Balancing, Branching, et cetera

...You didn't happen to read my recent post did you? I came to the same conclusion, in 3* & 4* plate no less. I had ticked off skolvers Chasing my down to beat me with Max Damage and ASI auto-aimed Flourishes because they didn't want to be shocked and then shard/FF spammed by me or my teammates.
It was TOTALLY worth it.
But as to a Pure normal damage ISB....
Fiend bonus +3
Beast bonus +3
Slime bonus +6
Raise the base damage so that it matches the RSS's damage against neutral. (If you want to keep the CTR as is) or perhaps 10-20% lower. (If you bring the CTR to match the RSS)

I have been busy for the past week and will most likely still be fairly busy the following two, but I will roll around here every once in a while. I have notes on the flail and broadsword now and may return to the grappling mechanic I forgot about. Notes will be posted for items up to the broadsword, excluding the spider boss and floor layouts, some time this week.
For the Ionized Salt we can take two roads: the one Tsubasa wants with more area of effect or making it a taser bomb. I have notes for more area of effect and it looks too unlikely to be done; it would mean taking its existing damage and cutting more fingers off. I can work on making it a taser seeing as another Radiant Sun would be boring. We want variety, not cloning.
On an unrelated note, today I jumped on and crafted a Spiral Demo Suit and got a double UV: medium normal and medium fire. Herp derp.

Another ISB balance... Along the lines of Hit and run.
Lets say that we keep the charge time and Damage. These would be my proposed changes:
Pure normal damage.
Slime damage bonus Maximum.
Construct penalty Maximum.
No walk speed penalty.
MSI low while holding. (Which is how I think it works anyways... Put on Ancient plate or Merc and look at the weapon down on the bottom, it has the MSI/MSD listed there as a bonus)
Fuse time half as long as RSS.
...
This should let you be able to run into a group, drop a bomb where it'll hurt, then be able to book it out of there while the monsters convulse in shock. The damage boosts and pure normal is meant to mimic the piercing damage, but without having such a great toll on the slime bonus, which is what the salt is supposed to sting the most.
Damage:
Neutral: ~166
Slime: ~236
Construct: ~96
( I rounded for these numbers )
From the Damage spread, it looks like a Typed Weapon, but toned down and more neutral. Instead of two families that are weak to, and strong against it, it only has one of those.
Also, the Slime bonus MIGHT need to be tweaked for balance, but it matches quite well against the RSS.

As seen in a previous response, axe weapons excelled at two things: being the middle ground between a sword and mace/hammer, and splitting shields. The hybridized weight balancing allows for convenient seathing and mobility, but its shape requires the same slashes as a sword delivers; the problem is the larger blade width and blunt weight, drawing from the agile and thin width of a sword while having less blade length. However, the handle allows more grip freedom and barring. Due to its weight the axe is not necessarily as slow as a heavy sword but not as fast as the standard mechanic (Calibur, Brandish); its speed is along the lines of Fang of Vog but with a two swing combo. However, the area of effect would be between the standard and the heavy mechanics; one and a half spaces. Standard swords have a swing radius of one along its target path and a half space of about 120 degrees with the linear path in the center of the angle forming an oval relationship with the center of the character relative to the midpoint of the main attack path direction. For the animation it follows similar swing patterns as standard swords but lacks the base swing speed of it. For its charge attack it may have a shield disabling ability to be described further along. On its base damage values it will be balanced to primarily be used for its shield breaking ability, which occurs regardless of the target having an active shield. Due to the nature of the status its application will be limited to minor affliction (about three seconds) but if applied is guaranteed to inflict strong stun upon the user as recoil. If the status is not applied the recoil will not be applied to the user. The weapon will only have the chance to inflict the shield disabling status in a 1/1 (slight chance of minor) rate. While using the charge attack the user is slowed to the same speed as Graviton/Big Angry/Callahan charges with a base charge rate of ten seconds (assuming a +1 charge buff is 0.5 seconds). The base damage will be approximately 170 on the first swing, 200 on the second swing, and 250 on the charge (pure normal damage, based on D29 on a neutral target with no damage bonuses). Due to the status afflicted by this mechanic I expect significant balancing applied by the community in regards to this concept. The shield disabling status was based on alternative methods of combat for Lockdown.

Features of the mace are apparent in several weapons, but the greatest example of this mechanic is the Knockers; a shattering blow which does not necessarily knock everything away yet has the ability to incapacitate the target. Unlike a sword, a mace does not rely on a cutting blade or swift movement; it is essentially an evolved club. As a blunt its weight is often offputting, its shape less convenient to sheath. Sheathing is not an issue on our context but the fact is this: hiding a mace is difficult when your opponent can see clearly what is in your hand. Swords have the ability to vary in size for these competent in using blade for the cut over the crush, though larger swords have utility against multiple opponents. However, a larger sword requires a heavier blade; this has been delegated to the existing heavy mechanics. A mace does not have the speed of a one handed sword nor the range of a larger sword, but has the avbility to crush the opponent in a fairly quick swing compared to the heavy mechanic. Every swing requires significant effort to deal a commendable swing but the effort is well spent when their head is smashed off their spinal column or into mashed potatoes. The combo would be two hits at the most, fairly fast though not too fast; this is a wonderfully specific description. Its swing speed would be either between Fang of Vog and Troika, the same as Gran Faust, or as slow as Troika; it should not share the speed of Fang of Vog nor be faster than Gran Faust but still be useful in single target combat. A mace can potentially be used against multiple targets but doing so requires substantial strength to carry out simultaneous swings without failure or losing balance. A mace has fairly small area of effect in terms of the swing, but the charge attack would be similar to if not the same as what Troika has. It may cover slightly less area due to the shorter length of the weapon, but the smash-explode mechanic suits a mace. The normal attack can be either the same two swing as heavy mechanic but with a shorter swing radius or the standard mechanic with slower swings, depending on what kind of mace is used; knuckle or nettle (these are not common nor proper terms, they are how I learned to categorize them). Knuckle maces tend to have a very thick blunt head, normally somewhat spherical with thick bumps or studs; there are no spikes, blades, or sharp parts. Nettle maces can be a small or medium sized blunt in the center but covered in spikes or small blades following a stripe pattern going from the point of contact with the handle to the opposite end where the handle would continue in a straight line. Knuckle maces tend to be used against thick metal plate armor or shields to create large dents to render the armor/shield useless or impractical. They were also favored against large helmets to dent the helmet, incapacitating the brain of the opponent to render their own control center useless. Nettle maces could also be used for metal armoring, though served a different purpose. With the spikes or blades the user could swing and shred the armor to eventually take it away from their opponent entirely, leaving them exposed to the user. The spikes could also be used against chainmail if the spikes were thin enough to get through, causing the opponent to bleed out and distracted while the user can follow with consecutive swings. Taking a swing f rom a mace is disorientating as the user follows the stun with a smashing swing. The attack combo would begin with a swing similar to the heavy mechanic in animation but with less swing radius (one space; swing radius of approximately 90 degrees in spite of heavy mechanic animation covering 120 degrees), and a 3/1 (moderate chance to inflict weak) rate of stun to set up the second swing, covering a similar area of effect as the first (same swing radius and angle as first) but with the slightly less knockback than the second swing of the heavy mechanic (approximately three space knockback on heavy mechanic; mace will have two space knockback). This mechanic will set up users for a combo to dispatch lone targets by having a chance to inflict a couple seconds of stun followed by a heavy swing to knock them away or follow the first swing with a weapon switch to another sword to revolve. Due to the similarity to the heavy mechanic the swing radius and range have been preemptively lowered and damage values following scaled. The charge attack will mimic the Troika line charge but have diminished characteristics. Instead of its current mechanic following a three space radius in a 60 degree angle followed by an explosion covering the whole area of effect, the mace will only have a radius of two spaces- it shall still have the 60 degree angle smash area, but the explosion will only knock enemies three spaces away rather than the five on Troika lines and the damage rates will be lowered. Its basic combo damage will be set to be low on the first swing, somewhat high on the second, and slightly higher on the charge than the second swing:
The following assumes the user is on D29 against a neutral target with no damage buffs or status effects included. These values are based on Troika series and the alpha variant of the mace mechanic has pure normal damage. Beep boop.
B1:
258 (0.8) = 206.4 ~ 206
B2:
321 (0.8) = 256.8 ~ 257
C(swing and explosion both deal this amount):
468 (0.8) = 374.4 ~ 374
To keep up with the mechanic the first swing will be lowered further and the second swing increased:
B1:
258 (0.65) = 167.7 ~ 168
B2:
321 (0.9) = 288.9 ~ 289
C:
374 (this damage is dealt by the smash, then dealt again by the explosion for an accumulative 748 damage with no status afflicted on the charge)
Further detail for this mechanic in specific line concepts will be done later.

A flail is similar to a mace, but instead of a blunt lump on a stick it is a blunt lump chained to a shorter stick. This offers more freedom in its use but makes use more complicated. It can still be used for crushing blows and broad swings to repel, but lacks the full sturdy handle to smash rather than whip. It has slightly longer range varying by the amount of chain used between the blunt and the handle and has utility to grapple a thinner weapon used by the opponent such as a sword or polearm. Against a thick and sturdy shield a flail can prove useless, either getting stuck in the surface or complete deflection. An axe would cut right through a solid shield with surface tension while a mace can deal enough crushing power to at least rattle the thick shield. A flail still has blunt weight but can be used for consecutive swings in fair siccuesstion to keep an opponent occupied but can be avoided more easily due to the delayed swing. The user has to wait for the blunt to follow their swing. The blunt is normally the same as a mace would have, though more often is spiked due to the proximity from the user. This weapon is always dangerous to use as it may end up nailing the user with a careless or well countered swing. Flails are often favored in their unpredictable swings changing any second with a mere swing of the wrist. Normally a flail is used as either distraction or incapacitation while another weapon is on standy or someone else is helping the user. Flails are not favored in survival combat or free for all, often the user is targetted early to get rid of the more potentially dangerous. Due to the complexity of a flail, the only way this weapon would be implemented with its proper mechanic is if the swing were essentially Troika but delayed a second after the user uses the attack command or if weapon hooking were possible. The latter is too complex to implement and the former is an unnecessarily crippled mechanic which recycles and weakens the heavy mechanic from what it already has. A mace would be better suited for our mechanics without creating a significant amount of mechanics which would overcomplicate everything until there is a button command for any possible motion; press F5 for right hand, et cetera.

This is for the area of effect changes proposed for a beta variant of improving Ionized Salt.
If Ionized Salt were to retain its charge and damage rates its attack effects could be increased to balance its low damage. Big Angry is the greater damage per hit per target option to Blast lines, but its values overall are outclassed by Nitronome. Ionized Salt is currently lacking but retains its significant shock rate (4/3, good chance of moderate) and normal damage (though split with pierce). However, having split pierce diminishes its versatility and its charge time adds to the pile. Crystal line mechanic has two major features: sniping distant targets and multiple shard impact. Radiant Sun has the latter covered, so it would be sensible to give the other to the remaining line. However, the charge rate leaves little to be desired. Radiant Sun undoubtadly holds rapid fire, but Ionized Salt cripples enemy has one of if not the most versatile status for a bomber: shock. It cripples enemy mobility while damaging, leaving masses of enemies stuck to set up more explosives. Fire just burns everything down, freeze keeps them in place until thawed; but shock completely nails the enemy when they try to attack, rendering them useless. Area of effect offers more mobility freedom to the user, allowing them to keep a slightly greater distance between them and an attack about to nail them. Improving shard speed on a Crystal line would allow for easier tactical sniping, nailing the target before it moves out of the way at the last second; fuse time on Crystal lines have already been increased so that is out of the question. Enlarging the shard projectiles fired by Ionized Salt would grant it more utility for those unable to aim and potentially hitting more targets at once, but makes it more of a gun than necessary even as a Crystal line mechanic. This leaves us with expanding upon its shocking ability. As previously stated shock is a very versatile status for bombers to use against all types of enemies. Ionized Salt has a significant rate of shock (4/3), though the Vaporizer dedicated to the status leaves more to be desired (4/2, good chance of minor). Salt has more shock rate than the shock dedicated Vaporizer, though covers less area of affliction and does not have the same mist effect. Due to distraction by Wakfu and other concepts for this thread a delta improvement variant for Ionized Salt may not be available until next week; it will eventually be done.

I have addressed this mechanic in the past but it would befit this magnificent style to discuss it again. Broadswords have two forms of use: light cavaliers and freelance infantry. Light cavaliers need to be lightweight to ease weight off their mount to kite opposing forces or distract large groups of infantry by leading them to an ambush or bluffing a cavalry charge. The broadsword was carried for evidence of swordplay competence, showing that not only could they use a sword but they can use a more difficult one at that. Broadswords with double layered blades were thicker than the average sword, but somewhat shorter in blade length. The user must be able to balance the thicker blade and shorter blade to turn a contest of who can jab from the furthest away to who can outsmart the other into a vulnerable position. Where the broadsword lacked in regular combat more than compensated for in defensive combat tactics. The thicker blade meant more strike absorption and sturdier blocks. It also excels at parrying and overpowering to split the blade of the opponent, with the offensive blade strength of two in something shorter and sturdier than one. The countering ability puts off opposers at the risk of their only weapon, gambling the chance to avoid conflict altogether. Cavaliers normally used it as more a threat than to charge in since a pike would be more usefulagainst other cavaliers and shielded infantry. For the infantry it helps the complex swordslamn fully utilize their unused skill in swordplay to overpower and disable the opponent, dominating one on one combat. Its short and stout design makes any sword cry upon sight, aside from something as enormous as a Troika. Sometimes a lock broadsword will have a open slit in the middle of the blade for those able to lock a jab reflexively, then snap the blade to make the opponent wet themself. Broadswords are fairly difficult to master due to the complex potential, but can be countered with non-blade weapons: maces can smash into the blade to overwhelm, axes can lock depending on the design; broadsword is essentially a hybrid utility weapon. Due to its versatility, to implement the countering mechanic would mean having somewhat lower base damage and an incredibly crippled charge to activate the counter. For the alpha concept the broadsword will be pure normal damage. Art will be provided later. Cake will not be provided. Go to a bakery. Why are you asking me for cake?
The charge movement would suit the Graviton/Electron/Big Angry/Callahan speed while charging with a base charge time of six seconds. The average weapon has fire seconds base charge rate. The charge attack would only have a swing range of half a space in a 60 degree angle in an arc slice. Facing this area the user takes a parrying stance, holding the blade in a diagonal jab-slice upon release lasting one second; during this any attack which enters this area is countered with a strong diagonal crush which deals 120% damage of the third swing and knocks the target three cells away. This counter only works once per charge and only if the attack countered comes into the swing range stated previously. The charge completely avoids the attack countered so long as it activated the countering charge attack. The basic attacks for this weapon will be the same mechanic as standard but at 70% the base damage of Leviathan line. These notes concern the mechanic, not creating the weapon line; that will follow soon. However, the least I can do is crunch numbers with what ratios wee have now. With 70% the basic swing combo and 203 damage dealt by Leviathan at H1 on D29 against a neutral target with no damage buffs, the broadsword 5* variant would deal 142 under the same circumstances. The third swing for Leviathan deals 258 under the same circumstances, the 5* broadsword would deal 181 on the third swing. The broadsword charge is basd on 120% of the third swing, meaning: [181 (1.2)] = 217 in addition to the countering effect. As stated previously the counter only works if the attack countered comes in the area during the one second stance after completing a base six second charge in the angle and radius.

Two things today:
I have about three pages of notes for a single wield gauntlet and it would make trolling in combat everywhere far more interesting than Pulsar without the obnoxious spamming or negative team play effects, they should be up some time in the next couple days.
In the original post I have linked a video relevant to this thread.

May 26, 2012
As seen here, guilds can be heavily expanded; however, should upgrading guilds solely cost energy? Often time veteran users find their excess heat unusable due to no outlet to dump it all into, wasting this accumulation. Everyone has seen the same old broken record of conserving this excess in a sort of heat bank, but that concept has been defeated; however, for guild upgrading should it solely rely on energy? Crafting equipment to create 4* and 5* requires the previous equipment in the alchemy line to have a certain level of heat. To put it simply, for upgrading the guild and/or adding guild hall features and/or guild items (costumes, etc.) to have a heat cost for all guild members to be able to deposit into. The user toggles whether they wish to contribute heat to the guild through the interface before entering the Clockworks through the mission or Arcade menu, under the party options in a checkbox. Upgrading the guild, adding features, and other available options for guilds to spend energy on would still cost energy, but to obtain/gain access to such upgrades and/or features would require heat and/or require a certain guild level obtained by heat contribution as equipment levels through heat.
You can probably guess where I stole this from though I assume many games have the same idea.
August 22, 2012
This probably comes as no surprise but I have a few more guild related things to make.
I am going to bring this up again; guild improvements. We were promised a guild update around the same time we were promised the shard bomb update but Three Rings seems to be playing patty cake right now. First I am going to copy-paste some stuff from here:
In Spiral Knights we have heat instead of experience. For guilds there could be something (trinket, armor) which takes heat as a regular item but gives it to your guild the same way normal equipment gets heat. Crowns could be used to purchase various guild improvements such as features for the hall, member expansion, et cetera; materials would be used to actually build the stuff.
For example, in the thread for guild improvements there is a section for guild hall furnishings. To make those furnishings the guild would pay crowns for the ability to create certain kinds of furnishings, then build those furnishings using materials. I only used Wakfu as a reference because that game has a lot of community reliance whereas Spiral Knights currently has very little supportive ability which is actually helpful. Going solo is too easy in this game and going in parties has very few incentives.
Back to material sinks, it would be at least a hundred 1*- materials for a small chair or something tiny; it would eat a lot of materials. The crown sink part would be buying recipes to craft guild improvements (this would involve a guild bank where people can deposit but only people cleared to withdraw may do so; this is another feature from Wakfu). Guild upgrade recipes would be bought only from funds within the guild bank (materials used to craft guild items would also deposited in this bank, not directly from player arsenals). Not personal banks, a bank just for the guild. Personal banks would be redundant since our arsenals have infinite storage space. Guilds get a bank because they need to know what they are allowed to use. Everyone in the guild would be able to deposit but only the leader and officers/a new second in command rank would be able to withdraw. In Wakfu guilds have a system which gives ranks actual meaning, where the leader has the right to do basically anything (except force other members to give experience, money, or activities such as depositing into the guild bank; the bank is unlocked only when the guild reaches a certain level) and regular members have no rights (they can give experience to the guild, but nothing else). Other than those two the guild leader can create other ranks and change the names of any rank (including leader and regular members) as they please. There are certain rights which can be given to other members (the leader can create a rank which has the power to do certain things but not other things) including:
- Recruit a member
- Remove a member
- Change the rank of another member
- Create/Edit/Delete a rank
- Withdraw from the guild bank
Anyone can deposit in the guild bank and choose how much of their experience they give to the guild.
Back to the stuff by Severage, guild upgrades can vary from furnishings to whole rooms to missions; the sky is the limit. In our case the Core is the limit. With current guild halls all we have is a stupid little room with a crafting machine in it, right? What if we added some flags or a guild marketplace? Those need to come from something, right? Before installing some pretty toys for the hall, you need to have the blueprint/recipe for the specific item. Obviously the better the upgrade the higher the price. What do you mean, crown sink? Recipes would be bound to the guild, not any of the players, and would be destroyed with the guild if it gets disbanded. Where does the money for the guild come from? Pay attention. The guild would have its own vault/bank which contains crowns, materials, and heat (no equipment, guilds do not wear equipment) deposited by members (no donations from non-members). How would deposits be recorded? Wait until after this part. With enough crowns in the guild bank to buy certain blueprints, the guild can gain access to build certain upgrades for the hall itself (furnishing, new rooms, new features, etc.).
And now to explain how depositing works. All members would be able to deposit, but only certain members (leaders and officers) would be able to withdraw; technically they would not actually withdraw, merely purchase new blueprints for the guild and use materials to build stuff for the guild; there will be no taking money, materials, or heat which other players stored for personal benefit. None of it. Once someone deposits into the guild it stays there unless the guild is disbanded, in which case everything is refunded to whoever deposited whatever; the leader does not automatically collect. This is to prevent what banks normally try to do. A nice banking system? Are we all imagining this? Probably. All members are listed with their own accounts in the guild bank but all items are accessible by authorized members (leader, officers) who have the exclusive right to use the items in the guild bank for guild upgrades (but not taking money/stuff from the bank and running away with it). There are three kinds of bank sections for the guild:
- Leader & Officers
- Member
- To use
The first section contains what the leader and officers have deposited, each member having their own accounts which can be filtered (either choose the whole section or choose specific members to see what they have stored). The second section is what everyone has deposited, excluding members in the first section. This section is also divided so you can either see what everyone has deposited or specific people. The third section is where money, heat, and materials may be moved into. Only items in the third section may be used for guild payments. The first and second sections are where stuff is stored but the third section is where things are chosen to be spent. Again, everything in the third section can be viewed either as a collective section or by individual people to check if someone lied about depositing certain items. What does the guild do with all this stuff? Go check.
Second thing for today, guild ranks. This is what the Wiki says about them:
- Recruits may use the membership list, guild chat, and guild hall.
- Members have the same privileges as Recruits.
- Veterans have the same privileges as Recruits.
- Officers have all of the privileges of Recruits. They may also invite knights into the guild, and promote knights to Member, Veteran, and Officer. They may demote or remove lower-ranking knights and Officers of lower seniority. Finally, Officers can use officer chat.
- Guild Masters have the same privileges as Officers, except that Guild Masters may promote knights all the way to Guild Master, and may demote or remove Guild Masters of lower seniority.
The first four ranks are basically the same. Before I want to whine about that, I am going to go through a new membership ranking system as an overview:
- Recruits may use the membership list (see the guild name list), guild chat, guild hall, and deposit in the guild bank (crowns and materials; heat depositing uses a different system).
- Members may do everything Recruits are allowed, move items from their own stored items in the guild bank into the third section (to use for guild upgrades), and recruit new members.
- Veterans may do everything Members are allowed, promote Recruits to Members, and kick out Recruits and Members (not able to remove anyone at or above their own rank).
- Officers may do everything Veterans are allowed, choose to purchase guild upgrades using items stored in the third section in the guild bank, promote Members to Veterans, and promote Recruits to Members (not able to promote anyone to Officer, which is their own rank, or remove anyone which is an Officer; is able to remove Veterans from the guild).
- Guild Master(s) may do everything Officers are allowed, promote Veterans to become Officers, promote Officers to become Guild Masters (though they would have the same power you do), and may remove other Guild Masters with a 75% majority vote of all members (75% of all members in the guild must agree, the vote would be taken on a guild notice board which would have to be built; without this upgrade there may not be more than one Guild Master).
Before we continue we need to go over how your heat gets into your guild. The first option would be a trinket which acts like a heat absorbing item, but once the item gains heat it gives it to your guild automatically upon the heat being absorbed into your equipment. The heat level would reset on every floor. Since heat is a constant value (higher tiers may give more but that does not mean T1 and T3 give different kinds of heat) heat would be measured by a bar rather than a numeric level. This measurement of heat would essentially be heat stored in the guild itself as if it were an equippable item. It would start at H1 and go to H10, in which case it would need to be upgraded to consume that heat; heat would be consumed as part of the upgrading cost process along with materials to build the upgrades. This way heat would still be helpful but not infinitely storable. At some point the guild would have to build an upgrade to keep collecting more heat, though by building something they would consume some of that heat.
I think this is enough for today.

If you wouldn't mind... Could you go over my boss suggestion?

I just had a seven hour Wakfu gameplay marathon. My brain is mostly walrusberry pudding right now.
I am going to link the stuff from you and Quote right now in the index so I remember to get to it when my pudding reassembles into a solid form.

So after reading your post on the 5* deconstructor, I gather that you're on board for it. Am I correct?

Continuing the Deconstructor line is nowhere nearly a new topic, all I did was slap some numbers on what the 5* could have.
Necro, but so much work demands to be recognized. I support this noble notion!

Technically this is a continuing thread updated when I make new stuff and/or someone else makes new stuff and I link it in the index and/or science happens. That was not a necro because the last post was only a day ago. Silly.
I have notes on the single handed gauntlet and bastard sword mechanics, I may be able to do some gun mechanics some time this week; if I can remember/find other sword mechanics to explore I will pump them out.
Stuff about normal damage being underpowered by Tsubasa-No-Me is now in the index. I am not going to continue rhyming, especially in this timing.

Everyone is familiar with how gauntlets work somewhat; metal glvoes, may have spike decoration, useful for slapping. However, gauntlets themselves were never considered a formal weapon. As previous weapon notes have referred, several weapons were useful to disarm the opponent by flinging their weapon away from them or disabling the weapon rendering it useless. Well armored individual often had gauntlets, armor gloves which cover approximately half the forearm, to help protect the user from ahving their hands cut off in battle. Certain heavier designs made complex combat more difficult and may not have been taken into battle, though for the most part they doubled as defensive and offensive utilities. Polearm style weapons can be countered with a swing by the opponent and a well coordinated grab to bring the two to equal terms in unarmed combat. Other bladed weapons such as swords and axes could hypothetically be double palmed, though this technique is rarely used due to the reflexes required to even think of attempting. In the past, gauntlet based combat actually referred to completely unarmed combat, possibly against an armored and/or armed opponent. In modern times we have boxing though participans are armed with cushioned gloves and are physically prepared to exchange punches. Gauntlet combat was a challenge of strength, intelligence, and survival. Participants were tested in their ability to overpower someone of equal or greater physical strength, navigate through obstacles (may be blindfolded), and survive over any length between a single battle to several days of grueling aggression and difficulty. Gauntlet assignments were not the same as gauntlet armor but retained the name for lack of something which sounded more intimidating. Gauntlet. Throw the gauntlet down; that actually meant to drop armor between to combatants in stalemate for a final showdown, often in a free for all where only the last two are standing or has taken too long due to the defense of armor and offense of weaponry. Gauntlets themselves remain the last resort tool in combat, the original boxing glove; but metal.
For our mechanic to work in the manner planned, the user will only have one gauntlet; on the right hand. The linked gauntlet concept in the index has offensive use and dual wielding mechanics, therefore I will not copy; instead I will partially copy something else. The gauntlet will have offensive ability to an extent, a two hit basic combo in Faust-esque speed in the standard mechanic swing rate (the third swing is omitted in this mechanic, the basic swings cover a one space swing radius in a 60 degree angle), but the charge will do something used in the spider concept: polarize, or make things magnetically charged to attract to each other. The charge upon contact in the standard radius swing range (one space, 60 degree arc area; see the swing on the Brandish charge attacks), gives a positive or negative charge to the target similar to how Catalyzer mines stick to targets. The point of contact must also be a point of vulnerability (back of Trojans). This polarizing can only assign two alterations (only two targets at a time) and may only be afflicted on a vulnerability point. "How does this work?" Magnets. Before anything has been polarized, the first charge attack would give a positive charge to the target. The user then goes to another enemy and tags them negative. Using the charge attack on something already polarized may reverse the charge, allowing users to have two positive or two negative targets if they want to work with others using the same mechanic weapon. "What does polarization do?" Magnets. They attract and stick to one target of the opposite polarity; a red plus circling a positive target signifies a positive charge while a blue minus circling a target signifies a negative charge. For those who know where I got this from, all I really did is take a skill named "Magnetic Glove" from Wakfu, which just picks up objects from a distance and throws them with no real magnetic animation (a claw-hookshot with three prongs grabs the object, then the user tosses it by using the same skill again). The mechanic to polarize targets may prove unbalance against swarming or enemies with shields to either lock them in defense or exposition, so the polrization will not disrupt turning or attacking ability except by preventing movement in terms of running around unless the target they are magnetized to wants to do the exact same movement in the same direction at the same time; teamwork. When a positively charged object and a negatively charged object share electrons, the negative charged object gives electrons to the positive charge, on a molecular scale this happens between countless atoms but for our less educated/younger users and Iops we use the entire object, which is the targets. This means eventually the oppositely charged objects will neutralize, returning to normal stasis. Upon two oppositely charged objects connecting, they have ten seconds of being stuck together until the effect wears off and the targets become neutral again following the connection. If we are using this logic than how does a neutral target suddenly become positive or negative? The gauntlet absorbs electrons from the first target, giving the user a negative charge because matter is not destroyed nor created from nothing, which in turn makes the first target positively charged; this means the user will be polarized to attract to the target which was just polarized. To prevent self magnetizing, the charge attack will knock the target three spaces away in the previously stated area (one space swing radius, 60 degree angle) with a short concussion blast from the gauntlet (it does not necessarily have to look like a glove with fingers, it can be a hand cannon of sorts) in the aimed direction relative to the target; see the Troika charge for an example of how this would work on a larger scale. This gives the user time to transfer the gained electrons to a second target before getting stuck. In order to change the charge of a target or of the user themself certain circumstances must be followed: to neutralize something from either a positive or negative charge, the target must polarize to the opposite charge for ten seconds or if the user is charged give/take electrons to a neutral target. Inflicting a positive charge to a negatively charged target by the user using the charge attack again only switches the charges and does not neutralize. Only one charged object may attach to another single charged object; no more than two per group of targets stuck together. Having two negatively charged objects and one positive will not cause all three to stick together, only whoever gets close first will stick while the other roams freely until another positive object comes along. Swings on the basic attack follow the standard mechanic for the first two swings, having only a two-swing combo, and covers equal radius and area. If this is unapplicable the attack combo may be the heavy but without the same swing radius; considering how unarmed combat may be done either may apply, though to mimic the heavy mechanic would mean having a swing radius of less than one space to make it less overpowered; half a space to three fourths of a space, if the original basic combo concept is unapplicable. For the charge animation the user holds the gauntlet with their opposite hand in close proximity to their torso and a short blast is released, which polarizes the target; hitting multiple targets with a single charge will not result in multiple polarizations in the same attack, only the closest to the user upon affliction will be charged; others will only receive the damage and knockback in the smaller area of effect. Further detail for specific weapon lines will be created, this is just to give an overall mechanic if multiple series are spawned with this mechanic.

Before beginning this subject, as all weapon mechanics proposed in this thread, an explanation of the weapon is in order. Bastard swords were given their name from their abnormal design, being large enough to hold in two hands yet light enough to hold in one hand. The blade was of average thickness, single layer, but it was fairly long. This gave jabs and slashes further reach, allowing users to take the offensive and keep it. The weapon took more momentum due to the size, but the convenient weight made using a shield with it optional where smaller swords rely on alternating between offense and defense. It may not have the swift mobility of a short sword but it keeps opponents at bay with fairly large swings with quick motion due to disproportionate size and weight.
To properly address how the weapon works, it would be the bastard child of the heavy and standard mechanics; the attack speed of a Troika, the three hit combo of standard (Calibur, Brandish), but with only 1.5 space swing radius per swing. The basic combo is the same as standard but each swing has half a space more in swing radius and is substantially slower. Each swing still has the same 60 degree angle swing angle with a half space lunge per swing on the basic combo but the slow swing speed of Troika and in a 1.5 swing radius instead of the one on standard or two on heavy. This mechanic is literally a bastard. Due to this hybridization the model would be average size between Sudaruska and Leviathan; the difference is somewhat insignificant in normal view but the blade is thinner.
The charge attack for this mechanic is two consecutive slashes; basically, the combo is the heavy mechanic basic attack combo but covering the 1.5 swing radius rather than the full two space radius. Specific damage values for the basic and charge attacks follow.
These notes are not done yet but this is where the mechanic ends and the specific numbers are to begin.

For your gauntlet mechanic:
It may be easier to model it after the magnet gun in red faction, where the first hit locks on to an enemy and the second acts like an anchor. Even though the first shot can only attract monsters the anchor can be placed on anything such as walls or other monsters or even your teammates. This can be used for example to lock another knight in LD to one of your teammates who is moving laterally and slingshot them into a freeze trap or iron slug charge.

@Luguiru
Sorry for hijacking your thread but could you take a look at my expansion mission idea? I put a lot of work into it and it seems to be getting no love. Thanks I advance and sorry again!
Edit: woops forgot to ad the link http://forums.spiralknights.com/en/node/55531

I have it on my to do list, I should have time to grind it out this week.

As seen previously, there is more than one way to make an electrical salt based explosive device useful; it involves the theoretical application of mechanic changes based on changing what it already has. As making a new bomb mechanic demands, creativity is not optional; no excuses, no whining, no pets without a leesh. In the first batch of notes with chocolate chips I baked the idea to change it to a neutral alternative to Radiant sun though the pure normal damage and average rates of damage would be fairly bland in spite of the chips. In the second batch I ran out of dough so I used jelly instead, though they ended up buyrning; the shapes were inconsistent, the oven timer broke, it was a mess; it was not meant to be yet will stay as a monument to bakery. Why am I referring to cookies constantly? It makes more sense than throwing them at people and running away. This time I fixed the oven, I dumped the inedible aardvarks, and headbutted an elderly giraffe.
certain users use Ionized Salt for its tasing ability, though the charge often leaves little to be desired. Compared to Radiant Sun its damage is also disappointing, though the significant rate of shock is commendable; a projectile Voltaic without the giant obvious mist cloud. It has a 4/3 (good chance of moderate) rate of shock affliction over the 4/2 (good chance of minor) rate of shock on Voltaic. Salt lacks in charge rate as its counterparts, Radiant Sun and Voltaic, but has a greater shock rate and sniping ability to show for it. It has little use on the front line yet proves useful against unsuspecting targets. In the clockworks this method is often outclassed by Voltaic, as sniping is often used with a single strong projectile; Salt has low damage and a long charge time, limiting its viability to when the target does not expect the Spanish Inquisition. However, for a weapon used to "assasinate" its shock is somewhat lacking; just look at the base charge rate of seven seconds. There is little than can be done for the charge rate to deviate from sniping/kiting tactics so the charge rate is retained. The sniping/tasing tactic does not necessarily require damage but could use a slight buff on the part of the tactic which is intended, the shock. Unfortunately that would mean being unequal to Radiant Sun, outruling a damage bonus. All we have left is the rate of shock. Since the degrees and probabilities are mostly undefined (how often is "good", how long does "minor" last, etc.), but since the assasination tactic relies on that shock to cripple the target and Voltaic is only one degree lower, give it an improved stealth utility while retaining existing disadvantages.

The third and final rebalance for Ionized Salt I will be doing is now up, a couple more items are on my chore list, and another couple items are on my list of stuff to roll around in later. I definitely have time this week to get most of it done but that does not mean to vomit derpbillion fodder threads and throw them on top of the pile. That is disgusting. Keep your vomit to yourself.

Thanks for linking my thread of tougher content! It may or may not be FDA approved... I'm guessing not, seeing as Wolvers with tactics, giant masses of electrified mercury, bombs raining from the sky, and clouds of cursed darkness are all very likely to kill you.

As we all know the Plate seriesesieseSeerus are supposed to fill the "guardian" role in a party, defending the other party members. Volcanic, Ironmight and Ancient sets (helmet, torso, shield) all have very high normal defense. Volcanic and Ironmight have a second damage type defense, element and pierce respectively. Ancient has a higher health bonus instead. All the Plate armors (helmet and torso, not shield) have -2 attack speed for wearing both parts (-1 each). Ancient has -2 movement speed for wearing both sets but still has higher health. Due to the high normal defense on the shields they tend to be used for tanking melee attacks, which always deal at least some normal damage. All three shields also have decent resistance to stun status, further encouraging its use against heavy attacks such as those from Lumbers, Trojans, and no-neck himself. However, Plate set itself is supposed to have viability with defending the party and not the user themself. "Oh, okay, we should buff Plate stuff so it has more defense than everything else combined forever. Herp derp." No, it needs something to make it useful in parties. Supposedly Sudaruska is supposed to be its suiting weapon, having significant knockback on the charge and being a heavy mechanic sword; it may not have the best damage but it can really knock the target out of the park and into the other field. The Plate armor parts are often avoided because of the negative attack speed, not that its compensated high defense counterbalances this; for the team support based armor it certainly lacks in team support ability. "Well, what do you think we should do about it? Have a tea party?" Seeing as adding more defense would not be particularly useful, I propose we add the "team shielding" ability for it for the 5* variants only; when the user of the full 5* Plate set is shielding allies gain a weaker shielding bubble than their own so long as they are within a certain proximity. The shield given to allies is damage when anyone shielded takes damage, so if everyone in a full party is taking damage at once the shield breaks very quickly. Only the user has the full effectiveness of the shield (the shield has to be a Plate variant, Ancient does count though it is not directly part of the alchemy lines, though does not necessarily have to be 5*; only the armor has to be 5*) while team members affected by the "team shield" effect only have a third of its effectiveness and must stay within a certain range of the user to retain it. The shield is still linked to all affected, meaning if someone has their weaker shield break it means everyone (excluding the user unless they are the one who breaks it) has their shield break. Only the user retains their shield if someone else has theirs break, though their own shield still takes damage. The radius of effect for this "team shield" will be about five spaces to prevent most opportunities of shield throwing over walls. This is to prevent the user from hiding behind a checkpoint doorway (enemies can not move through it but knights can freely, it has a mostly transparent blue glow) while the others attack on the other side.
This has been copy-pasted from this post because I like to keep my ideas in one place.
Alright, a couple hours later and I have a few more thoughts for everyone to ponder; assuming having a full set effect would be out of question, each of the 5* Plate armor variants (Ancient, Ironmight, Volcanic; no shields included) would have a +1 ally shielding bonus which is always active while shielding, meaning the user always shields others when they shield themselves. Note that when an ally is shielded they are still able to attack but each bonus (every +1) of the "shields ally" effect (only works with Plate line shields, Ancient and Plate lines, but only if at least one 5* Plate line armor is equipped) with 20% effective defense of the active shield on the user. Each Plate line armor part at 5* only has +1 to this "shields ally" ability and only if the user has a Plate line shield equipped will this work. By having two parts the user gives 40% of their own shield to allies yet must stay within five space radius to keep the effect active on them. To identify this effect on the Plate lines at 5* there will be an effect (similar to how the attack speed decrease is an effect of the armor) along the lines of "Shielding Allies Increase: Low". On the Plate line shields it will have a similar effect along the lines of "Shields Allies Upon Activation". Similar to the Mercurial sets, no UVs will be available for either of these abilities. Either use the equipment or not have it at all. If people try to hybridize their armor (one Plate part, the other something else) they will not have the 40% effective shielding ability; they would only have +1 to the effect, meaning only 20% shielding. The effective ally shielding area stays in a radius of five identified by a ring similar to the recent update to Slag Guards while the user has their shield active. Again, no UVs or other types of armor getting this effect.

how would you balance my dumb guardian wolver idea?

After digging through my bookmarks and what not I found this which I assume is what you are referring to. Unless you made another thread with the exact same topic.
Basically, it has defense against every damage and status except shock, curse, and stun. From the context of the original post it has about six and a fourth defense bars against all types of damage and five bars against fire, freeze, and poison. First of all, no armor (helmet or torso) should have more than seventeen bars of defense (in terms of normal, pierce, element and shadow) total. Almost everything has around sixteen bars at 5* with only H1 (heat level 1). From your suggestion it would have a total of twenty-five bars of defense on just the damage types. Not only is it incredibly overpowered against everything but it also has no downside; it has defense against everything. There is no way to get around it because it is omnipotent. With its statusesuses it has relevance to every existing status except sleep. No more than three on a single piece of equipment exists without UVs involved whether it is a weakness or resistance. The only equipment which has three status resistances is Divine set which is counterbalanced by its complete lack of normal defense, which means in melee it is easily dominated. Your suggestion has no damage loophole. It may have no shock, curse, or stun resistance but that does not offset having relevance to everything and the kitchen sink. In its stats it has every advantage but very few negatives. All you need to do is take cover while shocked or cursed and wait for the stun to wear off, but you do not care at the same time because you have defense against everything. This means cowardly tactics are further encouraged. Its base price of one and a half million crowns is also easily obtained by those who pay to win, further beating down free to play players while rewarding people for spamming the energy market with hundreds of dollars worth thrown into the system. It would break the energy market to make CE around 30Cr/1CE, punishing those who purchase energy and making the game too easy. It would also make crowns far more valuable to obtain the equipment, since the recipe is apparently over a million crowns; not everyone can pull one and a half million crowns out of their pants and call it a day, it would cause a scramble for the Clockworks and everyone would be selling things on the auction. Which leads us to the next market plunder, flooding the auction with stuff; since everything is available, everything has lower value. In other words, everything would become worthless except the equipment everyone is trying to obtain. It would be the end of arsenal variety forever. All materials, CE, and armor would be completely worthless. Only crowns and the overpowered armor would be worth anything anymore. The materials required are also a joke. People can just buy them from others, meaning only those few materials will have value while all others suffer. The shards would probably not change value because they are already somewhat cheap yet manage to stay somewhat valuable. Since it consumes the three Wolver lines it would make those bump up in value, meaning clone wars is encouraged more than it already is. Only the clones win if this were to happen. It would destroy the entire market, economy, and anyone who does not use swords and the Wolver lines. Guns and bombs would be immediately abandoned. Everyone would become a clone. No one would enjoy the game anymore. Everyone quits because there is nothing to do at that point. The game dies. Spiral Knights is shut down permanently.
So basically, it would cause the end of Spiral Knights. What a pleasant thought. If I were to balance this abomination it would mean crippling all defenses to make it only useful in T2 and T1 as the 5* (about four bars of defense for each damage type) and would completely remove all status resistances and make it weak to all statuses by two and a half bars per piece.

Everytime I see "purpose" I mentally change it to "porpoise" and everything is confusing. Not that being confused is different than normal, but when the wind is southerly I know a hawk from a handsaw.
Omega Shell has the highest health of all the existing shields but for a 5* lacks in defense. Imagine running around in the 4* Vitasuit (Deluxe) compared to the 4* Plate torso (Heavy Plate Mail). Having more health to start with is nice, but for tanking that health only cushions the first damage; after that you have to get it back or that extra max health is useless for the next hit. With the Plate you may not have as high health but you have more defense, meaning you can take more hits. These are both while taking only normal damage with no status involved, just pure normal damage; otherwise both would roll over. At the same star rank Vitasuit may have more health, but in the long run Plate manages to tank better. In our case Omega is akin to Vitasuit while the Plate shields are akin to the Plate armor (derp). The difference in this case is the functionality of health for shields because health regenerates for your shield over time. Having more health on a shield means having more to draw from, whereas having more defense sticks with taking constant beatings. However, the health advantage on Omega does not necessarily counterbalance against the raw defense a Plate shield has. Other shields are not mentioned for the same reason as the Vitasuit-Plate comparison earlier. As most of us know, Omega was derived from an old enemy: Tortodrone. The 4* of it (Stone Tortoise) dropped from the robotic tortoise himself. Not that enemies dropping relevant equipment is impossible: Dread Skelly torso has dropped from Vanaduke, Wolver (2*) equipment has dropped from Snarbolax, that 3* of the Jelly set has dropped from Royal Jelly/Jelly King; enemies can and do drop equipment, which is relevant to the enemy itself. "Oh, no, this is going to be a rant on the context just like with the sword mechanics." I am not going to do that this time. Instead I am going to cut to the chase: adding knockback resistance to Omega Shell while shielding. Some people user their shield to cushion a Lumber/Trojan/other heavy attack which deals significant knockback to the knight, blasting them to a "safe" distance to prepare their own attack to counter. If you are using an Omega Shell chances are you are expecting to take few but heavy hits occasionally, meaning you want to be able to get back in the fray since you do not need to bubble every few seconds as if you were fighting a group of Kats with no means to inflict shock. Back to the subject. Tortoises. They are thick, sturdy, and too heavy to bother to throw around; if you try to pick them up they can pop their head out and bite your ears off. That ought to teach you to pick up a tortoise with violent intent. Punk. For the knockback resistance it is not supposed to be overpoweringly spectacular, but decently sturdy to make Omega a viable line. Considering the amount of knockback vomited around on a regular basis, I propose having its knockback resistance at 5* (the effect does not apply to the 4* at all to force anyone who wants this effect to upgrade) to halve knockback taken while the user has the shield activated. When the user raises their shield it is akin to a tortoise retracting into their shell, resisting brute force due to the thick shell. Having the knockback resistance at half efficacy would be decently appropriate for the purple shell which seems to be smaller than its previous variant since knockback varies from one to five spaces; one or two space deflection is not too significant most of the time yet provides ample opportunity for the user to charge back into the fray and headbutt everyone in the kneecaps.

I know I posted most of these somewhere else but I am unable to find them right now. If anyone has the thread I will cite it, but since it was from my own noggin and I am myself I do not necessarily have to cite myself to have evidence that I am not stealing or copying from myself.
Basically, more achievements; but instead of another "get this many of this item" or "make this item", we will have more teamwork and skill based achievements. Keep reading.
We shall start with a couple somewhat obvious ones, thawing and watering. Thawing is when an ally is frozen and you break them out of it. When an ally is on fire throwing a water blob at them (certain circumstances apply) douses the flame. To follow a similar pattern to other achievements, it can be expanded from one achievement to several for both actions; an achievement for one, five, ten, and a hundred occurrences of the action. If achievement accessories were to be implemented then the accessories for these would be the a badge with the symbol of the status with a circle of the opposite color with a slash through it (red circle and slash for the thaw achievement at 100 counts, blue circle and a slash for the dousing achievement at 100 counts). "Who is this 'we' you keep referring to?" You, me, everyone; except millipedes. Those things are obnoxious. They think they are pill bugs and centipedes at the same time. The base achievement names are "Anti-freeze" and "Firefighter", respectively.
For my second act I will make another achievement proposal appear: reviving incapacitated allies. I know this would be easy to exploit everywhere people can give heat to others before sitting on a health pad, but keep in mind achievements alone have no reward; unless the previously stated accessories are implemented, but would be untradable anyway. Similar to above, a badge with a relevant symbol; in this case the revival icon of a heart with two little wings. Like a pretty little birdy. Similar to the thaw and dousing achievements there is one for reviving once, five times, ten times, and a hundred times; the accessory would be delegated on the hundredth. The base achievement name for this is "Medic".
Third is the word, another achievement for your birds. This is where it starts to get a little complicated. Everyone knows what the remedies/cures are, though they are not always useful; but to your ally on fire it means saving health. What do most people do? Ignore them, you might need it for yourself later. No. The achievement here is to drop a remedy/cure pill near (within three spaces) of an ally afflicted with a status. Similar to the revival reward, if achievement rewards are created, you get a badge with a little remedy symbol on it. This also follows the same numerical patterns and the reward is given at the hundredth occurrence. The base achievement name for this is "Sterilizer", not to be confused with this.
If I knew something that rhymes with "fourth" I would have made a sentence here with it but instead I am explaining why I do not have a rhyming sentence here. This one is unlikely to be applicable yet would reward team defending tactics. When an ally is using a gun or bomb and an enemy is attacking them in close range, you shield bump the enemy away from them or completely deflect the attack by shielding between the enemy and your ally; that is the achievement. This rewards team defensive tactics by forcing whoever wants the achievement to guard a gunner/bomber who is otherwise unable to counter as a sword would in close range. Shielding for someone using a sword at the time does not get you the achievement because they can defend themselves at that point. The achievement is obtained only if the ally assisted has actively been using their gun/bomb for the past few seconds without switching to another weapon or shielding. A classic offensive gunner/bomber vomiting all they can. The base achievement name for this is "Guardian".
For the achievement names the first count (do the action once) gets you the achievement with the base name. Woop-de-doo, you did it once. Doing it five times gets you the second rank of the achievement with the word "Expert" before the base achievement name. Doing it ten times gets you the third rank of the achievement with the word "Veteran" before the base achievement name. Doing it a hundred times gets you the badge and top achievement of that action with the word "Master" before the base achievement name. Did I mention doing the hundredth one gets you the badge, if achievement rewards were implemented?
I will edit more things in if anything comes up.

You wanted it to outclass everything we already have intended for defense (Plate, specialized defense sets [Magic for element, Skelly for shadow, Jelly for pierce]) while having offensive ability while having resistance to half the statuses. Its only counterbalancing features were shock, poison, and curse weakness. Heavenly Iron proves shock weakness is not too crippling, poison weakness is rarely a problem, and curse weakness only matters in a few situations; Shadow Lairs, Phantoms, and using the Gran Faust charge attack. Being cursed allows the user to have at least one weapon active if they have all four weapon slots open, otherwise they can just pop a remedy/cure and the curse is gone. The armor overall has far too many advantages and very rarely relevant weaknesses. When I first read through the proposal I completely refused to continue at first, but then I went back and realized something: you thought making the method to obtain the item counterbalanced its extremely overpowered defenses. That is not how equipment balancing works. Notice how Mercurial Demo is not significantly overpowered compared to Volcanic Demo, yet has a decent advantage in some situations. Snarbolax should have its offensive bonuses changed from +4 sword damage for the set to +2 sword damage and +2 sword speed since it has resistance against two statuses instead of just one like everyone else related, but apparently being one of the few useful armors with shadow resistance with freeze and poison resistance is not enough. "Is this a Snarbolax set rant now?" No, just commenting on it as it came up; not that poison resistance is game breaking for it to have over alternate lines, but it is a slight advantage over the other lines for being a Shadow Lair armor.
In spite of being the "guardian" set, Plate lines actually have equal accumulative defense to other armor lines at the same rank; Ironmight and Volcanic give up some specialized defense in exchange for more normal. Ancient has more health but is not obtained through crafting and can technically be obtained far cheaper than crafting the 5* Plate line equipment, so you get less because you worked/paid less.
I want to know how I type so much with only a few sentences worth of thought. I am going to find Cave Johnson, have him round up the engineers who made those combustible lemons, and find out where all this extra content comes from. Maybe I am going insane. Excuse me while I walk with the hundred tiny insect legs on the back of my spine while pretending to be a plant.

Before continuing I would like to point this out. Evidently the community does not want a reskinned Quicksilver set so I will attempt not to do so. I shall follow this act by riding a unicycle on a tight rope while juggling flaming chainsaws over a cup of water. No, not really.
First up to bat is the Oiler set. Oilers leave oil. When burning they gain some resistance to element damage. Oilers like to slide around while attacking somewhat similar to Greavers. Oilers are part of the jelly family, dealing and being resistant to pierce. Where Quicksilvers are pinballs Oilers are, well, dripping oil; rather than bouncing everywhere they simply ooze after you. Oilers like being on fire; in fact, it heals them. Healing will not be part of this at all whatsoever.
As seen in the previous link, a triple defense may be in order; however, that would be either unreliable in T3 as a 4*+ armor or overpowered because of accumulative defense. Cutting normal defense is unjustifiable because Oilers rely on close range attacks, meaning normal damage is somewhat relevant; if this were a turret based set it would be completely different. So we have normal defense. What about pierce? These blobs deal that type of damage and are resistant to it. Sure, throw pierce on as well. Fire defense is obvious, at least 2.5 bars per part at 5*. The same applies to freeze but in weakness instead of resistance, 2.5 bars at 5*; these values will scale along with defense to be described below. What about element, since Oilers are fairly resistant while on fire? But you are not on fire, so sit back down. In the chair, not on the floor. Sit in the waiting room while I operate on a proposal. On a chair.
Alright, I think I have something for everyone today. The following is for the 5* equipment at H1. Its normal and element defense would be equal at five and a half bars each (11 bars accumulative), each part has 2.5 bars of fire defense, but instead of having an offensive bonus it has something else: while on fire the user gains 2.5 bars of element defense per part (Oiler effect bonus). This means while on fire and using both parts at once the user has a total of 16 bars of defense overall. No attack speed bonus, no movement speed bonus, no walrus speed bonus; you get some element defense while on fire. Nothing else. This means to keep that bonus you have to be on fire. The effect itself gives 2.5 bars of element defense while on fire, only for the duration of the fire and not after it has been doused or expired, and each part at 5* only gives +1 of this effect. No more. Before reaching 5* the set gives no bonus but has somewhat decent defenses in comparison to how the 5* scales against other 5* armor. Yes, just like Quicksilver line; but it has freeze weakness, fire resistance instead of shock, and equal normal-pierce defenses instead of having more pierce than normal. See below.
This is where the specific defense values are identified in case you are in the wrong operating room. Wait, this is an operating room? Does that make me a doctor? Alright. If there were to be a 2* variant of this Oiler set each part would have 2.3 bars of normal and pierce defense (both have 2.3 each), 1.1 bars of resistance to fire, and 1.1 bars of weakness to freeze. No bonus effect yet. At 3* each part would have 3.1 bars of defense against normal and pierce, keeping them the same, and 1.6 bars of fire resistance and freeze weakness. There is still no special effect yet so stay in your seat. At 4* each part has 5.1 bars of normal and pierce defense, also keeping its status affiliations at pace with 2.2 bars of resistance for fire and weakness to freeze. We are almost at the good part. For the 5* variants each part has 5.5 bars of normal and pierce defense, 2.5 bars resistance to fire, and 2.5 bars weakness to freeze; it now has the ability seen above to an effective +1 bonus per part. So if you are wearing both parts while on fire you have a total of 5.5 normal defense, 5.5 pierce defense, 5 bars against fire, 5 bars vulnerable to freeze, and 5 bars of element from the effect; no weapon or family bonuses, no speed bonus, no pants no service. You may now stand. Did you wet yourself on that chair? Clean that immediately. Not you, the janitor.
Yes, I know the effect would be exploitable by spamming the Fang of Vog charge; but the element defense is low enough to still take damage from the burn if it applies.

Ice Cubes are the freeze jellies, not literal ice cubes. That means no iced drinks. No, I am not going to serve drinks anyway. This is not a bar.
Ice Cubes have the ability to raise spikes as a couple other jellies do, but their frosty exterior can be melted away by fire to turn them into wimpy blocks of blue squishiness. If refrozen in this state they regain their exterior and resume attacking with pointed icicles on their exterior. Like a starfish. Unlike Oilers, Ice Cubes are naturally in their state of having a bonus effect from a status; Oilers have to be set aflame by something before having their ability activate. Ice Cubes like to be frozen. Fire cripples them. Let the games begin.
Unlike Oilers, these forms of living snot do not have a bonus for being in their natural stasis; instead they lose their ability to inflict pierce damage while thawed and revert to normal. No ice no pierce damage. This may spawn one of two things: pierce damage reverts to normal while on fire, or overall defense is lowered while on fire and being afflicted with freeze returns the lost defense; the latter only applying for the floor and not a permanent change.
May as well get the first one out of the way. We all know how fire works, damage over time at a consistent rate; the Oiler set gains some defense from being on fire but Ice Cubes hate it. It makes them naked. As seen above, being on fire makes them lose their ability to inflict pierce damage and their spike attack. While thawed their natural piercing damage from their jiggling attack turns to normal. Seeing as its jiggling attack is melee and does a little normal anyway, it loses the majority of its damage from the pierce loss; which means for the equipment pierce damage does not directly translate to normal for being aflame. It still changes pierce damage the user tries to afflict to normal, but it also lowers that damage which was originally pierce by 15% until the burning wears off for each piece at 5*. Similar to the Quicksilver and proposed Oiler lines there will be no effect until it reaches 5*. Each +1 "Ice Cube effect" bonus means another 15% damage loss, but at the same time another of the bonus that it gives as described below. Not until refrozen, unlike the following, only until the fire wears off. Before you stand to leave there are benefits to using this while not on fire. Since being on fire lowers pierce damage after changing it to normal, while not on fire is when you are at your best; the defenses match the Quicksilver line, have freeze defense instead of shock, and have a +1 universal damage bonus per piece at 5*. No attack speed, no charge bonuses, just a little more damage for everything. This equipment also has an equal weakness to fire as resistance to freeze. The effect while on fire is still there, but you get a little damage for everything; not too shabby, Shaggy. Stats for the Quicksilver line to refer to are linked here for the 3*, here for the 4*, and here for the 5*. If there were a 2* it would have about 1.1 bars of status resistance/weakness (resistance for freeze, weakness for fire), 2 bars of normal, and 3 bars of pierce.
For my second act the only difference from the first will be what happens when the user is set aflame. Everything else is the same in this variation. Instead of the damage crippling effect, here your damage stays but your defense drops by about 15% on all defense types where applicable for each +1 "Ice Cube effect" bonus; if you do not have a certain type of defense you will not go into negative. That would be silly. You still get the +1 universal attack for each 5* part as seen above, but if you are on fire you are further punished in addition to the burn damage. Before derping around with any statusesuses you enjoy the damage buff, but when you burn you feel it; either through attack or defense, but not both. That would be cruel.
I should probably make up some recipe plans for specific equipment proposals in case someone is actually reading this.

@Volcanic Pepperbox - For the normal shots, this would work out wonderfully. still less damage than blitz, but can equal it with fire damage on a neutral target. Of course, blitz would still win on enemies weak to pierce like it should. The charge would still not be as good though, because the knockback prevents hitting with all 15 hits on anything except big mobs. maybe in addition to this the knockback could be lowered some to allow for more hits to land.
@Callahan/Iron Slug - Would work for the Callahan, though idk about the Iron slug. In this case, Callahan would outshine the Iron Slug because the damage would be equal to or greater than on 4/6 mob types, in addition to inflicting stun on anything that does not resist it. If Iron Slug is going to deal the same damage, it needs something over the Callahan to make people want to craft it instead.
Place holder has been made for future responses.

I was going to roll around for the Magnus lines but since they mentioned a plan of change is already in action I thought against it. I was going to give it more damage or some knockback.
Do not feel obliged to tackle everything. Wakfu got a major update today so I will probably be on it almost all day. I will still hang around here but not to give ginormous responses of death.
Today I added the Ice Cube equipment stuff for those keeping up to date. For everyone else check the index in the original post for what you may be interested in. Drinks will not be served but I do have crackers.

My suggestion for halberds. Use and abuse it as you like. ; D
Name: Averice(Because I'm bad with names.) Tier 5
Damage : This Halberd would deal damage that is almost as much as Triglav. The damage would also be Normal+Piercing because there aren't weapons like that yet and it would be interesting. It would also have a slight chance of inflicting fire to the target.
Speed: A slight increase from Triglav, not to much because a weapon with far reach+speed is overpowered IMO.
First Attack- An upward uppercut that would knock the opponent back a far amount and also pushing the user back 1tile. This leaves a small opening to attack the user.
Second Attack- After finishing the first attack the user would spin almost like Caliburs charge except it pulls targets toward who is using the Halberd.
Final Attack- The user lunges forward 3tiles and attempts to stab the target. Enemies infront of the attack are knocked back and anyone behind the user is pushed by a shockwave that may not even have to deal damage.
Charged Attack- The attack would be similar to its second attack. User spins multiple times pulling targets toward them(similar to graviton bomb). Who ever gets caught in the attack would be dealt small amounts of damage with a maximum of 8hits/spins.
Instead of rewriting this four times I'd rather say that if its a lower the amount of spins on the charge attack are reduced by 2 and the strength of the pull is also reduced. Any suggestions?

I originally had that on my sword mechanic list but removed it because it would either be a combination of Flourish with Troika or overpowered generally. The charge attack would essentially be a better version of the Flourish charge while the basic attack would combine the slow speed of Troika with the second and third swings of Flourish.
Ionized Salt has split normal-pierce. Note that damage rates are not consistently equal against various enemy families due to resistances and weaknesses.
Your first swing is the first swing on Flourish. Your second swing is overpowered. Your third swing is a better version of the third swing on Flourish. Your charge attack would be immensely overpowered unless its base damage were less than a tenth of Leviathan line.

I am going to copy-paste the gist of the concept below. Underneath it are a few notes to add on.
Instead of clearing a predetermined amount of enemies you keep going until everyone dies. People can still revive each other or use energy to keep an energy sink nearby, though at a certain death rate for each person or if everyone is dead and a one minute timer ends then the game ends. To prevent veteran abuse of lower tiers, keep the minigame exclusively for T3 for 4*+. Since enemies are randomly spawned, meaning you have no idea what is going to come out of the ceiling, you have to be versatile with weaponry. Does this mean only those with all four weapon slots available are going to get anything done? Nurp, only one weapon at a time; not necessarily the same exact weapon for the entire minigame, they could have four to choose from in their whole arsenal and are forced to switch when they die and have the option to switch between areas in a single game, but other than that when you get into that skirmish zone no switching to another weapon. Stick to your metaphorical guns. "What about clones?" To combat "clones", no one can use the same equipment at once; this goes for armor (helmet and torso), weapons, and shields; trinkets are excluded because they do not work in here anyway. "You must have thought about this for a while." Hurr. Loadout restriction would mean first come first serve, if you want to wear it no one else can and you have to be the first in the group to put it on. Costumes are disabled for this minigame. By restricting the party to have a variety and only being able to use one weapon at once while fighting completely random enemies, how are you supposed to know what is going to come out of that crazy house with all doors locked until you die horribly? What are you going to do to combat against everything possible? Normal weapons and variety in loadout. This means the only weapon you take in there with you, if you are unable to rely on allies, had better have at least split normal damage. Your shield and armor are no exceptions. Your shield may not be as important since you are most likely using it to suit your play style, but your armor is where the majority of your bonuses will come from. Want to stick with being a Skolver clone? How about an army of gremlins and fiends to open a new data port for you?
Fight until you drop, drop when you played your last card. No crowns, equipment, or heat from the enemies in this beatdown. You get a token for every kill for every person for an independent reward system, though since there is only one tier to access this minigame you better bring your iron crotch cup and a keg to rock anything that tries to stop the sunshine of your day. If you work with other people who are using different types of equipment you can use a specialized damage type weapon, so long as someone else is using something to back you up. The less people working together, the less necessary normal weapons would be since you have no idea what you are going to fight.
The original post with this content is here in a different thread linked in the index as a reference.
Basically, imagine an arena; now imagine you get no heat, crowns, or equipment from any of the drops. You only get tokens from fighting and there are no treasure areas between battles. Some points in the copy-pasted part may refer to something not within itself because it was originally intended to be a response to a suggestion where random enemies are spawned in an arena where trinkets are disabled to prevent health trinket abuse. Trinket restraint does not necessarily have to be a part of this as it is meant to counter how substantial their effects are. As seen above my take on this idea is to remove all drops from the enemies other than Clockworks only items (vials, batteries/Vitapods), have enemies drop tokens instead of normal items (heat, crowns, sometimes equipment), no trinkets or costumes active allowed (costumes would be taken off upon entry, trinkets locked), and only one weapon equipped at once at a time. Before beginning the minigame you may choose up to four weapons to take into the minigame, which may be switched upon death and between battle areas. When you die there is still the revival menu, though all revivals are T3 values (starts at ten, continues to double every revival) because all enemies are T3 (no T2- grinding here) and a window appears allowing you to change your weapon to one of the weapons you chose to have available to switch to upon death. The major stipulation here is you may only die with a certain weapon equipped three times before it becomes locked for the rest of the minigame. When you only have one weapon left and have exceeded this limit you will keep that weapon but may not switch to another one because they are locked. Die wisely. Also seen above, no repeat equipment; this is to combat clone loadouts. Only one person in the party may take a certain item with them, such as the Skolver torso. Once someone chooses to take the Skolver torso with them into the minigame, no one else may do so. The items taken into the minigame are chosen before entry and may be switched before the minigame starts, meaning once you set an item you want to take with you before the minigame begins you may still change that to another item. You also do not have to use four weapons in the minigame but the amount of uses for each weapon as identified earlier is twelve maximum. If you only take three weapons with you each weapon has four uses. If you only take two weapons with you each weapon has six uses. If you only take one weapon then you basically have infinite uses because of the also previously identified system. A "use" is when you die while the weapon is active since you can only wield one weapon at a time. Alternatively to this system it could be based on how many weapon upgrade slots you have available, only being able to take three or four weapons with you if you have the slots available.
When the minigame begins the party of one to four (everyone has to follow the previously identified rules on equipment) is locked in a generic room, most likely an arena, with various obstacles in the area: barbed wire, spike pits, status grates, et cetera. When/If I get around to making art for visual references several example arenas will be depicted. Since enemies spawned are random the output may vary, though for the most part each enemy only drops one token for this minigame. There are a few exceptions such as Trojans which would drop two, but no bosses are involved here. Snarbolax will not appear. It could incorporate the old living statue concept towards the beginning of this thread somewhere, though not for a regular enemy.
For rewards refer to any of the equipment ideas in this thread from my own creation as potential candidates. Stuff from other people could also be fair game with their permission because stealing is impolite. Urinating in a cup and selling it as lemonade is disgusting.

Will there be hearts and/or heal pads in the proposed minigame?

Yes. Only heat, crowns, and equipment will not be given through the minigame here. Vials, batteries/Vitapods, hearts, and tokens for the minigame will drop from enemies. Just no money or heat. Or equipment. This is to push anyone who wants those to go back to the Clockworks rather than profiting off a minigame which would take away from existing content.
Layouts for the minigame may not have art immediately but I can flesh out the gist of how it works. The area would have to be large to have all the various traps available in the game, meaning at least the size of the room Vanaduke sits in. About fifty to a hundred enemies will be in each battle area, each of which will have different layouts but may have repeating traps, but not all enemies will spawn at once; perhaps ten at a time or something. Upon completion of a room is a break room where people may switch their weapons without death or depleting uses for weapons and heart pads will be accessible. No loadout station or treasure boxes are between rooms. Upon completion of a room the party may retire similar to having an elevator between rooms in arena floors of the Clockworks, though more tokens drop with every consecutive room completed due to more enemies appearing in following rooms. The farther you go, the more enemies you have to fight before the room is done. Still no money, heat, or equipment drops. Go to the Clockworks if you want those. The enemies are the same as in the Clockworks, but that does not mean they have to drop monetary items.
What do the tokens do? Get you recipes for the equipment mentioned earlier. Not the equipment already made, recipes to make it yourself. Similar to the Krogmo system if it starts with an existing 2* item (Troika to Triglav) then only recipes are in the reward list, but if it starts as a 3* (Electron) then the item itself is the reward and recipes to upgrade to 4*+ are also rewards. For example, if the Oiler set here starts its branch from the Jelly set which no one uses, the recipes would be available starting at 3* and use the 2* Jelly armor to upgrade into it. Due to how common tokens would drop the exchange system would have high numbers. I could copy the Krogmo system but make it proportionately similar based on how many games you would have to do to get something.
Materials, those also do not drop from the enemies in the minigame. No crowns, heat, materials, or equipment. This is to thank for reminding me.

Still continuing from here, after a few hours of not rolling around on the floor I realized something: no money or heat comes out of this, but you do get tokens for new equipment. Seeing as you have to fight enemies this is not actually a minigame, merely a survival mode where you have to either use a normal weapon or work with other players to back each other up if you want to use specialized damages. The same rules apply with equipment restriction on team equipment variety and the "weapon lives" system, though here I offer a few alternate changes to the previous link.
Weapon availability limiting. Basically, this is the part where you can only take a certain number of weapons to choose from, though you can still only use one at a time unless you die or the battle area is completed, but with a different take on how it works. In the giant post I somewhat briefly describe the limitation goes from one to four, all weapons equally dividing a total of twelve "lives". Each of these "lives" refers to a life while you choose that certain weapon. Take for example if you want to take a Leviathan, Combuster, Polaris, and Gran Faust. Four weapons, twelve total lives, delegate and each gets three lives. You start with whatever weapon you want since you start in the lobby before beginning a combat area, meaning you get to choose which of the weapons you are limited to rather than having arsenal stations between battles or floors as in the Clockworks. This is mainly to limit arsenal use from being able to switch to specialized damage or what would have a huge advantage in certain scenarios, such as if in the middle of the minigame you suddenly realized that if you took a certain weapon instead of another it would have worked better with what someone else decided to take with them. This is also to encourage people to take at least one normal weapon with them into the minigame rather than being lax with their variety. Back to the whole weapon lives system. You decide to start with Combuster for the Brandish charge spam. You die once. Alright, now it only has two lives for the rest of the whole minigame. Then you die again. And again. It has no lives left but does not go to "life zero" as several games normally do. When a weapon runs out of uses/"lives" it is locked and unable to use until a use/life upgrade is obtained within the minigame which may be applied to the weapon of your choice, even if it means having more lives than you could start with (13+ lives when you only took one weapon with you, etc.) or if the weapon is disabled. Back to the example, Combuster no longer has any uses available. That means until you get another use/life to put into that weapon you may not switch to it between battles or upon death unless you get one. That means you are forced to use one of your other weapons, in this case amongst Leviathan, Polaris, or Gran Faust. You decide to start using Leviathan. So you run around, spinning, shenanigans, rolling around, and end up losing all the lives on that as well. Boo hoo. You decide to resort to your last sword, Gran Faust. Yet again you lose all the lives on it. Polaris is your last choice. Since this is your last weapon you may not switch to another weapon unless an extra use/life is obtained, but until that happens you are limited to that last weapon no matter how many times you die. As long as you get back up, as discussed in a later revival mechanic description, that last weapon is your only choice until another weapon has more uses available. This is to counter the idea of paying to win by having access to all the utilities. However, if you paid for those weapon trinkets you still deserve something for it seeing as trinkets (or at least health trinekts) are disabled here. Remember how before I made it a point that you could choose four weapons to take with you? As an alternative application, it could instead base the amount of weapons which you may take with you into that specific round of the minigame though the amount of uses is still divided from twelve and is not increased because you have more weapon slots available. Weapon uses/lives can not be transferred from one weapon to another. If you want more uses/lives on a specific weapon you have to take less weapons with you for the round to divide it less. You can take more weapons with you have more weapon slots available, but the only way to gain more uses/lives for a weapon is to grab the minigame item which will be amongst other similar upgrades for the minigame to be described soon.

Still remember that minigame I constantly refer to? This is even more stuff for that.
We have the basic concept of the game, how weapons are limited, and a general idea of what the battlefields are like; we also know that enemies within the game are completely random so no one has any idea what will drop out of that crazy house.
Back to the rules about weapons, what about armor and shields? Weapons follow a rule that only one may be taken into the minigame of a certain type (only one Divine Avenger in the party but if just the 4* Avenger is also taken that is acceptable because it is not the same weapon technically) to limit clone weapon loadouts, but what about equipment? Yes, armor and shields also follow the same rule. Shields are less of a problem somewhat, but restricting armor? Do they at least get to switch equipment around like they do with weapons when they die or between battles? Sure. Do they get four options to take with them? Nurp, only two; two helmets, two torsos, and two shields. Just like weapons you can only switch which is active when the battle ends, but you may not switch when you die. You can only switch weapons when you die. Unlike weapons, your armor and shield do not have a use/life system; you can stick with one set for the whole game if you want. You also do not have to choose more than one of each if you do not want to. The same limitation rule applies, no repeats within the party; if one person locks a Swiftstrike for one of their shields, no one else in the party can take the same thing with them. However, if someone chooses Skolver helmet but not torso then someone else can take the torso because it is not restricted already. Obviously you can only take equipment with you if it is already in your arsenal. No equipment renting anywhere. When you are able to switch your armor and shield, after battles, there is a sort of loadout station which only holds the equipment you took with you. The rest of your arsenal is locked.

Regarding this anti-clone restriction, what if two friends wanting to play this game only just reached full 5* gear and both happened to go with, say, the same helmet because it's an awesome helmet. Would one of them have to wear their Spiral Sallet?
Would three people in this situation simply not be able to play?

Equipment taking into the minigame is chosen and locked before it begins. Only when everyone has their chosen equipment locked, at least one of each slot (helmet, torso, shield, weapon), does the minigame begin.
If they do not have variety in their arsenal it is their own fault. The whole point of equipment restriction is to completely negate clones while rewarding variety. Similar to the Clockworks, one to four people may participate at once; they do not have to join to begin with if they only have one set to use outside their old Proto. Again, this is to fight clone arsenals; if you only have one set of stuff to use, most likely something anyone would have such as Skolver, then you have to be fast to lock your equipment choice in before anyone else or start the party to lock them before anyone else gets there. If you do start a party and lock a clone loadout then any other clone who wants to do the same would be unable to do so in the same party, isolating clones rather than promoting. If your arsenal has variety and you are capable of versatility then all you have to do is choose something else to use.

Yes, this is even more stuff for the minigame. Fortunately in the index the minigame has its own isolated sectioning with links to the separate parts of it in case someone wants to address one thing but not the entirety of all parts of it. This part is specifically dedicated to upgrades within the minigame, such as how Vitapods are available in the Clockworks to increase your max health but with new stuff instead.
Before proceeding with these let one thing be clear: the upgrades do not work like Vitapods where only one person gets them. It is an upgrade for the party meaning all members get it regardless of who picks it up. Imagine if picking up a +20 Vitapod gave more max health to everyone in the party regardless if they have their own active or not. That is how these upgrades work. They may not have spectacular effects or necessarily always be very helpful, but it rewards having more people in the team without punishing soloists. If you work with more people, more people get the benefit. If not, you still get it anyway but have less people who would also get the same bonus. The effects are not divided from a base value, they are equally delegated to all party members similar to how tokens obtained in the Clockworks are. The same applies to tokens obtained from the enemies, but that will be discussed later in the reward system.
6/20/2012
The first and constantly referenced upgrade is the extra use/life for weapons. With it you have an extra use/life for any weapon of your choice, though it must be chosen before use in order to be applicable. Setting an extra use/life may be done between battle areas, not upon death, to any weapon of your choosing. This means if a weapon was locked from consuming all its uses/lives as described in the weapon system, even if all weapons have zero uses/lives and you are relying on whatever last weapon you chose even though it has no lives, with the bonus use/life you can give another use/life to any weapon of your choosing. No uses/lives, no problem. Also as described in the weapon system, a base amount of lives for all weapons each person adds up to twelve accumulatively. Even if you have not used any of the twelve uses/lives, if your team obtains this particular upgrade you may exceed the base amount you started with. Due to how powerful this upgrade is only a maximum of five appear per game. Due to how simple the effect is the icon would be something akin to "+1" or the heart with wings icon which appears when someone is revived.
Weapon use/life reallocation. This is to give a little back to those who take more weapons with them at once yet prefer one or two in particular, meaning if the system of only being able to take as many weapons as you would be able to equip (three or four weapons at once if you have activated one or two weapon upgrade slots) is used then premium upgrades would be somewhat rewarded again in spite of the various punishments put in place against them. Keep in mind when the game starts you only have a total of twelve uses/lives delegated to the amount of weapons you have chosen to take with you. This upgrade essentially allows you to change where uses/lives are set, taking from one and giving to another, though to various limits: the single reallocation for only changing the placement of one use/life, the triple reallocation for changing a total of where three uses/lives are placed, and the quintuple reallocation for changing where five uses/lives are delegated. Note that no uses/lives are gained nor removed, merely moved from one weapon to another. Obviously the more uses/lives available to change means the upgrade is less common. The quintuple reallocation upgrade may only appear once per game at the most, the triple allocation may appear up to five times, and the single reallocation may appear up to ten times. The icon for this would be akin to "+#" depending on the amount of reallocations in the upgrade on top of two curving arrows which form a circle, both arrows pointing to the end of the other. Reference image.
6/21/2012
Today I had a couple abnormal thoughts for more upgrades for the minigame. Unlike most upgrades, these are manually activated and may be deactivated similar to how you can click and drag Vitapods off but in the same slot. Basically, these are tradeoff upgrades. Give up a little defense for more attack or vice versa.
The offensive tradeoff upgrade gives up 20% of your overall armor defense in exchange for 20% more damage. The defensive tradeoff upgrade gives up 20% of your damage in exchange for 20% more overall defense. This applies to all damage and status resistances applicable on the armor you are wearing. The upgrade unequips itself automatically if you change the weapon or armor you are using and is available for others to pick up. Unlike the weapon use/life or reallocation upgrades, the offensive/defensive upgrades do not affect the whole party; only whoever picks it up. It could also take the space of a Vitapod if one is not already active and must be manually switched if you would rather have more max health. Note these two do not have any effect on your shield. Also note that if you switch any of your weapons or armor, such as if you die and decide to switch your weapon for another, the upgrade drops on the floor for anyone to pick up automatically. The upgrade lasts for the whole game similar to how Vitapods last in the Clockworks. The icon for the upgrade which gains attack by losing defense would be a sword with a little arrow pointing up while the upgrade which gains defense by losing offense would be a shield with a little arrow pointing up. I know, very creative. Herp derp. Only two of each appear per game at most.
More upgrades will be added when/if I or someone else thinks of something.
I may as well describe the common and fairly obvious upgrades; Vitapods, vials, and health in the form of hearts. Seeing as this is intended to use T3 enemies, T3 Clockworks upgrades are relevant. That means T3 vials, hearts of all sizes (one, two, and three pip restoring variants), and Vitapods up to +20. Not much I can work on here seeing as these already exist. I suppose vials do not necessarily have to be exclusively T3 versions, there could be T2- vials dropping from the T3 enemies even though there are no T2- enemies in the game. On the first floor of T3 in the Clockworks T2 vials have appeared.

If standard pickups (capsules, vials, etc.) appear in the form of upgrades as you've described, will they still be shared amongst all party members?
If so...
- Will there be an increased capacity for carrying pickups? That is, will there be more than four available slots and will slots hold more than three of each pickup?
- Will party members individually pull from the pool of pickups as they please, then use pickups as they do in the Clockworks? Or will there be some alternate effect that affects all party members when one member decides to use a pickup?
That's all I got for now. I think. At least I think I think. I think.
Long live this thread!
And right now, I can see ISB being useful in Lockdown, for the surprise factor (Skolver Clone: "AAAAAAGH WHERE DID THAT SHOCK COME FROM") but the charge time is still ridiculous. And Pure Normal, please- we want to keep the salt theme, but the Slime bonus is absolutely useless on a Piercing weapon.