, I suppose. Maybe I'll make a picture of it to show what I'm talkin' about.
Just a suggestion, I love it nonetheless.
EDIT: Here's the thing I said I'd make a picture of: http://gyazo.com/2e9e16e339cf660ef0bf2651c4164187
That's how I in-vision a Mini Blast Cube would look.
LAST EDIT: Forgot the leetul pully lid thing. http://gyazo.com/f446379ea57a8a8881cbc9b5b1236703 Only 'cuz it looks kinda cool.

@Alphastevo: Making it look like a normal Blast Cube is pretty much the point. :P But nice suggestion too! I don't feel like redoing the concept art though, hahaha~
Also, more Bomber Love:
[WB-02] Bouncer (**)
Concept Art
DAMAGE TYPE: NORMAL
ATTACK POWER: LOW-MEDIUM
SPEED: FAST
Spiral HQ's Experimental Weapons Division first got hold of this weapon's prototype after an inert mine blew a Knight's helmet off.
Ever since, SHEWD has been developing this mine for use in the Clockworks, and that Knight has purchased life insurance from Spiral HQ.
CHARGE ATTACK:
After the fuse is 'detonated', the Bouncer burrows into the ground, leaving a red ring around it in a 1.5 squares radius. It then remains inactive.
If an enemy enters the blast radius, the Bouncer pops out of the ground, and detonates in the same radius after a 0.7s delay.
Each Bouncer deals about 10% less damage than a Blast Bomb, and if an adjacent Bouncer detonates (i.e. red ring radii overlap), the Bouncer will become active. This makes it possible to 'chain' Bouncer blasts for maximum damage.
UPGRADE LINES:
2* Bouncer > 3* Ground Bouncer > 4* Burrow Bouncer > 5* Stealth Bouncer
2* Bouncer > 3* Ground Bouncer > 4* Flare Bouncer > 5* Scorch Bouncer
This weapon has the same charge time as a Blast Bomb, but a slightly shorter fuse time.
You can only place up to 2 Bouncers for the 2* variant, 3 for the 3* variant, and 4 for the 4* and 5* variants.
The Flare Bouncer line reduces the delay from activation to 0.4s by 5*, and has a slight chance of causing strong Fire, but deals 25% less damage than a Burrow Bouncer of the same star rating.
The Burrow Bouncer line line increases the blast radius to 2.5 squares by 5*, but increases activation delay to 1.1s by 5*.

@Kentard
I would love to add a cluster bomb to my explosive arsenal. In the past I've thought it would be something neat/fun to have and making it an elemental bomb would be icing on the cake. RSS is nothing to sneeze at when going against constructs, but it would be nice to have a bomb that does bonus damage to them other than the Voltaic Tempest.
"The cluster blasts deal the same damage as a normal blast, and one blast deals 25% less damage than a 2* Blast Bomb." I don't quite understand this sentence though. Are you saying that the initial explosion would be typical 5* damage and then the latter explosions would be 2*? If so that sounds a bit low for the secondary blasts but I do understand the need for balancing.
I also like the proximity mine idea for the Bouncer. It would give us bombers a whole new world of trap-laying to toy with and expand our support capabilities. Though at the same time I only see myself using this as the occasional replacement/partner for the Ash of Agni or Voltaic Tempest. It comes off as a weapon best used with kiting or for anti-Kat purposes, as slags crawling out of the ground would probably set off the explosion before they can actually be damaged.

wow,those bouncers look fun!and destructive!!!!Great idea!!!

I like the jelly bomb. Would tottaly make+use one.

For the Bouncer line, I wonder whether it would actually make more sense for the activation delay to increase upon upgrading. Let's say you were fighting a horde of Jelly Cubes, for example. Maybe it takes a Cube 0.7 sec to move from the edge of a Bouncer radius to the middle, where the Bouncer actually lies. In that amount of time, other Cubes may have entered the blast radius, making the bomb much more effective. Now say you've upgraded your Bouncer to a Stealth Bouncer. In 0.4 sec, the Cube will not have made it too far inside the blast radius, and needless to say not many of its fellow Cubes will have, either. If the delay was increased to 1.1 sec or something, more Cubes will be affected by the Stealth Bouncer.
I guess maybe you've taken this into account and would prefer that the bombs not be used in this way, since you can chain more bombs together upon upgrading, but that's just my thinking.
All that said, I love the idea of an actual trap bomb. As the most predominantly bomb-favoring member of my guild, I've gotten used to the mentality that bombs should be placed according to where enemies will be, and I like the fact that Bouncers can cater to this mentality even more than existing bombs.

"The cluster blasts deal the same damage as a normal blast, and one blast deals 25% less damage than a 2* Blast Bomb." I don't quite understand this sentence though. Are you saying that the initial explosion would be typical 5* damage and then the latter explosions would be 2*? If so that sounds a bit low for the secondary blasts but I do understand the need for balancing.
Uh not really, no. Cluster blasts deal the same damage as the main blast. And the 25% less damage than the 2* Blast Bomb only applies to the 2* Jelly Bomb. The 5* variant's damage will be scaled to the Nitronome.
Damage will be high; no doubt, but this makes up for the unpredictability of the bomb.
I also like the proximity mine idea for the Bouncer. It would give us bombers a whole new world of trap-laying to toy with and expand our support capabilities.
I was actually quite surprised trap bombs were never implemented in-game; I figured that would be the next step after Haze, Shard and normal bombs.
But yeah, I do hope at least one trap bomb is implemented. Might need a bit of rebalancing but you get the idea.
For the Bouncer line, I wonder whether it would actually make more sense for the activation delay to increase upon upgrading.
Actually you do have a point there - perhaps I can make an alternate line with increased activation delay and a slight increase in damage.
That being said, perhaps the current line could have a constant blast radius.
EDIT: I've added an alternate line to the Bouncer Bomb as with Schattentag's suggestion - this one offers a larger blast radius and more damage, but a longer activation delay, making it tougher to 'chain bombs'.

Ah I see what you mean now. Thanks for clearing that up.
I'm also the resident bomber of the guild I'm in and would love to see these bombs' full potential.

I,too,am surprised that trap bombs were not put in the game already.if the bouncers and the jelly bombs were put in the game?id almost certainly make a bomber loadout dedicated just to those bombs.and btw,that butterfly looks epic.

Anyone remember the bouncing betties from this game?
That game's only a few years younger than I am, but it was such an awesome game.
~Sev

while were on the topic of trap bombs like the bouncer,what about a bomb that you could put down so many of and then detonate them all at the same time?or mabye a chain bomb that after you put down a certain amount of mombs,that after one bomb is set off,it sets off all other bombs around it?btw,just saw the gremlin armor,and i want that ghostmane armor!!!!

These are great Kentard
Not to brag (okay I sort of am) but I think I could make about 80% of those weapons and armor concepts you have using Spiral Spy :D, heck, wish you should have thrown some character suggestions in my EtD role casting thread now

@Tsubasa-No-Me: Just in time, have I got some stuff for you guys.
@Happyapathy: If you like, go ahead. :3 I'd love to see the end results. Bonus points if you can make a Mariposa replica.
@Magnicth: Unnecessary; we already have the cluster bombs for that.
All bombs detonating at once won't be OP, but it would create a terrible amount of lag.
Besides, your idea is essentially the Bouncer minus the split delay times.
Anyway, I decided to give some other weapons more love:
[WS-03] Partisan (**)
Concept Art
DAMAGE TYPE: PIERCING/NORMAL
ATTACK POWER: MEDIUM-HIGH
SPEED: MEDIUM
Normally used as a ceremonial item, the Partisan can be used for self-defence in times of emergency. Knights favor its shorter counterparts for ease of control; but this weapon sacrifices control for extreme reach.
BASIC ATTACK:
A 2-hit, moderately fast combo (slightly faster than the DA) involving a slash in a large arc with a radius of 1.75 squares, followed by a single thrust forward. The second hit knocks down soft-bodied enemies and interrupts enemy attacks.
CHARGE ATTACK:
The charge attack for the Partisan and its upgrades have two phases:
Firstly, the wielder makes a backstep followed by a thrust forward up to 3 squares away.
If the wielder hits an enemy with the initial thrust, he slams the Partisan onto the ground, creating a spike that is guaranteed to hit the enemy for high damage.
Otherwise, the wielder performs a 360 degree, low damage sweep (80% normal attack) that pushes all enemies away after a 1 second delay.
UPGRADE LINES:
2* Partisan > 3* Sharp Partisan (Piercing/Normal) > 4* Blessed Partisan (Piercing/Normal) > 5* Constantine (Piercing/Normal)
2* Partisan > 3* Crystal Lance (Piercing/Elemental) > 4* Opulent Lance (Piercing/Elemental) > 5* Maleficium (Piercing/Elemental)
Think of this weapon as a heavier Flourish; except with separate tactical uses. On one hand it serves as a single-strike nuke that dishes out incredible amounts of damage to a single target, on the other it possesses great knockback due to its incredible reach.
Damage is scaled to about 85% of a Troika of equivalent star rating.
The Sharp Partisan upgrade line benefits from its charge attack dealing massive damage onto a single target, with the spike replaced by a bright beam of light by the 5* upgrade, the Constantine.
The Crystal Lance line; in addition to dealing split Piercing/Elemental damage, delivers a powerful blow upon phase 2 of the charge that affects all enemies in a small AoE; at the expense of having significantly lower charge attack damage.
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[WS-04] Soulsword (***)
Concept Art
DAMAGE TYPE: SHADOW
ATTACK POWER: MEDIUM
SPEED: MEDIUM-FAST
Many vengeful spirits of fallen Knights reside within this cursed blade, thirsting for revenge upon the very forces that sealed their fate.
BASIC ATTACK:
A 3-hit, fast combo that is identical to the Calibur/Brandish.
CHARGE ATTACK:
Creates two orbiting skulls (similar to the NPCs in Moorcroft Manor) around the player, following him for 6 seconds.
A maximum of two skulls can be created, and old skulls will be destroyed instantly.
Enemies that touch a single skull will receive Shadow damage and get knocked back.
UPGRADE LINES:
3* Soulsword > 4* Summon Sword (Shadow) > 5* Resurrection (Shadow)
The weapon's charge attack is unique in that it is not directly offensive; rather the orbiting skulls serve as a defensive mechanism to knock back nearby enemies. That being said, it still has its DPS potential in areas such as RJP, but to prevent exploitation, each skull only deals 80% of normal attack damage.
Subsequent upgrades increase the number of orbiting skulls by 1, at the cost of an additional .33 second increase in charge time.
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I'll keep you guys updated with any concept art once I'm feeling creative (and free from all of my commission stuff).
In the meantime, do check out my commissions page here, as well as my pal Heroineforhire's page over here~

Interesting indeed... :D I can do some outlines/sketches for you if you want... But I cant Color them... I'd need A bamboo pen or something... :/
Not only am I famous, but I inspire Hipster...ness... Yeah.
~Tsu

I can't scan!
Intriguing, the soulsword could be used like a guardian shield. A mini DR...

On the topic of the Soulsword, there is a texture file in the game for a sword that has a SKULL on it, though it is frozen over.
Makin' me wanna ask that if there's a design wanted for this, just base it off said sword, and make an ice variant to give said texture some love. You can find it with Spiral-Spy.

Poison Snarble Barb line:
Sickly Snarble Barb(3*)
Corroded Claw Rapier(4*)
Vitrolic Claw Rapier(5*)
The VCR line acts like a snarble barb but inflicts poison and has a chance on any swing.
Shadow/Poison Bomb:
Acid Shot(2*)
Corroder(3*)
Infected Corroder(4*)
Breakdown(5*)
This works like a skyburst. It has a charge time comparable to Irontech, but has powerful shadow dmg.
Alternative Blaster line(Pierce)
3* Musicboom Blaster
4* Deciboom Blaster
5* Sonicboom Destroyer.
This acts similar to the blaster but has a different charge. It instead has it that you can move while using it, and it's a large blast that goes through enemies(akin to spur).

@Tsubasa-No-Me: Sketches will do fine~ Love to see them in their full glory, hehe.
By the way, if you like I can commission you a second piece with SUDAAAAA in it. ;)
@Alphastevo: Sure, why not. Still selecting a good design out of the few rough sketches I've made so far, though.
@Atrumvindex: I'm not too sure about the poison snarble barb... for the status to exist it has to deal less damage, and I don't think you can compensate for the loss of damage with the increased damage to enemies from poison.
As for the Musicboom Line, moving around while using it sounds interesting; if not tricky to implement - what's the duration of the bomb effect, how often you have to proc the damage etc etc.
I like the Acid Shot line though; might do some concepts if I'm free.
Anyway, new update; I've added concept art to the Partisan line.
Also, even more Bomber love:
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[A003-01] Reinforced Demo Set (Suit + Helm) (*****)
Concept Art
Normal Defence: HIGH
Piercing Defence: VERY HIGH
Bomb CTR: VH (both pieces)
Stun Resist: HIGH
Movement Speed Decrease: MED
Forged out of the strongest, heaviest alloys obtainable, this bulky suit turns the demolition expert into a one-man juggernaut. That is, of course, if said expert can figure out how to move when encased in solid Shadow Steel.
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[A003-02] Obliterator Set (Suit + Helm) (*****)
Concept Art
Normal Defence: MED
Shadow Defence: HIGH
Bomb Damage Bonus: MAX (both pieces)
Curse Resist: HIGH
Fire Vulnerability: MED
Stun Vulnerability: MED
Warning: This suit is only compatible with those bent only on destruction and eradicating all forms of life within a twenty foot radius.
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I'm not sure what it is Kentard, but you always break your HTML Tags. XDD
...I'm just jaw-dropped at that spear art. It looks like something right out of WoW. *stares*
Piercing Defence Mad Bomber set? I say yes. Neat art too.
~Sev

+1 to your new suggestions.
Thats all that needs to be said... That and i can get lazy.

your links broken XD
P.S always love your art. (espesially the crossbow :D)
have you given up on your devilite boss idea