Balancing, Branching, et cetera

"Luguiru made a thread? Quick, run before the giant posts of derpbillion paragraphs kill us all!"
Blippy boopy doopy noggins. I made this thread because apparently I only bash threads and call out their mistakes and people retaliate by saying I never make any suggestions myself so I have no right to do so. The same people also say even if I did make my own suggestions they would be the same or lower quality than their own. You be the judge of that.
A few little notes before the lists of stuff. Rebalanced equipment does not exclusively mean it has to apply to whatever is being rebalanced. It can be a completely new item. The problem with doing that is the item originally intended to be rebalanced still needs to be rebalanced. Content under branching is intended to take something we already have, like an existing weapon or armor, and create a spinoff of it. Still similar enough to be relevant but different enough to be its own alchemy line. New content means playing completely unpredicted cards. Cards that were never part of the deck to begin with. After that are individual groups of stuff that could be categorized under one of the previous three but that gets cluttered very quickly. Eventually you will see a line. That line separates my stuff and links to other threads. Under that line are more categories with even more stuff to read about with a very brief description of the thread acting as the link. Going back to my stuff before we move on, there are several items which are not linked. Those are yet to be written. One of these days it will be. Oh, it will be. And I will laugh maniacally in a room all alone while everyone outside thinks of calling the asylum to stop letting me take walks in the neighborhood at night.
This first post will act as the index and preface to what is to come. Do not read any further if you are intolerant of enormous walls of text. It will be updated as content is added. Beep boop.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Indexed index of my stuff:
- Balancing
- Branching
- New Content
- Minigames:
- Market breakdowns
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Balancing:
- Armor/Shields
- Weapons
- Big Angry Bomb
- 5* Deconstructor
- Troika
- Ionized Salt
- Cold Iron Vanquisher and Fang of Vog
- Volcanic Pepperbox
- Rigadoon & Flamberge lines
- Magnus/Iron Slug
- Winmillion
- Ionized Salt
- Ionized Salt for the last time
- Blitz, baby
- Adding something to the new shard bomb mechanic
- Autoguns (and Blitz again)
- Polaris (not Supernova), punks
- Gran Faust
- Divine Avenger
- Graviton
- Voltedge
- Combuster
- Glacius
- Acheron
- Trinkets
- Rebalancing the families
- Third line for Crystal Bomb
- Poison Brandish/Alchemer
- Another Cutter line
- Bonus branches for weapon specialist armor lines (based on this post)
- Some kind of flare gun
- Possibly the most bizarre armor set that will ever be suggested in this thread
- A couple bomber helmets
- Grenadier caps
- Welding mask
- Some weird shields
New Content:
- Weapons
- Sterilizing Vaporizer
- Axe
- Mace
- Flail
- Broadsword
- Gauntlet (one hand)
- Bastard sword
- Shovel (weird sword)
- A support bomb to support your other bombs
- Epicenter bombs
- Family bonus damage spectrum
- Armor, shields, and trinkets
- Oiler based equipment
- Ice Cube based equipment
- Bomber specialist shield
- Customizable trinkets (based on this)
- Shields that do weird stuff (getting impatient because no one else is going to try it)
- Trinkets which are pets which are trinkets which do some stuff
- Enemies and other things that want to kill you
- Living statue enemies
- Spiders {enemies}
- Spiders {boss}
- Spiders {floor layouts}
- Lava (original thread here)
- Sir Skeletos (original post here)
- Death Riders (dumbed down version of Sir Skeletos)
- Minor additions
- Engineer
- "Engineer" tools and constructed allies {original thread here}
- Engineer, weapon specialist armor
- Engineer, other useful equipment
- Engineer, tool compatibility
- Engineer enemy
- "T4+"
- Battle Sprites stuff
- Announcement
- Commentary (one rant instead of spewing words on multiple threads scattered all over the floor)
- How to Spiralmon (general mechanics)
- Spiralmons (everyone else calls them Battle Sprites but I prefer my own version of their name)
- Spiralmon Equipment
- Arcade revival
- Interaction between Arcade and missions
- Adding Arcade exclusive benefits
- Mission nerfs
- Survival
- Overview
- General idea of battle area layouts
- Weapon limitation and the use/life system
- Armor and shield rules
- Upgrades within the minigame
- Reward system
- Field traps and objects to deal with
- Extension to the survival minigame (original thread here)
- Some map layouts which will probably not be up for a while
- Vehicle related shenanigans
- Overview
- Expedition/Face Off
- Delivery
- Reward system
- Some weird Vaporizer bomb minigame based on this
- Something where two teams build stuff
- Overview
- Construction options
- Upgrades
- Rewards
- Energy market
- Material market
- Crown market
- Equipment market
- Accessory market
____________________________________________________________________________________________________________
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Indexed index of stuff in other threads:
- Equipment
- Cosmetic
- Bosses/Missions
- New Enemies
- Minigames
- Balancing/Updating
- New damage types, statuses, and field traps
- Lockdown
- Blast Network
- - - - - - - - - - - - - - - - - - - - - - - - - - -
In other threads:
- Equipment:
- Stuff by Kentard
- Root/Lichen bomb
- Gauntlets (skip to this post to begin)
- Whips
- Piercing heavy sword
- Existing upgrade line mechanic index
- Flamethrower
- Snarbolax gun
- Fourth weapon type, "Engineer"
- Kat based equipment
- Some kind of laser thing which gains range the longer it charges
- Stuff by Tsubasa
- Boomerangs, darn it
- Spritzers (pressurized Vaporizer)
- A bunch of weapon ideas from Zeddy
- Swiftstrike 4*+
- Some bombs by Doctorspacebar
- The only two-handed weapon concept I would approve
- A gun that can use vials to fire
- Time Rift gun
- More bombs by Doctorspacebar
- Scarlet shield line
- Some weird guns and swords from Doctorspacebar
- Cows & Cows & Cows
- Status Armors
- Draycos talks about rebalancing equipment, enemies, and statuses
- Even more bombs by Doctorspacebar
- Cosmetic:
- Bosses/Missions:
- Spanner in the Works
- Everfrost Valley
- Crimson Express
- Something underwater
- Petrode Pack
- Purging the Darkness
- Stuff by Quotefanboy
- Stuff by Marvintheandroid
- Tribunal Trio
- Poison Ground
- Devilite CEO by Kentard
- Even older Devilite CEO by Indigoraven
- Great Pursuit
- Grimalking
- Stealth stuff
- Wartorn Casino
- Crystalline Caverns
- Castle Course, Dragon Depths
- Arenas
- Class missions
- Return of Ur
- Project Thunderstorm
- Construct Criticism
- Terra Firm
- Asphyxigan and his toxic love
- Ouro and friends in the bayou
- New Enemies:
- Minigames:
- Monster Battalion
- Storm the Fortress
- Haven Havoc
- Hunter versus the World
- Player versus player minigames by Doctorspacebar
- Endless Arena
- Survival mode with only one weapon
- Volleyball
- Showdown, Elimination
- Krogmo version of Arcade
- On the Prowl
- A minigame where you shield bump people around for derps and giggles
- Sword Sausagefest/Duel
- Rebalance/Updating:
- A novel by Fehzor
- Normal damage stuff by Tsubasa-No-Me
- Something about the FDA and tougher content
- Rebalancing Armor Bonuses
- Making Plate sets more useful in parties
- Notice board for trading
- Spiral City
- Equipment testing facility
- Promoting use of the Wiki, search function, and reading
- Suggestions status
- Gun rebalancing by The-Rawrcake
- What Fehzor thinks of the new shard bombs
- Reworking damage bonuses
- Stuff about the energy market by Fehzor
- Chat box
- Tiny CE packs
- Furniture for the guild hall update
- A different elevator system for the Clockworks
- Deadman drop for bombs
- Theme Passes
- Getting rid of unneeded sword projectiles
- Making Spur the best melee weapon ever
- Changing sleep status, sleep themed boss
- Giving defensive armor overhealth which regenerates but is not part of your normal health pool
- Zopyros-Il reredesigns the UI
- New damage types, equipment effects, statuses, and field traps:
____________________________________________________________________________________________________________
Other stuff that is in:
Suggestions:
- THE RULES FOR THIS FORUM
- How to not be pretentious in the suggestions subforum
- Another index of suggested stuff
- Petition to keep Crystal line bombs the same and make the proposed mechanic a different weapon
- Petition for older players to have access to redesign their knight and have the cosmetic options newly created knights do since the recent newcomer customization update
- Gametrekker talks about the upcoming Spiralmon
- Gametrekker talks about making the game enjoyable again
Arsenal:
- Weapon balance review by Fehzor
- I need scissors 61 {research on how defense, damage, and damage bonuses work}
New Recruits:
- Crash course equipment tutorials from a box
- Making it Without Breaking it: The Guide to F2P Success in SK
- How to get your forum pic-true because having pic-false is stupid
- How to move your thread
General:
- Is Three Rings going to balance stuff, by Tsubasa
- Bombies not acting like bombs
- DEFENSE TESTS DONE IN LOCKDOWN
"Treasure" Vault:

The following numbers assume the user has maximum bomb charge time reduction (+6), the bomb is H1, and the user is on D29.
Deconstructor line ends at 4* with 151 DPH against neutral targets and 196 against constructs, to which it has a +3 damage bonus against (+21% damage). The family bonus is fairly insubstantial as it is when compared to Nitronome which does 203 under all circumstances; then again HDecon is only a 4*, but the following values assume there is a 5* version to create damage values for:
To scale its neutral damage rate against enemies which it does not have a buff against, let the damage value for 5* Deconstructor ("Obliterator", "Heavier Deconstructor", etc.) be 180 where Nitronome is 203, and the end ratio is based on damage inflicted on a construct to make it more useful against its specialty:
Family bonus at +3:
180(1.21) = 218; 1.07 times Nitronome
Woop de derp, it does a total of 15 more damage against its specialty enemy.
Family bonus at +4:
180(1.28) = 230.4; 1.13 times Nitronome
Hurr. This is still wimpy.
Family bonus at +5:
180(1.35) = 243.05; 1.19 times Nitronome
Not quite, though the damage buff may seem overpowered at this point keep in mind this is supposed to be the next best thing to an elemental standard mechanic bomb against constructs.
Family bonus at +6:
180(1.42) = 255.6; 1.25 times Nitronome
Its base damage is almost 90% of Nitronome and after adding the family bonus comes out with 125% of it; where it lacks against normal enemies it more than makes up for in its specialty, encouraging users to spend to craft this line.

O.o
Even with my pro math skills, I can barely follow all those calculations. But I think I get it.
But that aside, this thread seems pretty interesting. Lots of math. Math = fun. :D I'll be following this.
And I'm happy to see my Storm the Fortress thread linked up there. I have a Fiend mission thread somewhere that I'll dig up and show you. Might have some potential.
Now, off-topic, I have a 'suggestion' for you to see. You'll be surprised. It'll probably be the worst 'suggestion' you've ever seen, unless you're like the OP.
http://forums.spiralknights.com/en/node/53034?page=1
EDIT:
Well, I found my fiend mission. Not very detailed, as I haven't gotten around to really adding to it yet.

Weapon rebalancing will have math, lots and lots of math; so much math that mathematicians will drool from their nostrils and cry tears of joy through their ears.
For the links I poot a few of whatever was in my "these are well developed and/or helpful" bookmark folder. I will add "Purging the Darkness" to the index.
That derp thread is somewhat entertaining; I smiled a little. "Luguiru has emotions? What sorcery be this?" Hurr.
The unlinked stuff in the index under content for this thread I have notes for and will post later.

My threads are included?!?! Woop! And I'll get around to adding more to that classification thread maybe on wednesday. Still want Kentard to work his magic and make me some decent concept art (hint hint) :P

A thread by Luguiru? Let the reverse bashing begin! Let me begin by asking why the [rust] you didn't include Hunter vs the World in here?

More links?
Keep them coming.
A couple of the other bits ought to be up by tomorrow. If anyone wants to request I work on rebalancing something or branching feel free to request here or do it yourself. Or do it yourself.

Thanks for taking up some of the reins on community suggestions...
Due to lack of support on mine I think I'll redo my thread or GY it and post a new one. Dunno.

Don't get rid of your thread D:
..I don't know why just don't >.<

Do you mean for this thread? All I would respond is "okay, hurr". Everything else has essentially been addressed. I gave a grade and allowed other users to give their own spiels.
I have notes for everything listed for this thread up to the grappling weapons and most of the spider stuff. I will type up a couple some time tomorrow.

Troika Combo
Magnus line
Iron slug
Defense VS Offence: Weapons
Defense VS Offence: Armor and shields
Plague Needle (If needed)
Volcanic Pepperbox
Winmillion
Levi Charge VS FoV Charge
Rigadoon
Flamberge
Neutralizer (Charge damage boosts; Chaining, Possibly)
Radiant Silver Helm
Ionized Salt Bomb
Over all, I feel that the Defense VS Offence are the biggest things that should be tackled.
But If you wouldn't Mind going over these topics... You can say reasonable things much better then I can... :/
SUUUDAAAAAAAAAARUUUUSSKAAAAAAAAAAAA!!!!!!!!!!!!
~Tsu

I can address a couple of those things briefly right now, the rest will be thrown into the meat grinder after I pump out the nine pages of notes I took today. Hurr.
Troika could use a little more damage, this one goes to the grinder.
Magnus and Iron Slug, I can go over both as well.
Defense versus offensive values in weapons, armor, and shields; this would be easier if we knew health bar to number values but I can attempt this.
Plague Needle is in another thread somewhere.
Volcanic Pepperbox; I made one but I never use it because I hate not being able to strafe. I will still go over it.
Winmillion, I might be able to.
Leviathan charge versus Fang of Vog; the latter is intended to be a double edged sword, but comparing damage rates it may be underpowered where it is supposed to be greatest.
Rigadoon and Flamberge should not have the same damage values. Fire and stun are not the same status. I was originally not going to go over it because I thought they had different damage values before but when I went to the Wiki they were the same. Derp.
Catalyzer charge buffs. Yes. This weapon needs to be more useful.
Radiant Silver Helm has its own thread(s) around. If I were to work on this I would just slap the same stats as the armor on and throw it back into the soup.
Ionized Salt is supposed to be a mostly neutral Crystal line; according to other users it has issues with the charge speed. I have not made one of these yet to verify but I will get back to you on this.
Hurr.
Here is the priority list for these items:
Troika
Catalyzer
Flamberge/Rigadoon
Ionized Salt
Magnus/Iron Slug
Volcanic Pepperbox
Leviathan versus Fang of Vog
Winmillion
Defense versus offensive (weapons, armor, shields)
May as well do the weapons first, seeing as they have tangible figures to work with.

It would be possible to check Armor Values via Guild Lockdown... All we'd need is some Alts to fill the space and two guilds (I have one on an alt)... We have, what is it... 3 pure damage weapons ...
Example:
Put on drake scale armor.
Have other team Hit you with a Suda repeatedly.
Count the number of hits.
Calculate
...?
Profit.
If you only use the first hit, then the damage for each swing in LD can be calculated by taking the total damage dealt/the number of hits.
ECT... there are LOTS of things to learn about this, And I'll do my best to help with this :3
Sidenote: I'm going to make a lil thread about the Slug sometime today... It shall be fun :D
SUUUDAAAAAAAAAARUUUUSSKAAAAAAAAAAAA!!!!!!!!!!!!
~Tsu

I don't think I even posted on that thread...
I was talking about this one http://forums.spiralknights.com/en/node/52499

My promises have caught up to me.
Something is missing here. There is no math. New bombs need math to prove they are balanced against existing bombs. With pure pierce and inconsistent area of effect within the radius, I need to know how much of that blast area is covered by damaging spikes to properly balance it. I will add it to the list to work on later.
The index will be updated to have several balancing articles. I am not particularly eager to address offense versus defense if it has been difficult to notice, though I will probably get to it eventually; there are only so many things to balance. Unless, of course, a sudden influx of new equipment occurs and I am distracted by running off to craft them. While I am here I may as well post a reference for statuses:
Probability to afflict: Slight Fair Moderate Good
Degree: Weak Minor Moderate Strong
Value (#) 1 2 3 4

Third Crystal line
Before beginning let one thing be clear: element, shadow, poison, +3 construct bonus. The user has no bomb damage bonuses and maximum charge reduction bonus (+6). Yes, split shadow-element again.
This is essentially switching a few things from Radiant Sun but with poison slapped on, meaning reduced damage. To keep it fair to its rapid assault nature let its damage values be lowered by 10% from that of Radiant Sun against respective resistant and vulnerable families.
The most damage will be inflicted to construct due to the +21% bonus, element damage, and shadow being neutral to this family.
273(0.9) = 245.7 ~ 246 DPH
The second highest damage will be afflicted to jellies from the more effective shadow damage and element being neutral to this family.
230(0.9) = 207 DPH
The third highest damage will be dealt to gremlins and undead as both are resistant to one of its damage types but weak to the other.
179(0.9) = 161.1 ~ 161 DPH
The fourth highest and lowest damage will be dealt to beasts and fiends as they are neutral to one of the damage types but resistant to the other.
107(0.9) = 96.3 ~ 96 DPH
Considering poison lowers enemy defense and these damage values are still fairly high, lower it instead by 20%:
Construct:
273(0.8) = 218.4 ~ 218 DPH
Jelly:
230(0.8) = 184 DPH
Gremlin/Undead:
179(0.8) = 143.2 ~ 143 DPH
Beast/Fiend:
107(0.8) = 85.6 ~ 86 DPH
Assuming poison lowers enemy defense by 25%, using this bomb will do 5% more damage than Radiant Sun against enemies chained against upon affliction. Due to this mechanic superceding Radiant Sun it should only be available through a T3 boss beginning at 2* and upgrading to 4* to balance against other Crystal lines, unless someone wants to design 5* variants of all the lines and keep the damage balanced; keep in mind both existing Crystal lines have had their damage decreased by approximately one bar of each of their two damage bars somewhat recently. For the model I imagine the standard model with a dim green core and purple crystal and a gear turning at an angle from within, with the normal green bubbles from the poison.
I dub this abomination of science: Corroding Rust Remnants.

May 9, 2012
A sword and/or bomb with the ability to "sterilize" the target, preventing them from inflicting a status (gun is not involved due to balance). "Sterile" status prevents the afflicted from inflicting any status for its duration but does not affect existing afflictions (the knight is already on fire, sterilizing does not cure them because they are already on fire and the afflicted enemy became sterilized after inflicting the fire). The weapon will have fairly low normal damage to balance the status affliction ability, namely it will not pass 3* to keep its radius small. This concept was originally intended for the Cautery line from Brandish, but the cahrge is substantial enough to be overpowered against other Brandish users in Lockdown and dominate Alchemer/Vaporizer users with the series of explosions created by the Brandish charge attack, though a Vaporizer mechanic would grant greater support ability to bombers; the alpha design for this weapon will end as a 3* Vaporizer and may only be obtained through a T3 boss which shall be designed later in this thread. Planning ahead? What does that mean? Keep in mind with the current gate system in the Arcade only four (or five, though this does not last very long) gates each with a different boss than the others. This maintains access to all bosses at all times while offering a variety of player created stratums. The boss is T3 but the bomb will stop at 3* to prevent substantial abuse with the 5* standard radius of other Vaporizers. "Derp, I have the anti-status bomb. Herp, spam it everywhere Brandish/Alchemer/Vaporizer users on the other team are." No. None of that silliness. It will share the same damage values as its 3* Vaporizer counterparts but in normal damage, not that the damage matters except for maybe one or two enemies; Vaporizer blast damage is only dealt to a single space radius around the epicenter. Due to lack of information for the damage values of the 3* Vaporizers I shall use the apparent bar values of three and one third bars at H1 and four and one fourth bars at H10. Vaporizers are used for the status anyway, the tiny blast radius rarely matters for the average bomber. "Sterilization" does not prevent allies from being inflicted by attacks which afflict before the target became sterilized, meaning if a turret fires a projectile before becoming sterile the bullet still has the ability to inflict a status.
The model for the bombs, since a sword would be either underpowered or impractical with the same restrictions set on the bomb and would give more power to the already overused weapon type, follows the Vaporizer: 2* is a sphere with a ring around it, 3* is a cylinder with a ring around it. The existing Vaporizers have three colors, two on the sphere/cylinder and one for the band, as well as a small circle on the ring which shares one of the inner object colors. Instead of having this design for the center, "Sterilizing Vaporizer" and "Sterilizing Vaporizer Mk II" (I know, very creative; hurr) will have a completely white inner shape and the below symbol on the center of the top and assumably bottom (it is assumed the inner shape is the same on both the top and bottom). The ring will be gray, the shape solid white, and the below symbol vibrant red (think firetrucks/ambulances).
Ø
May 18, 2012
I forgot to give this thing damage rates. Seeing as the only 3* Vaporizer mechanic damage values recorded are here, I shall have to base the damage for this off of it:
The following assumes the user is on D14 with maximum charge (+6), no damage buffs, and is using the weapon against a neutral target.
Fiery Vaporizer Mk II:
N(eutral):
57
B(last)R(adius) = 1
C(harge)T(ime) = 3
Sterilizing Vaporizer Mk II:
N:
x
BR = 1
CT = 3
The status on Sterilizer is fairly powerful against status reliant targets; it may lack the offensive abilities of Voltaic or Agni lines, it has utility in supportive tactics. Due to the mechanic for Vaporizer bombs the blast damage is rarely relevant, but to some it is their bread and butter; for those I balance the blast damage on this weapon. Its status sterilizing ability offers users substantial power over Lockdown users who rely on status lines (Brandish, Alchemer, Vaporizer) as strategic advantages, but sterilizing them would cripple this relationship; in order to balance against this its damage shall be 80% of the existing Vaporizer values but retain normal damage where the others have element:
57 (0.8) = 45.6 ~ 46
Keep in mind this blast damage is uncommonly relied upon but is required for this bomb mechanic to function. The Sterilizer shall retain the same basic mechanic as other Vaporizers in terms of radius, duration, and status rate (4/1, good chance of minor) while the blast damage serves as a necessity to the mechanic. It needs to be there even if no one cares.

Venom Veiler is one of the few weapons able to deal poison (Vile Striker line, Sealed Sword charge in probability, Biohazard line), covering a large area with a fairly weak status (poison lowers attack by a third, damage taken increased by a fourth, and prevents healing to the afflicted). As all Vaporizers it also lacks the significance blast area as its radius is merely one; one space around the epicenter upon detonation. The status glyph causes the standard four space radius though its effects vary by which specific line it is (fire, shock, freeze, poison, stun). Stun and poison are often referred to as the weakest statuses, poison having been described and stun slowing movement and animation; attacks, movement, and reactions are all delayed. Stun has been somewhat fixed recently, from its broken behavior of allowing enemies to "double attack"; when the enemy would attack without the status it does but without the animation, then uses the attack from the stunned animation. This essentially meant the only advantage of stun was mobility decrease, excluding zombie jumps if the user is close enough to be jumped upon. Due to the supportive nature of these statuses it makes sense to have a Vaporizer for both dedicated to support tactics; no other bomb had the ability to inflict either status until their existance. Of these weapons, each has a mechanic intended for status affliction: swords have Brandish, guns have Alchemer, bombs have Vaporizer. A poison or stun variant of Brandish does not exist due to inconsistency with the elemental nature of its status afflicting lines for fire, shock and freeze; the same applies to Alchemers. Both Alchemer and Brandish lines also have a shadow damage altnerative with no status (Nightblade and Shadowtech) and an extra line (Cautery and Nova); the shadow lines retain the same damage as their elemental counterpart (Shadowtech has the same damage as the statusless Nova line, Cautery is considered a dead end line due to its lack of upgrades beyond 3*). The difference between these two is existing content; for swords the Vile Striker and the 3* Sealed Sword have a chance to inflict poison, for guns the Plague Needle has poison, Biohazard line inflicts poison. Brandish is efamed for its offensive purposes, freeze used as a counter to the fire line. For Alchemers it holds the same reasons, more so as it has the Nova line for a clean element gun without statuses.
Assuming a poison variant of either weapon is being created, it would have the same damage values as the other Brandish lines for the sword; though its split values would be questionable as element due to its envenoming nature. None of the poison weapons deal element, but there is a poison weapon for the other three damages; would this pattern be broken, or a shadow poison-line spawned? A split normal shadow line would conflict with Nightblade line; what if it were split element shadow? It would give reason to make the entire Divine set for Lockdown while providing a different experience. Normal damage is overpowered according to many users in normal combat, dealing consistently to everything where all other damage types have two of six scenarios they are crippled against; each damage type does reduced damage to two families, neutral damage to two families, and bonus damage to two families; normal deals neutral to everything. This appears fair at first glance, but keep in mind the reduced damage added to the bonus damage does not equate to 200%; it is approximately 20% of the neutral damage against the families resistant and 140% of the neutral damage against the families more vulnerable, resulting in 160% from one attack against a resistant and a vulnerable enemy where the normal damage weapon deals full 100% per hit and would have dealt 200% in the same scenario. Does this mean other damage types are worthless? Do a Vanaduke run with a Divine Avenger while someone else uses Sudaruska; you do more damage but they have all the fun with knockback. Tactically, knockback has its advantages; the Sudaruska charge can be used to barricade gunners or slow bombers (Big Angry, Irontech, Graviton, Electron) after they use a charge attack which leaves them wide open for counter. Does this mean knockback weapons are only useful for knockback? Nitronome. Back to the subject; split element-shadow. This combination is only seen with Divine set in its defense values. Divine Veil combined with Skolver Coat grants the user defense against all damage types as well as fire, shock, freeze and curse; but the defenses are about half the maximum defense though the statuses are convenient for anti-offensive tactics.

Before beginning, yes, I know Trojans exist; this is mostly different. Since we have derps and Iops here I will briefly describe Trojans:
Trojans are part of the fiend family. Approximately 180 degrees of their front side is under a permanent shield effect which cannot be removed, disabled, or transferred. The only way to damage them is by their back where a crystal is exposed. Yes, this comes from an enemy in the Legend of Zelda series. No, I do not remember which. Trojans have two attacks: a heavy smash somewhat similar to Troika series charge and a dash in a linear path which pushes knights with it; the dash is often followed by the smash, leaving its back exposed for several seconds. The Trojan AI mechanic often favors attacking knights who stay within the area of their smash or are in their linear path to dash.
The living statues will follow a somewhat similar mechanic, following and chasing knights to kill them; the common goal of most enemies (Menders, Silkwings); unlike Trojans, its defensive mechanic will be completely different. Unlike its rush-to-kill tactic cousin, the living statues will only stalk knights who are facing away from them and resume complete invulnerability when faced. "But Luguiru, how would we kill them them?" It only follows this pattern for ten seconds of stalking, after which it resorts to a twenty second blitzkrieg period during which it chases knights to inflict a similar attack to trojans, also dealing shadow damage; no, it is not a fiend, it deals shadow but is neutral to all damage. Regardless of its vulnerability phase it will always take 10% less damage from everything but shares the same normal movement speed as Trojans while stalking (not the dash speed, when it is not aggressed and scurries around; it looks silly). The model will somewhat resemble the existing statues used to hold down pressure pads but approximately double the size with limbs and a Gran Faust; this shall be part of a T3 special series of floors encountered only in the Clockworks, similar to the Toxilargo before missions came out; the community will be encouraged to actively maintain the stratums rather than dump all the random crystals they have accumulated. To troll the community, the living statue will only be in T3 gremlin stratums. As an abomination of the Underworld summoned by the gremlins to destroy intruding knights but feared by the vulnerable gremlins; gremlins flee when a living statue approaches to keep a safe distance. Back to the model; hopefully, eventually, I will be able to create images.
"Your description is too short for anyone to understand, make it more detailed."
Say there are two knights, Alpha and Beta. They arrive on a sixth stratum gremlin floor. "But I hate T3 gremlins! Whine, whine." This can be an alternative to the same old boring gremlin-construct floors. I can design a special floor layout later, but to refer to an enemy which does not exist and has no content for it would make no sense; basically, there will be a lot of pressure plates involved. In certain pocket areas of the floor where treasure boxes normally hide, one of these suckers is sitting there deactivated. As soon as a knight approaches it (comes within a four space radius) the living statue activates, following the stalk and drop mechanic to follow the knight back to the rest of their team. When it follows for ten seconds consecutively, it switches to an aggressive mechanic beginning with the same dash-smash mechanic as Trojans have, but it only uses this when the blitzkrieg mode begins until a knight dies or twenty seconds of not being damaged. "What happens if there are two knights, does it know which to follow?" It will follow whatever is closest to it in a radial path and prioritize knights near its front face over behind. Attacking it in the back has no advantage over the front, but it has no attack which hits all around it as Trojans do. It can still turn around if it is only being attacked by something behind or another knight is not within range of its smashing attack. Back to the original scenario. Alpha goes to a pocket area and comes within activation range of the living statue, triggering a purple flash from its eye and the hunt begins. Beta is clearing an area on the main path while Alpha is looting, the statue not moving because Alpha is facing it. As soon as Alpha turns away to join Beta, the living statue arises and begins to follow. Alpha uses WASD+Mouse to move, giving them the ability to turn around and face it while still moving away; it stops. "Then why would we want to fight it?" It drops a material needed to make/upgrade Corroding Rust Remnants, a bomb described in this thread. The material is not obtainable through any other means and is a fairly rare drop, meaning it will be a fairly rare weapon which forces users to not only work together to create this stratum but also to collect these materials. The living statue itself is an entirely optional enemy to battle since it only spawns in pocket areas and not battlement areas (party button rooms), though it has fairly high health and defense to give users a challenge in contrast to the crowds of tiny enemies dispatched in only a few hits. Alpha rejoins Beta in a cleared open room ahead, forgetting to keep his face to the living statue to keep it still; it has been following for ten seconds at this point and has begun its blitzkrieg stage. The living statue will resort to its invulnerability phase if a knight is not within six spaces for six consecutive seconds and remain in this state for at least ten seconds; after which if a knight comes within range it will resume normal behavior. Again, this enemy will only spawn at pocket areas where extra treasure boxes may be found in a floor which I have yet to design with many pressure pads and statues involved. Yes, I will create the layout later; the floor shall consist of gremlins, occasional Gun Puppies, and the living statues.
As for what to name these living statues, I have come up with the following:
Golem
Titan
Behemoth

/e is scared by huge walls of text.
Time for some hard-core reading...

"Oh, no, my greatest fear!"
Stop that silliness.
I will sketch sillier representations for the models for arachnaphobics to have some peace. "You care about us?" No, but it beats having derpbillion threads to change the model immediately after release; may as well get it right the first time. Before beginning on the boss or floor layouts, we shall first review the new enemies.
Yes, each of these are designed for a single status. Yes, they will have different models and not be recolored variants of each other. Yes, they each have different advantages and disadvantages. Yes, the enemies have different defenses and resistances. Yes, I have given a basic idea for each of them in a previous thread. Yes, someone tried to steal it but had no original content to expand and it made them look like an idiot. Stop asking so many questions so we can continue. Unless stated otherwise the bite attack status rate has a good chance of inflicting moderate (4/3), the webs have a moderate chance of inflicting minor (3/2), and the swipes have a fair chance of inflicting weak (2/1):
The fire variant will have quick attacks in rapid succession, meaning its attacks will be the most rapid of the four; its bite has a good chance to inflict strong fire though its average movement speed allows knights the opportunity to evade a flaming death. Its superheated legs have a fair chance to inflict moderate fire, but is able to chain three consecutive swipes. It fires webs directly at knights, which inflicts fire upon contact; the web covers a radius of two and lasts ten seconds. Its web only lasts ten seconds and it may have only one web out at a time. Upon contact with a freeze web, fire spiders become frozen during which will not be able to inflict fire until freed. This spider deals element damage and is susceptible to shadow.
Unlike its hasteful relative, freeze spiders have slow attacks buit deal more damage per hit. They still ahve the same movement as fire spiders but slower attack speed. Its bite has a slightly larger area of effect due to its jaw size, which also has a good chance to inflict strong freeze. It has larger forelegs but still has slower attacks; the swipes also have a larger range but are notably slower than the fire variant. these swipes have a fair chance to inflict moderate freeze and only swings twice per combo. This variant also fires webs but only does so on slow or immobile knights to freeze them; the webs have the same surface area, ten second duration and single web rules as fire. Unlike its impatient fire relative the freeze spider attempts to go around the knight by taking alternative paths to kite or goes to their back if multiple spiders are fighting a single knight. Similar to fire, freeze spiders are only affected by webs of their opposite status; fire webs cause freeze spiders to be lit aflame and flee from battle. This spider deals normal damage and is neutral to all damage.
Similar to all enemies most annoying with shock, shock spiders will have the greatest mobility speed; unlike the fire and freezwe variants, shock is able to place two webs at once which last fifteen seconds each. Its bite has the same average range and rates as freeze. Unlike the other variants, the swipe attack for the shock spider does no damage; instead it pushes the target five cells away. This attack alone does nothing more than annoy the team, but the spider would have already placed shock webs to afflict targets. Its fanges are thickly spiked, piercing through armor and discharging electricity directly into its victims. Its attack speed is between the freeze and fire variantswith the damage per hit of fire (not including fire status damage). Alone it places a web between itself and the target, then attempts to kite to push the knight into the web. These spiders deal pierce damage but are weak to element. When affected by a poison web, shock spiders randomly scatter around the area for ten seconds; during which making contact has a fair chance to inflict weak poison. The webs last longer, each spider can have two webs at once, and their only direct attack is their bite; a tactical foe to be reckoned with.
Of the four, poison has the weakest status; however, the poison spider is potentially the most dangerous. While the others, in especial contrast to freeze, the poison variant is approximately half the size of the others. It also spawns in twos where others would normally spawn a single enemy. There is no diversity branching from the poison variant but there are more enemies to be aware of. They do not have the speed of shock, nor attack speed of fire, nor crushing blows of freeze, but it has larger webs. The others only have a radius of two spaces from the epicenter, but poison ones have a radius of three; keep in mind two spawn where a single of the others would, meaning double thw webs with 150% more coverage. The webs also last ten seconds but the effective rates are increased from the basic 3/2 to 4/2. Poison alone is not too significant of a threat, but the swarms of poison spiders rushing towards a lone knight envenomed is an event to behold. Their bite and swipe follows the same damage rate of fire (without the status, and per hit) but lacks in attack size; the spider is smaller, therefore their bites and swipes cover a smaller range. This does not stop them from going with their flaming brethren to rush the team. Upon entering a shock web, poison spiders polarize and stick together forming large clumps of spasming beings. Poison spiders deal shadow damage but are weak to pierce.
Yes, there will be equipment sets designed after each of the four. Yes, I know what I want to set the stats at. Yes, I will make art for it. No, it will not be available immediately. Yes, I will also make art for the enemies. Yes, spawns will be scattered; this is no "fire only" floor; the spawns will not necessarily be random but normally some of each type will be present in every battlement. Yes, I will design floor layouts and spawn patterns. Yes, it will be with the enemy and equipment art in terms of layout. No, I will not draw exactly what every pixel of the floors will look like; that would make it too easy for Three Rings to add their own touches.
Assuming accumulative defense is 13 (H1) bars and the user is equipping both parts for the total buffs:
Fire:
6.5 bars element, 6.5 bars pierce, 5 bars fire, 2 bars shock & poison, -5 bars freeze, +2 gun and sword speed
Freeze:
7 bars normal, 3 bars shadow, 3 bars pierce, 5 bars freeze, 2 bars shock & poison, -5 bars fire, +4 damage (universal)
Shock:
8 bars pierce, 5 bars normal, 5 bars shock, 2 bars fire & freeze, -5 bars poison, +2 bomb charge, +2 gun speed
Poison:
6 bars shadow, 3.5 bars normal, 3.5 bars element, 5 bars poison, 2 bars fire & freeze, -5 bars shock, +2 damage (universal), +2 gun charge
Will there be weapons and/or shields available from this as well? Maybe; the current equipment will be available at 3* from a boss to be designed later and the recipes at Basil to upgrade. Yes, I am trying to get the community re interested in the Clockworks without beating missions/existing boss rewards to death. No, I am not doing this for personal gain; though I am amongst the Vanaduke spamming junkies. Actually, I could incorporate CRR into this as another reward. Why am I referring to a boss which does not have any content for it yet? I already have a general idea of what it will be and will begin notes for it later; be content with what I have so far for this. These are just the basic enemies.
Yes, the four can harm each other from opposing webs. No, there will be no conrtrol over them preventing "accidental" web firing upon the opposite one because you happen to be near it. Use this to your advantage. Before ending these final notes let it be known that the crippling response to webs is not the same as being afflicted with the status. Using a fire status weapon will not cause a freeze spider to run away as a fire web would, but it still burns from the status. Also, spiders cannot be afflicted with their own respective statuses but are neutral to all other statuses. Unlike the equipment, the spiders do not have an enormous weakness to their opposite status. All four are resistant to the damage they deal except freeze, which is neutral to everything. Further detail of individual behaviors will be expanded later.

Hammer values (not including the dash):
R(esistant):
swing 1 - 55
swing 2 - 66
charge (per hit) - 92
N(eutral):
swing 1 - 258
swing 2 - 321
chage - 468
W(eak to):
swing 1 - 340
swing 2 - 403
charge - 550
Sudaruska values:
N:
swing 1 - 258
swing 2 - 321
charge - 468
Divine Avenger/Gran Faust values:
R:
swing 1 - 153
swing 2 - 225
charge - 362 (projectile does 90 per hit)
N:
swing 1 - 234
swing 2 - 363
charge - 600 (projectile does 131 per hit)
W:
swing 1 - 328
swing 2 - 445
charge - 682 (projectile does 190 per hit)
These are currently the three heavy mechanic swords which have 5* variants; Sealed, Troika, and Seerus hammers (the hammers are not an upgrade line but a 5* version is available). According to the Wiki, the hammer and Troika lines have the same damage on neutral targets but the hammer charge smashes twice where the Troika only does so once. The hammer also has a short dash attack between basic swings, granting it more damage and utility in offensive combat. Its only drawback from Troika is the damage type is resisted by beasts and gremlins. Before comparing it to the hammer we shall compare Troika line to Sealed line. Avenger and Faust lines deal the same damage to their respective weak and resistant families, both charge attacks have the same base damage values, but the Divine Avenger has three sword projectiles where Gran Faust has one and its charge has a chance to curse the user; its second swing has a chance to inflict curse without the user risking affliction. Compared to Troika line, Sealed lines have less damage on the first swing by 24 but more on the second swing by 42; the charge attack also does 132 more damage and fires a projectile(s) which deal 131 per hit for approximately three hits per target caught in its knockback effect. The only disadvantage between either line for Sealed is Faust charge may curse the user on charge and the first swing does a little less damage. Sealed has every other advantage in damage. However, Troika line does have two things against it: stun/freeze status (Sudaruska, Triglav respectively) and hilarious knockback on the charge of approximately five spaces away from the user in a cone pattern. This has its uses for support tactics in keeping enemies far from teammates, though the normal heavy mechanic swings tends to do the same job nearly as well. Though freeze and stun are useful support statuses, face facts; the support utility of Troika is substantially outbalanced by the other heavy sword offensive abilities. Should its offensive rates be buffed to compensate or support abilities changed/buffed? To start, raise its base damage by 5%:
258(1.05) = 270.4
321(1.05) = 337.05
The normal attacks are now fairly well balanced against Sealed lines by being 10 apart, the first swing being 10 more and the second 10 less than it once was; compared to Sealed lines its first swing does about thirty more and the second swing thirty less.
Disregard the following. It is based on Troika line charges only hitting once. It will stay to prove I am forgetful at times.
"How do we balance the charge now? The other two heavy swords give at least double the damage output of Troika lines. Does that mean to double the charge damage? No, considering about 20% of its charge is in the knockback; change it to 150% and see what happens:
468(1.5) = 702
This fairly well scales to a Sealed line charge where the projectile hits one target once but retains its existing massive knockback; then again, Divine Avenger has three projectiles which carry a fair distance. Where the hammer charge would do 936 (N) the Troika line would do 702 and knockback, as well as a support status. Where Divine Avenger does 600 and 131 per projectile hit on the charge (N) the Troika line would still do 702 and knockback; this may not do as much damage but it is significantly more useful as a one-hit smash."

Troika and spai-uh-durs (this is not the actual name, it is how I pronounce them while being derp) notes are now up. Tomorrow will have Ionized Salt and the Vanquisher-Leviathan-Fang of Vog balancing.

Ow. I was standing here before you started building your wall. Now I'm just a BUMP in the brickwork

So, what you're saying ... is the Troikas should do 1.4k damage per charge, no boosts? I like this... But, I'd like to focus more on the Combo.. the charge does ~ 800 total, ATM...
... It has 2 hits, that charge.
~Tsu

Derpited.
It has been a couple weeks since I have used my Sudaruska, yet I still forgot the charge has an explosion after the initial hit. The charge is fine as it is right now but the normal swings could use the buff.
Some time between tomorrow and Monday will have Rigadoon/Flamberge and Magnus lines, since Catalyzer was buffed recently.

The following assumes the user has max charge (+6), no damage buffs, the weapons are H1, and the maxed charge time for Ionized Salt is four seconds (Radiant Sun is two with max charge).
N = Neutral to
W = Weak to
R = Resistant to
Salt:
Construct: 40
Slime: 46
Gremlin/Undead:151
Beast/Fiends: 239
Good chance of moderate shock (4/3)
Sun:
Slime/Grelin: 107
Beast/Construct: 179
Undead: 230
Fiend: 273
Salt:
151 damage / 4 seconds = 37.75DPS (N/N)
40 damage / 4 seconds = 10 DPS (N/R)
239 damage / 4 seconds = 59.75 DPS (N/W)
Sun:
179 damage / 2 seconds = 89.5 DPS (W/R)
107 damage / 2 seconds = 53.5 DPS (N/R)
273 damage / 2 seconds = 136.5 DPS (N/W+3)
The jelly bonus on Salt is barely worth mentioning, seeing as its pierce damage lowers the rate significantly; if the charge time of four at max charge is true, it is worse than Big Angry without previously given balancing. Considering Radiant Sun beats Ionized Salt in minimum, maximum and average damage values the only way to fix it without changing one of the split damages to another damage type would be to reduce the charge for Ionized Salt and increase overall damage by approximately 5%. A damage increase would make it similar to Big Angry, although its primary use is supposed to be a neutral version of Radiant Sun in most scenarios. To remedy this, the damage should be changed to pure normal with the jelly bonus and shock status removed, then balanced to have only decent damage in comparison to Radiant Sun without equalizing:
(107 + 174 + 230 + 273) / 4 = 784 / 4 = 196
(107 + 174 + 230) / 4 = 174
(196 + 174) / 2 = 185
With 185 damage per shard (normal only) the Ionized Salt would become the neutral alternative to Radiant Sun, though its damage is still fairly high; lower by 10%:
185 (0.9) = 156.5 ~ 157 per shard
With 157 per shard, the same charge mechanic as Radiant Sun and removal of its split sharing with pierce and shock status this weapon maintains its intended versatility; however, as a normal damage weapon it still has overpowering versatility. With a -6 construct penalty it retains relative proximity with the original mechanic while maintaining utility in general combat. To maintain pierce-normal split damage and keeping enutrality against jellies in spite of their resistance would require approximately +12 jelly bonus, though the maximum is +6; therefore to keep split damage and neutrality to jellies at the same time would be impossible under current mechanics. Damage rates may also be improved by increasing charge time alone from four seconds to two as Radiant Sun has under the same circumstances.

The following assumes the user is on D29, the weapon is H1, and the user knows how to use the spin properly for consecutive hits on the charge attacks.
Leviathan:
B(asic attacks) 1&2: 193
B 3: 241
C(harge attack): 355 (per spin; three spins)
Cold Iron Vanquisher:
N(eutral):
B 1&2: 177
B 3: 223
C: 330 (per spin; three spins)
Undead:
B 1&2: 213
B 3: 265
C: 385
Fang of Vog (as a good chance go inflict strong fire [4/4] on basic and charge hits, may burn the user upon charge):
R(esistant to):
B 1&2: 114
B 3: 162
C: 266 (per spin; spins four times)
N:
B 1&2: 173
B 3: 258
C: 440
W(eak to):
B 1&2: 242
B 3: 325
C: 506
Of the three, Leviathan requires the least skill and experience to obtain; its recipes are given to users through the mission mainstream for no cost, as well as the other Cobalt set items (armor, helmet, shield, gun, bomb). Damage per hit-wise, Fang of Vog outclasses the other two in its charge and sits beneath them on normal swings. Its charge does more to neutral and vulnerable targets and spins four times where the others only spin twice; not to mention the 4/4 fire rates (probability to afflict / degree of status afflicted). Its drawbacks are the chance to self inflict fire upon charge and its slower swing rate, though it has the same mechanics otherwise. Its normal attacks scale fairly well against Levaithan in terms of damage, but its substantially powerful charge balances against this. Overall, it is a riskier alternative to Leviathan with potentially higher damage output at the risk of the user burning themself. This weapon balances well though users complain about its lacking damage rates; I have a Fang of Vog and Vanquisher, no Leviathan; comparing neutral damage from Vanquisher to Leviathan and accounting for increased knockback, Fang of Vog is still a great weapon if the user is willing to take the risk. Returning to Vanquisher; it is often referred to as substantially weaker than Leviathan. Values shall be reiterated:
Leviathan:
B 1&2: 193
B 3: 241
C: 355
Cold Iron Vanquisher:
N:
B 1&2: 177
B 3: 223
C: 330
Undead:
B 1&2: 213
B 3: 265
C: 385
B1&2: Vanquisher has 16 less damage against neutral targets but 20 more against undead compared to Leviathan.
B3: Vanquisher has 18 less damage against neutral targets but 24 more against undead compared to Leviathan.
C: Vanquisher has 25 less damage (per spin) against neutral targets but 30 more against undead compared to Leviathan.
To compensate the specialty damage, what would happen if the undead bonus were changed to +4 for +7% damage:
213 / 100 = 2.13 {1%}
2.13 * 7 = 14.91 ~ +15 damage = +1 undead bonus
Assuming the first swing is the base value in a formula to identify the third swing and charge values, the first swing would increase against undead to 228. With +1 undead added to the current +3 the first swing becomes 228 against its specialty and makes the values average between the three values (Vanquisher against neutral and undead, Leviathan). It still is only better in one of six scenarios. Before continuing for the other values, let us see what happens with +5 and +6:
N = 177, 16 below Leviathan
+3 (current) = +20 over Leviathan against undead; 213
+4 (+1 on base) = +35 over Leviathan against undead; 228
+5 (+2 on base) = +50 over Leviathan against undead; 243
+6 (+3 on base) = +65 over Leviathan against undead; 258
193/177 = ~1.091
This value should be tripled to equate the bonus given:
9.1% (3) = 27.3% ~ 28% = +4 undead
According to the first swing values between Leviathan and Vanquisher, the latter would be better balanced to add +1 undead family bonus to make its damage rates outweight Leviathan against undead in a floor with all six scenarios available. This will not balance it against Leviathan in the other five scenarios but it becomes more useful where it specializes without making it overpowered.

What if the Normal damage were sitched to shadow, the shock and sime bonus retained, the charge time standarized, and the overal damage reduced by 5%-15% to account for the shock?

Do you mean after my changes or from its current mechanics?
If that were based on my changes it would need about 22% damage reduction from my output.

I nominate Luiguru as OOO official head coordinator, someone get this man a megaphone!
awesome stuff man, you know what you're talkin about
+1 to all

I got an ISB, and here are some changes I think should happen...
Increase the splash damage AoE
Increase the speed of the Shards
Make the Moderate shock into Strong Shock
MSI Low-med while holding it
Slime Bonus to max
and Finally, If you're gonna have The ISB be a Charge ONLY Gran Faust, then Make the Damage reflect it. That, or reduce the Charge time.
Too apathetic for ~Sig

Crystal line bomb mechanic can either snipe distant targets or have multiple shards hit a single target. Increasing its blast radius or shard size would mean further damage reduction. Increasing speed would also decrease damage, but fairly slightly. The shock is already fairly powerful. Adding movement speed while charging would neuter its damage. Doubling its current jelly family bonus would mean even more damage reduction. Do we want it to be a neutral/versatile alternative to Radiant Sun or more area coverage?
If I had power in Three Rings I would end up suspending spam/alternate accounts from the forum and edit out horrible posts around here such as "you are stupid and everything I do is perfect and everything you do is stupid because you are stupid", which is close to context which has occurred in the past. Users should be allowed to give competent suggestions, not spam or harass others because they soiled their diaper. I assume most of the admins are aware of these users but allow the community to deal with them or enjoy watching us eat each other. I suspect the latter.
I have notes for Volcanic Pepperbox, Magnus lines, Rigadoon and Flamberge. Winmillion is in progress. They should be up by tomorrow.

are no better or worse than the myriad other suggestions found within this forum. They only appear superior to you because you thought of them. I can confidently say, these ideas contained in here are some bad, some good, most just different. Having more thoroughly pondered them, and more thoroughly expressed them . . . it is very much a "same quality" greatly increased "quantity," situation.
Like i said, there are some ideas that are good, some that are bad, and the vast majority are simply "different," from what we have now. It is a microcosm of the entire suggestions forum---except much more wordy. It boggles my mind you'd criticize 99% of every single suggestion on this forums, then trot out this manifesto of more of the same. To quote an excessively negative knight i read somewhere "Large posts do not equal good content. " Imagine a 2 foot pizza with 100 different types of cheese, 100 different types of meat, 100 different vegetables and crust the size of your pillows. Just because you tried to put every ingredient in the world on this one pizza, wouldn't make it taste any better than a well considered and concisely executed artisan pizza.

I was using the LOOONG as heck charge time and a Reference to the GF as my basis... I'd implement all those changes save the Damage boosts, and keep the current damage and the charge time...
Make it a hit and run weapon.
But not implementing them, would mean dropping the CTR back to RSS...
IMO, this was designed in a time when OOO thought that normal damage Has so suck to balance it.... Or neutrality.
Too apathetic for ~Sig

The following assumes the user has no charge, damage, or family resist/vulnerability bonuses on depth 29.
___________________________________________________________________
B = Basic attack
C = Charge attack
B(#) = Accumulative damage from the basic attack after factoring the (#) bullets
C(#) = Accumulative damage from the charge attack after factoring the (#) bullets
___________________________________________________________________
V.Pepper:
B(1): 46
B(6): 276
C(1): 79
C(15): 1185
Slight chance of moderate fire (1/3), normal, charge pushes enemies away, two clip
Blitz:
B(1): 62
B(6): 372
C(1): 121
C(15): 1815
Pierce, two clip
Valiance:
B: 98
C: 236
Normal, charge explodes, three clip
Autogun linesa re designed for rapid fire on a thin cone area of effect with six bullets fired on the basica ttacks in a two clip combo and a waving flurry on charge which fires fifteen bullets. Plague and Blitz lines deal pierce Pepperbox line deals normal with a 1/3 (slight chance of moderate) rate of inflicting fire. Comparing the damage between Blitz and Volcanic Pepperbox, the basic attack of Blitz is 1.3 times that of the Pepperbox and the charge of Blitz is 1.53 times that of the Pepperbox. However, the Pepperbox is more versatile due to its fire and normal damage; but does this counter the significant lack of damage? As it stands under neutral circumstances regarding the fire on Pepperbox, the step child deals about three fourths the damage on the normal attack and two thirds the damage on the charge compared to Blitz. Keep in mind the potential scenarios in play here: six families, each with five status variations (poison, fire, shock, freeze, neutral), meaning thirty potential scenarios. Of these, Blitz is neutral or extra effective against all but ten (jelly and construct variations) while Pepperbox loses its fire against six (fire themed enemies of all families). Due to the rate of fire, the base changes would be around -10% then -7% for normal damage instead of specialization:
Basic(1):
62(0.83) = 51.46 ~ 51
Charge(1):
121(0.83) = 100.43 ~ 100
This is still fairly powerful, lower it by accumulative 20% instead:
Basic(1):
62(0.8) = 46.6 ~ 47
Charge(1):
121(0.8) = 96.8 ~ 97
Compare to current values:
B(1): 46
C(1): 79
The base attack would be barely increased, but the charge raises significantly. What would happen if Pepperbox was raised by 20% from its current values:
B(1): 46(1.2) = 55.2 ~ 55
C(1): 79(1.2) = 94.8 ~ 95
Average these with previous values:
B(1):
(55 + 47) / 2 = 51
C(1)
(100 + 95) / 2 = 97.5 ~ 98
Now to factor in the rapid fire potential:
B:
51(6) = 306
C:
98(15) = 1470
Now to check if it still balances against the previous values:
B:
306(1.2) ≥ 372
367.2 ≥ 372
C:
1470(1.2) ≥ 1815
1764 ≥ 1815
Proportionately the charge is slightly more useful for these values on Pepperbox, but its charge retains the knockback to keep burning enemies at bay while inflicting damage; this may push the target(s) out of range but while cornering excels at keeping a melee target pinned. Due to the time required to prepare the charge attack it can not be abused to permanently keep a target pinned unless two users are alternating the charge, in which case teamwork is being applied. Does this mean the community would learn how to pin a single target and abuse this mechanic? Will switching to Geico save you more on car insurance?

The following assumes the user is on D29 against a neutral target.
Final Flourish:
R:
B1&2: 47
B3: 55
C1&2: 77
C3: 84
N:
B1&2: 203
B3: 258
C1&2: 386
C3: 421
W:
B1&2: 285
B3: 340
C1&2: 468
C3: 509
Fearless Rigadoon & Furious Flamberge:
R:
B1&2: 41
B3: 48
C1&2: 65
C3: 72
N:
B1&2: 153
B3: 207
C1&2: 320
C3: 360
W:
B1&2: 240
B3: 289
C1&2: 401
C3: 442
Of the Flourish lines, Final is crafted the most for its versatility in damage without wasting time on statuses. In the past Flamberge line had the least pierce damage of the three due to its fire affliction in a 2/3 (fair chance of moderate) rate of fire. Fearless Rigadoon has a 1/3 (slight chance of moderate) rate of inflicting stun, which has utility in defensive tactics; however, Flamberge has more offensive use so long as the user is not attacking fire themed enemies. Both Fearless Rigadoon and Furious Flamberge currently have the same pierce damage values, but the statuses remain untouched. However, Final line has more raw damage than the other two lines. Rigadoon has stun which has utility against faster enemies such as fiends but still lacks significantly in damage. Flamberge line takes the offensive with fire with a fairly average rate and degree of affliction, but retains the same mechanics as the other two Flourish lines. Keep in mind that fire is an offensive advantage, dealing damage over time; however, the rate of fire on Flamberge does not compensate the 32% damage Final line has nor the stun rate on Rigadoon. These statuses are delegated to the alternate lines as delayed gratification by either a defensive or offensive status to influence the battle. These weapons have also been referred to as "toothpicks" due to the rapier model, though its first basic swing is out of character as a rapier sword. Although Final line deals 32% more than the Flamberge and Rigadoon lines on the first basic swing, the weapon overall is well balanced against other weapon mechanics; however, the two status lines remain underpowered under the primary damaging line. What can be done about this? Considering Final remains with its current values, change the other two to gain 10% more and see what happens:
F.Rigadoon/F.Flamberge
(N)B1&2: 153
153 (1.1) = 168.3 ~ 168
Compare that to 203 on Final line under the same circumstances. The status for Flamberge line would lower its damage by approximately 19% from the base values on Final while Rigadoon would lose approximately 13%:
Flamberge
203 (0.81) = 162.81 ~ 163
Rigadoon
203 (0.87) = 176.61 ~ 177
Compare these to its current standing at 153 on both. Due to its independant mechanic of other swords I am unable to compare values to similar weapons. Spur is going to be obnoxious.

Callahan/Iron Slug
N:
B: 131
C: 296
No strafing, Callahan has a 4/3 (good chance to inflict moderate) rate of stun and pierce damage, Iron Slug deals normal damage, both have a two clip.
Hail Driver
N:
B: 88
C: 213
Element damage, bouncing bullets, two clip, 4/3 (good chance to inflict moderate) rate of freeze, two clip.
Valiance
N:
B: 98
C: 236
Normal damage, three clip, large bullets, charge explodes.
Magnus lines Callahan and Iron Slug have the same damage values but Callahan is pierce and Iron Slug is normal. Assuming the above guns have the same charge time rates of other guns (five seconds standard), more damage is supposed to be balanced against less mobility for the user. Antigua line has significant mobility and quick fire but deals the least damage per bullet against a neutral target. Autogun lines have the highest damage if all bullets hit the same targets but the rapid fire prevents the user from moving at all while firing during the normal and charge attacks. Magnus lines on the other hand are two clip, no strafe guns with average sized bullets designed to deal the most damage per hit, similar to how Big Angry works amongst bombs. Statistically, Autogun (Blitz) lines deal the most damage to a single target but Alchemers are more favorable for the tactical gunner against multiple enemies, utilizing the bouncing bullets to increase damage output using the same amount of time. Imagine a crowd of ten Slags fairly well crowded together. With a Blitz the user can mow down a couple with their charge, but the Alchemer charge will be playing pinball with their (golf) balls and inflicting a status if it is a Magma/Storm/Hail. Does this mean Blitz is useless against multiple enemies? No, stop twisting my words to try to use them against me. Personally, Autoguns are not my style; I need mobility regardless of which weapon I use. As for Magnus lines, Callahan seems to be designed for a quick shot sidearm while revolving but lacks in primary use. What is revolving? Any decent gunner should know this, but I will not explain weapon tactics unless asked to do so in a thread pertaining to the subject. The same goes for anything irrelevant to this thread, such as elephants. Assuming the previously identified guns are being used as primary firearms and valuesa re based on a neutral target:
B:
Valiance: 131 / 98 = 1.33...
Hail: 131 / 88 = 1.602
C:
Valiance: 296 / 236 = ~1.21
Hail: 296 / 213 = ~1.39
Magnus lines are supposed to deal significantly more damage against a single target. Keep in mind primary gunners competent in all gun mechanics is somewhat rare; not as rare as a bomber under the same circumstances due to tactical complexity, but to the average knight guns are simply sidearms or support damage for primarily sword using knights. Does this mean swords are the easiest weapon to figure out? No, but the community regards them as such; my claim to their simplicity is as valid as that of anyone else but the community regards them as such already. "What should we do about Magnus?" Changing its mechanic is out of the question, but a damage increase is definitely in order; not a significantly overpowering buff, perhaps around 20% to start:
B:
131 (1.2) = 157.2 ~ 157
C:
296 (1.2) = 353.2 ~ 353
Damage per clip-wise, this is approximately the same as Valiance; the charge potentially does les due to the area of effect compared to that of Valiance but Magnus is supposed to shine against single targets by nailing them with a solid bullet of sit-down-and-die. It may not have the raw damage of Autogun lines or the utility of Alchemers, but with this damage buff Magnus will make its way to every gunner seeking versatility in combat without relying on a primary sword user to dispatch lone weak enemies.

The VP cannot Multi-proc like the FoV.
I think it should, but it cant. That means only one fire status, and then no renewal.
To apathetic to ~Sig

Yes, but the rapid fire can reapply the status upon ending a previous affliction.

Yep, that's true...
But I feel that it wastes the opportunities....

The following assumes the user is on D14 against a neutral target with no damage or charge buffs.
Winmillion:
B1&2: 47
B3: 60
D(isk): 25
CS(wing): 99
CD: 42
All attacks fire a projectile for a short distance
Blizzbrand:
B1&2: 84
B3: 113
CS: 200
CE(xplosion; four consecutive): 47
4/4 (good chance of strong) freeze (charge explosions only)
Ascended Calibur:
B1&2: 95
B3: 118
C (spins three times, damage per spin): 173
Easiest sword to obtain at this star rank (recipes are given for free by mission mainstream)
Spur is the inbred child of a sword and a gujn with low damage in the swings and projectiles, which only travel about five spaces. Compared to Blizzbrand and Ascended Calibur the Winmillion deals about half the damage on its full cahrge and half the damage on the basic swings without the disks which would make it about three fourths of the other two. On the Winmillion the basuic swings are about double the damage of the disk; the same approximation applies to the charge. Assuming this balances a relevant proportion the first swing of Winmillion combining the swing and projectile should be at least 90% the average between the other two:
(47 + 25) ~ (95 + 84) (0.9) / 2
72 ~ 85.5
This is where theoretical variables take over:
(A + B) ~ C
A ~ 2B
C ~ 85.5
[(2 * 28) + (28)] ~ 85.5
84 ~ 85.5
A = B1&2
B = D
C = B1&2 average of Blizzbrand and Ascended Calibur
Just to make sure all values are balanced against the other lines we shall use a legend to track ratios and values for the beta version of our current alpha Winmillion:
B1&2
Assuming the ratio between the disk and first couple swings is relevant:
47 / 25 = 1.88
1.88 * 28 = 54.64 ~ 55
B3
25 / 60 = 2.4
2.4 * 28 = 87.2 ~ 87
D
See further above.
CS
99 / 47 = 1.93
1.93 * 99 = 191.07 ~ 191
CD
99 / 42 = 2.3571
2.3571 * 42 = 98.9982 ~ 99
Winmillion (beta):
B1&2: 55
B3: 87
D: 28
CS: 191
CD: 99
Ratio legend:
B1&2: 1.88
B3: 1.45
BD: 1.12
CS: 1.93
CD: 2.36
Check the charge:
([200 + 47.4] + [173.3]) * 0.7 ~ (191 + 99)
[(388 + 519) / 2] * 0.7 ~ 290
317.5 ~ 290
[Ascended & Blizzbrand averaged] ~ [Winmillion under these values]
Now check the basic:
55 + 28 ~ 85.5
83 ~ 85.5
[Winmillion under these values] ~ [Ascended & Blizzbrand averaged]
The values are still slightly underpowerd but are significantly greater than current values. These values depend on ratio relationships between the disk and attack which fired the disk. These ratio changes will not make Winmillion instantly wanted by everyone but will raise its appeal by having more damage, which everyone likes. The disk firing mechanic on this weapon forces its damage to stay fairly low but that does not mean it should have 3* values as a 4* weapon when there is supposed to be a significant damage value jump between T2 and T3.

You do awe-inspiring work, good sir.
On the Winmillion, I believe input is due from an avid user such as myself.
I will likely edit this post once I have read the entire post, but for now~
In regards to the damage of the Winmillion still being under "average", I believe that the damage should be on par with other swords.
Looking at the Troika vs Sealed Sword lines (5* versions, at least), damage is what players want. Though they have highly similar mechanics, the sword that can do the most damage is preferred.
>_>
My train of thought died here.
I'll edit when it's repaired.

Thank you very much for linking Everfrost Valley (and Spanner in the Works), so I don't have to bump them. Now I feel I can make more suggestions without it being forgotten!

The index is for threads willing to put in the effort. If anyone wants threads to be added request so in this thread with the link so I may do so; it will be read over before being added because I do not trust everyone with their silly links.
I have notes for the second rebalance on Ionized Salt, axe mechanic, mace mechanic and have been working on flail recently. Halberd/Pike and polearm/quarterstaff have been removed because they would be too unbalanced.

*defibrillates thread*
I am eagerly awaiting that second ISB rebalance.

I love the danged thing! o.o
Which is odd, 'cause I'm no bomber.
The following numbers assume the user has maximum charge time reduction (+6), the bomb is H1, and the user is on D29 against a neutral target.
Big Angry is one of those step children no one likes. Nitronome gets all the attention, Nitronome is the best, herp derp; meanwhile Big Angry only has ~22% more damage per hit to show for all of its disadvantages.
____________________________________________
Nironome: 203 DPH (damage per hit), 101.5 DPS (damage per second), potential 1319.5 (given its covered surface area) DPS, 2 second charge
Big Angry: 247 DPH, 82.3... DPS, potential 740.97 DPS, 3 second charge
____________________________________________
Its damage to time rate is aout 80% of Nitronome, which only worsens by its smaller blast radius; with 150% damage per hit:
203 (1.5) = 304.5 DPH
304.5 damage / 3 second charge = 101.5 DPS, matching Nitronome but lacks in area; it has the same damage rate for a single target with 150% damage of Nitronome but still lacks in radius. Let the potential damage rate be 120% of Nitronome:
1319.5 (1.2) = 1583.4 potential
1583.4 potential / 9 potential targets = 175.93... DPS
175.93 DPS (3 seconds) = 527.79 DPH
Derp, almost triple the DPH rate for Nitronome. Change potential to 110%:
1319.5 potential (1.1) = 1451.45 potential
1451.45 potential / 9 targets = 481.716 DPH
Derp. Instead of messing with potential damage raise the DPS to 90% of Nitronome.
101.5 DPS (0.9) = 91.35 DPS
91.35 DPS (3 seconds) = 274.05 DPH
91.35 DPS (9 targets) = 822.15 potential DPS
Compare these numbers to what is on Nitronome. Its DPH would only be increased by 27 but it would be more viable in damage to time. Is this theoretical improvement? Yes. Are people going to start using it all the time with only 27 more damage and no other changes? No, but at least it has decent knockback for those who do.