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I can design a better anti-gremlin bomb with my face tied behind my back!

104 replies [Last post]
Sun, 08/26/2012 - 01:26
#51
Thunderbog's picture
Thunderbog
hush draggies. i creep in.

Yes, slap fire status on Supernova and walah.

Oh well.

Mon, 08/27/2012 - 01:22
#52
Zeddy's picture
Zeddy
Anti-Family Weapons XIV: ZX

@Thunderbog: I think the idea with normal-damage weapons is that they're useful in all situations. Fire isn't useful in all situations. However, I can think of a couple of normal damage-weapon breaking this rule so I don't really know. (Pepperbox and Venom Striker)

Anti-Undead Sword (but it was a lie)

We've briefly peeked by Hunting Blade and Deconstructor. Making them piercing and elemental would give them an edge over their counterparts against the enemies they're supposed to excel against.

For the Cold Iron Carver:
-Normal/Elemental
-Undead bonus bumped up to Very High
-Maybe even slap on that Divine Fire I talked about earlier, but it'll work fine without.
-No need to up the base damage after these changes.

We don't need even more anti-undead swords so it's an awkward segway into Nitronome, Irontech and Big Angry

Currently, two of these bombs see little use in the field. After the range and stun updates, they're somewhat more useful (or less, depending on how you see it), but overall Nitro is just safer, faster and stronger. The speed, power, walking speed and previously range was and still is traded in for knockback. Is that really worth it? No. No it's not.

One thing that could be done is balance the damage so that Irontech has higher DPS than Nitro and BAB higher than Irontech. This would work out because Nitro would be easier to use and safer than its cousins. It could at the very least be flattened out! But I have something else in mind.

-Keep Nitro as is.
-Make Irontech piercing. (Change flavour text to mention the spikes on the plates.)
-Make BAB shadow.

Now we have specialized blast bombs! BAB's DPS would be higher, but only on gremlins and slimes, both of whom are frequently found in open areas where the increased knockback is of use. Irontech is piercing, and I know you're asking yourself why on earth you would pick it over DBB, but I'm saying there are reasons people would. DBB doesn't interrupt, for example, Alpha Wolvers, and sometimes that knockback can be pretty useful to keep you safe against such targets.

Alternate configuration:

-Nitro elemental. (All demo suits give elemental defence supposedly to protect against bomb blasts, yet most damage bombs aren't elemental at all. This would fix that inconsistency. In addition, normal-damage shard bomb would somewhat be given a reason for existing.)
-Irontech normal. (Courtesy of iron plates.)
-BAB still shadow.

BAB and Irontech could even be given their old radii and you wouldn't see me complaining about it.

No wacky ideas today, folks. Sorry!

Next up will be the anti-gremlin gun. It's the real thing!

Mon, 08/27/2012 - 17:30
#53
Marazo's picture
Marazo
I would love to see a video

I would love to see a video of you doing coding and artwork of these weapons with your face tied behind your back.....

Mon, 08/27/2012 - 17:35
#54
Luguiru's picture
Luguiru

Beep boop.

Mon, 08/27/2012 - 22:24
#55
Havenihaveaproblem's picture
Havenihaveaproblem
I thought bombers really

I thought bombers really needed a reliable shadow bomb and elemental bomb. What about making Irontech elemental, or BaB elemental and Irontech shadow, or something like that?

Woops missed the last part of your post! I think it would be difficult to change the Nitronome because there is that trifecta of normal weapons in the Leviathan, Valiance, and Nitronome. Maybe add it is a different upgrade path?

Mon, 08/27/2012 - 23:42
#56
Zeddy's picture
Zeddy
Anti-Family Weapons XV: The Dark Knight Rises

@Marazo
That's not design, that's development!

@Luguiru
Aye, I've seen that one before. In principle, increasing the undead damage bonus from 4% to 7% would work, but since "Undead damage bonus" means the exact same as "Sword damage bonus" at the moment, a complete reworking of how family bonuses work is in order.

@Havenihaveaproblem
With the first setup, the elemental bomb would the 5* deconstructor. I just can't see Irontech being anything but the "physical" damage types.

Anti-Gremlin Gun
So here we are again, back at gremlins. The requirements look a bit like this:

-Gremlins are dodgy and shieldy, so time between trigger and impact must be short.
-Damage over time is of little consequence if the gun has stopping power to knock them over.

I can see your prediction already! "It's a shadow-damage Poacher, isn't it?", I hear you say. Well... kind of.

It's a science shotgun!
* Microwaver
*** Yottowaver
***** Atomic Ripper

Shadow, base damage is ~35, charge does ~45 per tick.

So just what the heck is this? It's kind of like if Autogun and Poacher had a baby, and the baby was raised by Nicola Tesla. In appearance, it'll kind of look like you tore down a power transformer and mounted it on a Polaris, with coils and stuff poking out of a giant, square-shaped box on the front.

When fired, four sparks of red/purple lightning spark out at a range of not quite two and a half tiles spread out in a slight cone, each dealing the base damage. The lightning is not stopped by hitting regular enemies, and can as such affect every enemy in its path. While low on damage, soft bodied targets such as gremlins will be knocked over, which is where the gun's utility lie.

The gun can only fire once before reloading. No shield-canceling or gun-swapping for you! In addition, one cannot move while firing the Ripper. However, should one get a gremlin with the Ripper, they can most often be juggled to death provided the wielder is not ambushed.

The charge attack is similar to that of Autogun's; you're rooted in place firing a volley of 12 sparks. The difference is mostly that the range and damage is reduced substantially in exchange for knocking down soft-bodied targets within its area.

Wacky suggestion of the day

What? I just proposed a shotgun on the SK forums! What more do you want from me?

Next up is an anti-beast bomb. It'll have questionable utility!

Tue, 08/28/2012 - 15:51
#57
Marazo's picture
Marazo
Ok, then I will propose a

Ok, then I will propose a challenge.

I want you to brainstorm, do the research for, and type the post for the next weapon. With your face tied behind your back. (Its very possible, the post will have a few spelling errors though)

Also, keep Nitronome as it is, I like being able to pwn everything (except for devilites...) with it.

Wed, 08/29/2012 - 02:29
#58
Zeddy's picture
Zeddy
Anti-Family Weapons XVI: Modern Warfare

@Marazo
I'm afraid that's impossible, as I've already written out the rest of the posts.

Anti-Beast Bomb

So let's look at- Huh? Yes, you with your hand raised? Yeah, sure, I guess I'll adress it.

Dark Briar Barrage is perfect, just what are you up to here?

Mostly, I just kind of forced myself to come up with something new for each weapon type for each family. That kinda leads to variable quality, but it also leads to some interesting results! You can't beat DBB when it comes to area coverage and damage without being overpowered, so what's left? DBB is immensly useful, but it has subtle drawbacks. The interruption, for example, only applies to regular wolvers in the beast family. Chromas aren't interrupted from my awareness. Alpha Wolvers certainly aren't. Regular wolvers aren't even interrupted in Shadow Lairs! So what should our alternative beast bomb do?

-Doing a bunch of damage to a bunch of enemies is taken. Let's focus on utility.
-We've copied the melee weapon and gun from real-life hunting weapons used by people; a spear and a rifle. What sort of bomb is used for hunting?

It's a trap!

** Splinter Bomb
*** Claw Bomb
**** Clenched Claw Bomb
***** Jaws of Defeat

Piercing, base damage is 75 for the initial bomb and 99 for the shards on depth 25. (Unchanged.)

This is a retooling and reskinning of the splinter bomb line, which at the moment has no reason to exist. What can be done about this? Salt Bomb manages to be useful despite being a shard bomb due to an added effect it has. Can we do something similar for splinter bomb?

The bomb will look like a box or something. It acts very similar to the current splinter bombs: You lay it down, the fuse goes out and then it explodes, spreading a cluster of 3-5 (depending on star rank) bear traps. Wait what?

Wacky suggestion of the day

Bear traps! An enemy steps on it, they get clamped in place for a bit. Yes, it behaves pretty much like being frozen. We have reskins of stun in the form of snowballs and swarm tiles, so I don't see why not.
-While bear trapped, an enemy may not move or turn, but they may attack.
-Damage is dealt upon trapping, what with it being a bear trap and all. This isn't technically a part of the trapping, it's just the bomb's damage.
-Ice-themed enemies are not immune to bear trapping.
-Large enemies are. No trapping bosses, Lumbers, Trojans, medium-sized and large Lichen Colonies. Alpha Wolvers are subject to bear trapping.
-Only one enemy can be clamped per trap, but any amount of enemies within the radius takes damage.
-Here's a point I'm not entirely sure on. In general, bear trapping lasts substantially less than freezing, but a single hit will not free them. Instead, it will take two or even three hits, depending on the damage inflicted.

Firstly, bear traps could be contact mines. In this case, they're easy to use but the payoff is smaller. Enemies are trapped for no more than two seconds. Maybe just one and a half.

Secondly, bear traps could act just like existing shard bombs. They only clamp shut in their own time, but the payoff is larger. Enemies are stuck for about three to four seconds.

-Trapped enemies can not be re-trapped before they're released. Any traps detonating on an already trapped enemy will do damage, but not affect their trapping other than the damage itself. This means stacking traps could potentially release the enemy right away.

Next entry will be categorized under Anti-Slime Bomb.

Thu, 08/30/2012 - 00:14
#59
Zeddy's picture
Zeddy
Anti-Family Weapons XVII: The Line

Anti-Slime Bomb

Firstly let's look at-
-Every bomb is perfect against slimes, we really don't need another.

Yeah, you've got me there.

Okay then, see you next time when I do the anti-

It's another entry where I mess around with a shard bombs without increasing the damage, radius or amount of shards
** Dark Matter Bomb
*** Breadcrumb Bomb
**** Boosted Breadcrumb Bomb
***** Shoes of Another

Shadow, base damage is 75 for the initial bomb and 99 for the shards on depth 25. (Unchanged.)

This time we're changing Dark Matter Bomb. At the moment, it's pretty much directly inferiour Shocking Salt Bomb. (The 20 extra damage is not doing it for me.)

Wacky Suggestion of the Day

So what is this bomb? Exploding footsteps.

Exploding.

Footsteps.

I'll give you a couple of seconds to whail on your air guitar, because that was pretty metal. Here's how it works:

After charging up your bomb, you plant what kinda looks like a dark, oily puddle, which you are now standing in. When you run, you leave up to 8 similar, smaller puddles tracing your steps. The puddle will explode after a fuse time that amounts to the total fuse time of the existing DDMB (intial bomb + shards), and all the footsteps will explode at the same time. Some rules and clarification:

-You HAVE to be moving to lay footsteps. Time spent standing still will be wasted.
-Footsteps cannot be planted on top of other footsteps. Retraced steps will be wasted.
-Changing weapons will stop the bomb-dropping. You can, however, charge up another round while running.
-Planting a new Breadcrumb Bomb before you've dropped eight footsteps will waste the remaining ones. This gives incentive to having some bomb damage over pure charge time reduction. I tested charging up my Shocking Salt Bomb in the ATH just now: With full CTR, I could run nearly seven steps before my bomb was primed, without bomber armour (med CTR), I could run nearly nine. One piece of med CTR should be the optimal ratio for the bomb.
-The drop rate is on a timer that's synched up with rate of footsteps as shown in the running animation. Footsteps planted using Mercurial armours will be slightly more spread out.
-Using, say, the striker dash in Lockdown would spread out the bombs a whole lot. I would not recommend using the bomb with the recon cloak, but maybe you could confuse some people with it.

That covers it for all the shard bombs. Shocking Salt Bomb is pretty handy in its own right already, and Luguiru beat me on how to make normal shard bomb useful. (Landmines.) Which is good, because I don't know how I'd shoehorn a normal damage bomb in as an anti-family weapon. (A second time.)

Next up will be the final entry: the anti-fiend sword.

Fri, 08/31/2012 - 02:34
#60
Zeddy's picture
Zeddy
Anti-Family Weapons XVIII: Judgement Day

This is the final entry, folks! I might have saved the wackiest entry for the last.

Anti-Fiend Sword

Once again, let's face the inevitable question of this particular topic: "Whoa there, hey hey hey. Flourish is already perfect here!"

Yes, it kind of is. I'd sort of given up on this, and was going to just post a general-purpose piercing sword (thorn-covered brandish that shoots brambles), but then inspiration struck me! So, let's for the sake of formality check out some conditions:

-For greavers, literally any sword will do. Range and speed is nice.
-For devilites, range and speed is nice to counter their quick projectile hails. Are there alternate means we could accomplish this with?
-For trojans, range and speed is of little importance, only damage.

It's dual-wielding s- hey, whoa there, wait, let me finish!

** Spike Buckler
*** Swiftspike Buckler
**** Swiftspike Gauntlet
***** Supersonic Knuckles

Piercing/Normal, about 170 for the first hit and 190 for the second one. Charge attack does 150 per hit.

Dual-wielding shields! One's the shield you're always carrying around, but the other is actually a weapon! The 2* variant is just a rounded lump of iron with spikes protruding from it, but as it progresses, the form gets more aerodynamic, reminiscent of a modern bicycle racer's helmet, and the spikes on it will curve in a similar manner. Compared the other swords, base damage will not increase as much per upgrade. Instead, attack speed will.

Being not a sword, range is pretty pitiful. Wielders of this weapon will need to be close enough to headbutt their opponent. In exchange, they get the fastest sword there is. How fast? About 15% faster than toothpicks. That is a lot! The shield has a unique 2-hit combo that goes like so:
-A punch that's focused forward. Range is half of a calibur slash. Width matches an antigua bullet.
-Followed up by a backhand slap. Width matches thorn blade slash, range nearly nonexistant.

The finalest, wackiest suggestion

So here we are at the charge attack. It's shield, and this is where the shield-bit comes into play. Upon unleashing the charge, the player puts the shield in front of his face and rushes. The effect will be very similar to the second strike from the Rocket Hammer, with a few minor differences:
-Speed is slightly lower, seeing as the player is not rocket-propelled. It could possibly be lowered all the way down to regular running speed!
-You are shielded from projectiles coming from the front. Only projectiles, only from the front. The coverage is very sparse on this, with a total area of no more than 30 degrees.

How does this weapon fare against our dreaded checklist?
-For greavers, literally any sword will do. Checks out to me!
-For devilites, the shield is certainly fast enough, but range is lacking. The intention is to charge up to their face while they fruitlessly throw office supplies at you, then punch them. Punch their faces!
-Probably not the best thing for trojans, but it should certainly work.

That concludes the saga of anti-family weapons. Thanks for reading!

Mon, 12/17/2012 - 11:18
#61
Sir-Pandabear's picture
Sir-Pandabear
Blast Bombs, revisited

Now that I actually own all the blast bombs, I believe I am in a better position to cast judgement on them. A parallell dawned on me earlier regarding the four blast bombs and the four demo suits, it goes a little like so:

Nitronome can be equated to the Volcanic Demo suit. A nitro owner is content with doing less damage because they are using the safest option. Nitro lets you move easily, it charges fast and it has the fastest fuse time. When in a bind, you use nitro. When you're expecting somewhere dangerous, you don your tried-and-true Volcanic Demo which will at the very least make sure you're not set too badly on fire and will always be able to charge your bomb in a hurry.

Owners of Irontech don't give a dang. They look at Nitro and they look at Irontech and they go "Well that one has more damage, damn the consequences! Then they put on their full Mad Bomber set and head into FSC because if they catch fire in the first place they deserve1 it for being so sloppy.

People with BABs have patience. They could go all day charging their bomb. Once it does, though, you'll feel the most damage from the bonus their Bombtastic suits give them and they'll have the entire room for themselves to charge another. Slow and heavy, like a glacier. (Note that this person does not exist. Noone uses Bombtastic without charge bonuses from elsewhere.)'

People who got deconstructor... well.

Another 5* deconstructor suggestion
Let's work under the assumption that deconstructor is the bomb for people with Mercurial Demo. What does a Merc Demo want? They want to be fast. They want to whizz in, blow stuff up and be gone before anyone saw them there, like some kind of Silent Bomber.

The Merc demo set gives:
+1 move speed
+1 damage

What conditions can be derived from this?
-A merc demo-themed bomb should be quick and agile.
-A merc demo-themed bomb should be moderately powerful.

A focused charge, that's the vibes I'm getting here.

** Blast Bomb
*** Deconstructor
**** Heavy Deconstructor
***** Dematerializer

Normal, base damage is 225 on depth 24 (slightly above nitro, not quite there with Irontech)
High damage bonus versus constructs.

Dematerializer would be a small bomb with the radius and knockback of the 1* bombs. It would have a fuse time equivalent to that of the old RSS, capable of exploding in nearly an instant. While the charge time would be no faster than nitro, and technically it would not be able to kill anything faster, it would probably see some popularity amongst bombers who just want something that works fast. Surprise people in Lockdown with instant explosions! Quickly interrupt turrets! Joust with mecha knights! Hit a goddamn switch! The possibilities are endless!

Mon, 12/17/2012 - 12:28
#62
Luguiru's picture
Luguiru

I almost forgot about this thread.

Just like how I almost forgot to wear clothes one day.

I was quickly reminded before anyone from public television showed up.

I forgot to wear clothes the next day and no one said anything.

The shotgun is just like every other shotgun suggestion, either an Autogun or Blaster or trying to be a bomb with boolits. Penetrating projectiles ought to be left to Magnus instead of giving a gun similar to Autogun more advantages. All three Autogun lines can spew through a group of T3 gremlins and kill the ones in front to pelt ones hiding behind. Umbra has bouncy boolits to flop around and bonk the fuzzy little boogers on the noggin.

The shard bombs excluding the two original lines could all use a little something. For the pierce line having it work like a bear trap could work but not if it completely immobilizes something like freeze but without the chance to thaw of freeze when hit by friend or foe. Maybe something like losing movement speed from stepping on sharp stuff but faster attack speed because you have spikes stabbed in your foot and it hurts. For the shadow line the shards could act like adhesives where if an enemy walks over them it sticks to them, and when the shards explode it hits whoever is sticking to it and other enemies close to them. For the element line all I can think of right now is having it slowly move towards enemies like a magnet. Because magnets. And science. I got nothing for the normal line. More damage?

Do the puddles start dripping from you when the charge is completed, the bomb still over your head, then after placing they can detonate? That could be kind of fun. I prefer my adhesive version, but walking around liquiding all over the floor with a chunk of solids is also pretty weird. Weird weapon mechanics flopping around.

Sounds like a very short ranged sword-which-is-not-a-sword would be awful against Devilites. Those things like to fly around and in close range are almost guaranteed to smack you in the face. Cutters already cover small hits with lots of ti- I mean wits, and Flourishes already cover pointy jabs. Greavers are easy against pretty much any sword. Trojans are easy with any Flourish. Flourishes are flourishing flourishly. Floprish. Floppy Irish people.

For Deconstructor line it could use a whole lot of changes. Bumping its 5* radius down to 1* is pushing pretty far even if its fuse is nearly instant. It loses a lot of area of effect when the radius is so tiny. If it has a bigger family bonus and half a space wider blast radius it could work. Confound these repeat bombs with tiny changes while guns and swords have more variety. Dippy doopy.

Mon, 12/17/2012 - 15:17
#63
Zeddy's picture
Zeddy
@Luguiru

The breadcrumb bomb starts dropping after you've "placed" it. They detonate on their own after a set fuse time, creating a trail of explosions behind the user. Manual detonation sounds pretty sweet, though. I hope they go for that instead.

I still kind of like my brandish-bomb idea for crystal bomb, but I agree that the beartrap-bomb would need modifications. The obvious idea is to just put stun on it, but the other piercing shard bomb already has stun. What if the beartraps did not prevent turning, only burying and movement?

The normal damage shard bombs are in dire need of help. Fehzor say they work alright used as a faux Ash of Agni that will work even in fire stratums, but I have doubts. I shall craft them and give them thorough testing before I suggest anything, but right now I'm thinking these are the options:
-Substantially more damage than other shard bombs' neutral damage.
-Contact detonation.
-Heavy interruption power.
-Substantially larger radius on shards.
-Fire.
-Having 4 extra shards.
-Half the shards detonate earlier than the rest of the shards. (For LD utility. Combine with extra shards and/or larger radius.)

Pick two or three, OOO. It needs at least two.

I'm not going to say I'd mind the insta-splode deconstructor being larger, but our previous insta-splode bomb technically had a radius of less than a tile. I'm just not entirely sure on how to balance it.

Mon, 12/17/2012 - 15:50
#64
Luguiru's picture
Luguiru

With the old shard bombs their radius was tiny because it fired projectiles as a tradeoff. They may not have intended for the multi-impact effect to exist. Shard snoiping.

For the nurmil shard bomb I would just give it the landmine effect and around 10% more damage. The specialized lines can have their own unique effects like the pierce one lowering movement speed but raising attack speed and the shadow one lowering damage but increasing movement speed. Element lowering attack speed but raising damage? That sounds weird. Thinking about how many shard bombs we have makes me think someone filled a pool with derpbillion tiny mineral pieces and we jump in only to realize how sharp and solid they are.

Mon, 12/17/2012 - 16:56
#65
Agazide's picture
Agazide
/impressed

I support this thread

Mon, 12/17/2012 - 22:12
#66
Mk-Vl's picture
Mk-Vl
My first impression

How do you tie your face behind your back?

Then I saw the massive wall o' text and thought, it's probably related to Luguiru.

And then Luguiru replies.

O.o

Cue Great wall of text. Get out the popcorn. This is gonna be another massive thread O' information.

Mon, 12/17/2012 - 22:20
#67
Luguiru's picture
Luguiru

Other people can make a lot of wurds.

I am not always involved with big posts. Like that one ti- No, I was there. What abou- No, I made that thread. There was th- No, my post was double the size of the original. Liquids. What about the times I give little ideas to other threads so they can do something with it? Like that thread with th- No, they gave up because they wanted to whine. Never mind that. Wait, what about that one thread where I-

I give up.

Mon, 12/17/2012 - 22:32
#68
Mk-Vl's picture
Mk-Vl
How you no have subject line?

And whilst you look for a thread with less words I suggest some hair.

Wed, 12/19/2012 - 16:40
#69
Zeddy's picture
Zeddy
This is pretty much a "weapon ideas from Zeddy" thread now

Gist of the idea goes like so:

** Stack Bomb
*** Super Stack Bomb
**** Heavy Stack Bomb
***** Tower of Kabloomey

Normal damage equal to Nitronome, but radius is a tile shorter.

The Stack Bomb line would be a blast bomb with a short charge time but long fuse pretty much identical to Irontech Destroyer. Walkspeed is not reduced any more than a nitro would.

The unique property lies in its name; a stack bomb planted on top of another stack bomb would combine their power and they would merge into a more powerful bomb. Upon stacking, fuse time is reset and there is time to charge up another bomb. Damage and radius increases linearly: A stack bomb stacked on top of a stack bomb stack would increase power equal to the damage of a single bomb. Knockback and blast radius would both increase by a single tile.

At two bombs in a stack, radius would be back at regular 5* bomb radius, but it gets more interesting as you go beyond that and we finally get a bomb with even larger radius. Stack bomb stacks could have a limit that I'm thinking stops at about 8. This would take a while to reach alone, but four bombers stacking together could do it in a flash.

What would one use a stack bomb for? It's kind of like the bomb equivalent of a catalyzer. Primarily I'd use it to:
-Rack up damage on enemies using a blast bomb but without disturbing teammates.
-Do some real damage against bosses that have that pesky invincibility time.
-Kill the crap out of things before healers can do anything.
-Basically act as a deadman's switch in Lockdown. Once someone stops me from stacking they'd take some major damage.

Stackbombs could maybe come in elemental and shadow damage varieties? Some people have gripes with our current options there. It'd make for pretty, multicoloured stacks, too.

Thu, 12/20/2012 - 09:22
#70
Doctorspacebar's picture
Doctorspacebar
YES.

Now I want that Stack Bomb. Combined with a teammate's Vortex it would be incredible.

Thu, 12/20/2012 - 11:37
#71
Aureate's picture
Aureate
Processing Thoughts of You Always

@Lugui: The first stage is always acceptance~

@Zeddy: Stack bombs, huh?
It sounds like one of those Jenga puzzles I used to play with when I was little, where you had to build it all up before the whole thing came crashing down again on your face. Rather uncomfortable.
Not entirely sure as to how stacking different damage types would work; would you get damage types proportional to the different bombs that had been laid? How would the radius increase? (Please don't say 'linearly', a logarithmic approach would probably work better or we'd be getting a 10-tile radius or something e.e) The general idea sounds interesting, though.

Thu, 12/20/2012 - 17:36
#72
Zeddy's picture
Zeddy
@Aureate

With two elemental bombs and two shadow bombs, enemies would take two bombs worth of elemental damage and two bombs worth of shadow, simple as that. Maybe it'd actually happen as four separate damage ticks? Would kind of gimp it, Lockdown-wise.

For the radius increase... well it depends. If the stack limit was capped at something like 4, linearly would do just fine.

If not, it could always be done mathematically. Area would increase linearly, rather than the radius. Assuming it starts with a 3-tile radius, that makes an area of 3^2*pi ~ 28 1/4. Two bombs would cover an area of 56 1/2 making for a radius of uh... 4.25, making it bigger than nitro already.

Let's just enter "sqrt((x*28.26)/PI) x goes from 1 to 8" in Wolphram Alpha why don't we?

3, 4.25, 5.2, 6.7, 7.34, 7.93, 8.48

8.48 sounds like a pretty big bomb. Let's start with a radius of 2.

"sqrt((x*12.56)/PI) x goes from 1 to 8"

2, 2.2, 3.46, 4, 4.471, 4.9, 5.3, 5.65

This isn't a very cool bomb at all. You need four bombs just to reach the radius of a nitro, but you can see that the formula is perfectly suitable to make a restrained radius if we just start somewhere between 2 and 3. Let's do 2.5?

2.5, 3.5, 4.33, 5, 5.6, 6.1, 6.6, 7

There we go! Look at that payoff! 7 tile-radius may sound like a lot until you realize it took 8 bombs to get that far.

Edit: Similar results could be achieved by starting at 3 and linearly increasing by half a tile per bomb in the stack.

Fri, 12/21/2012 - 07:38
#73
Aureate's picture
Aureate
Processing Thoughts of You Always

Sounds froody.
+1 towel for cleaning up after all the blown-up knight bits.

Fri, 12/21/2012 - 07:50
#74
Bella-Donna's picture
Bella-Donna
*clears throat*

OOO will never do a 1* weapon that deals shadow damage. There is no 1* armor protecting from shadow and they proved that by making the OCH bomb a 2* weapon, 3* and 5* not 1,3,5 like the hammer. besides that, WANT MORE SHADOW STUFF~!

Sat, 12/22/2012 - 03:22
#75
Shue-Donnym's picture
Shue-Donnym
Logic is more or less malleable on the Internet

I can design a better anti-gremlin bomb with my face tied behind my back!
If your face was tied behind your back, you probably wouldn't have any opportunity to design anything because your neck would prrrroooobably be broken by then.

Other than that I support this thread completely.

Sat, 12/22/2012 - 20:51
#76
Zeddy's picture
Zeddy

There is a giant, spiky hole in the bomber's arsenal. It is so great that am overwrought with wonderment at how every suggestion thread in this forum is not about suggesting filling this gap.

Yes! I am, in fact, talking about a poison 1* bomb.

* Poisonous Popper

Piercing, 17 damage for both the blast and the spikes at depth 13. Good chance of causing Moderate Poison.

Poison popper is like a 2* shard bomb, but with a little notable difference. Instead of cluster bombs spreading out, PP sends six "lines" of damage that stretch out for as long as the reach of shard bombs usually are, inflicting damage and possibly poisoning.

This would ensure that the poison bomb has a little edge over its cousins with more useful statuses as well as continue the tradition of having 1* bombs that are totally more awesome than 5* bombs. If anyone is worried about multihitting, the six lines could all count as a single damage area.

Sun, 01/27/2013 - 11:25
#77
Zeddy's picture
Zeddy
How about bringing back split-damage weapons?

I was going to just make a new thread about it, but I figured if people don't want to deal with my wacky suggestion they can just not check Zeddy's wacky suggestion thread. Plus, it's weapon-related so I might as well put it in the weapon-related thread.

It's bringing back and adding to split-damage weapons!

Remember split-damage weapons? We used to have Crystal Bomb's upgrades and Antigua's upgrades have this property. It was removed for absolutely no reason, and I think they should put it back in? Right now we have weapons coming in four damage types but if they could come split we could have another three variants on top of that! It makes weapons more seperate from eachother which just generally makes things interesting.

The following weapons would be changed to be Piercing/Elemental
Peacemaker
Argent Peacemaker

Sun Shards
Radiant Sun Shards
Scintillating Sun Shards

The following weapons would be changed to be Piercing/Shadow
Thorn Blade
Twisted Thorn Blade
Dark Thorn Blade
Barbarous Thorn Blade

Blackhawk
Sentetza

Spine Cone
Twisted Spine Cone
Spike Shower
Dark Briar Barrage

The following weapons would be changed to be Shadow/Elemental
Cautery Sword
Theoretical 4* Cautery Sword
Theoretical 5* Cautery Sword

Salt Bomb
Ionized Salt Bomb
Shocking Salt Bomb

To make the preceding list, I put exactly zero thought into balancing and thought merely about thematic sense. Some bombers might notice that DBB becoming a shadow weapon would nerf it in FSC. I say tough cookies, attacking ghosts and skeletons with a spike bomb never made sense in the first place.

Also, some people may point out that split-damage weapons used to be overpowered or something. Obviously, this should be no tougher to solve than to rework the damage mechanics so that they either equal pure-damage weapons against both weak and strong targets, or are a bit less specialized towards both spectrums. I cannot see how this would demand more than about fifteen minutes with a calculator to work out.

Sun, 03/10/2013 - 14:59
#78
Zeddy's picture
Zeddy
derp

It somehow took me two months to notice this was a double post.

Sun, 01/27/2013 - 11:34
#79
Softhead's picture
Softhead
ZEDY!

Get online ¬_¬

Also +1

Sun, 01/27/2013 - 11:55
#80
Magnicth's picture
Magnicth
Is this the real life?

Woah, great ideas! Especially want that stack bomb.

+100

~Magnicth

Sun, 01/27/2013 - 17:08
#81
Nineball-Seraph's picture
Nineball-Seraph
+1 For stack bomb

Original and makes sense and sounds fun.

Sun, 01/27/2013 - 17:58
#82
Doctorspacebar's picture
Doctorspacebar

+1 to Dual Spec Damage weapons.

Sun, 03/10/2013 - 15:01
#83
Zeddy's picture
Zeddy
I'm not in the mood for clever titles

Let's look at the current T1 weaponry.

Swords
-Proto Sword, and its informal upgrade Bolted Blade
-Beast Basher, Big Beast Basher
-Robo Wrecker, Rugged Robo Wrecker
-Slime Slasher, Super Slime Slasher
-Hot Edge
-Static Edge
These are ALL brandishes. Seriously, what the f-

-Hatchet, Heavy Hatchet and Thwack Hammer
These resemble the troikas. They even kind of split up and mirror Triglav and Sudaruska seperately. The Thwack Hammer is able to inflict stun on regular combos whereas the Hatchet can't. Thanks to these weapons, a newbie play will be able to make an informed decision as to whether or not Troikas or Sealeds are the right weapons for them.

Handguns
-Proto Gun, Stun Gun, Frost Gun, Zapper
These all act like blasters with an added status. The idea is that they have the mecchanics of blasters but the effect of alchemers. A newbie player will try these and look at future handguns. Did they enjoy blasting stuff more than they enjoyed inflicting statuses to them? Thanks to T1 bombs, they can make an informed decision between alchemers and blaster.

-Punch Gun and Pummel Gun
Thanks to these guns, players are warned early on about how underpowered and awkward Magnuses are. They have a construct bonus for some reason.

Bombs
-Proto Bomb
-Firecracker
-Cold Snap
These all act like blast bombs with an added status. The idea is that they have the mechanics of blast bombs but the effect of mist bombs. A newbie player will try these and look at future bombs. Did they enjoy blasting stuff more than they enjoyed inflicting statuses to them? Thanks to T1 bombs, they can make an informed decision between mist bombs and blast bombs.

Where are you going with this anyway?
There's end-gear weaponry poorly represented or not represented at all in Tier 1. If there was a bigger variety of 1* weaponry available, players would be able to very cheaply try most of it out. Maybe even all of it, since a lot of these weapons are handouts from missions. The glut of samey 1* swords is also sending early players the message that Spiral Knights does not have a lot of variation to offer in its gear, and I think that definitely adds to deter new players.

The following weapons need better representation in T1 so they can adequately beckon or ward early players:
-Cutters
-Flourishes
-Calibur

-Alchemers
-Autoguns

-Shard Bombs
-Toxic Vaporizer

To this end, I suggest some changes:
-Hot Edge and Static Edge stay as they are, representing Brandishes.
-Proto Sword and Bolted Blade get their charge attacks changed to be spin attacks, representing Caliburs.
-Slime Slasher and Super Slime Slasher gets the attack pattern of Cutters, but do not have the secondary ghost attacks.
-None of these weapons work as flourishes, so we'll just have to add a new one. Our new weapons will be called "Stick" and "Pointy Stick". I don't believe I need to go into detail about them, as the names are pretty self-explanatory.

-Frost Gun and Zapper's charge attack will have a ricochet, but no knockback and less damage.
-None of these weapons work as autoguns, so we'll add a new one. Our new weapon will be called "Water Gun". It'll look more like a toy than a weapon and fire a burst of three little globs of water. The charge attack will spray 9 stronger globs of water but root you in place.

The charge will be able to put out things that are on fire, including teammates.

-Firecracker is changed into a shard bomb, but the graphics resemble actual firecrackers rather than crystals. The spread is lower, emitting five firecrackers rather than six.
-None of these weapons work as vaporizers, so we'll add a new one. Our new weapon will be called "Smelly Surprise". It'll look like the other bombs but the explosion damage will be lower. Upon detonation, it spreads a poisonous mist that only lasts half as long as Toxic Vaporizer.

Sun, 03/10/2013 - 14:51
#84
Oatmonster's picture
Oatmonster
Lick Number 58425

Um, the Wrench Wand is 2*.

Sun, 03/10/2013 - 15:01
#85
Zeddy's picture
Zeddy
Whoops!

Wrench wand removed.

Sun, 03/10/2013 - 17:29
#86
Mikeyye's picture
Mikeyye
Mikeyye appluads.

Names don't matter, but the T1 idea sure is great.

Sun, 03/10/2013 - 17:46
#87
Klipik's picture
Klipik
About that shadow anti-gremlin flourish

You know there's one in the game files, right?

Fri, 03/15/2013 - 15:15
#88
Zeddy's picture
Zeddy
Repurposing toothpicks

Historically, rapiers were made and used for the purpose of dueling with one other man. "One" being the operative word here. The flourish lines in Spiral Knights do not currently function this way; the wide swipe opening the combo covers a lot of ground, does a good bit of damage and has a respectable amount of knockback. Due to this, the sword excels at dealing with crowds of enemies if one merely shield-cancels the first attack over and over. I have a Barbarous Thorn Blade myself and it is the most boring weapon imaginable, outside of the charge. How about adding some depth to it?

It is not my intention to reduce the power of this weapon in any way

Everyone used vortex bombs? When it initially detonates, the explosion does a pitiful amount of 0* damage. You can tell it's 0* because it peaks at stratum 1, and declines from there on. The detonation is merely there for utility, interrupt breathing zombies and breaking blocks. This makes sense because the initial detonation just kind of breaks the bomb open. The initial detonation of Gravity Vortex does nothing particularly harmful, kind of similar to slapping something with a stick.

At depths 23, these are the current damage values for Final Flourish:
First swipe: 252 piercing
Second thrust: 252 piercing
Third thrust: 299 piercing

This is against weak targets. Looking at the neutral damage, you can see that it matches that of Leviathan Blade. The difference being the flourish is faster and covers more area. Well, that's hardly fair now is it? What irks me is that swipe in the beginning. Historically, in duels, fighters would often open their attacks with a swipe to the side. The idea was to open the opponent for an attack so that they could stab them. The swipe was a prelude to actual harmful attacks and not a harmful attack in itself. People might already know where I'm going with this:

First swipe: 6 normal
Second thrust: 353 piercing
Third thrust: 353 piercing

The thrust damage is equivalent to the third swing of Warmaster Rocket Hammer, or the second swing of Sudaruska if it dealt special damage. The first swipe is not a total buff. Instead, it gains a lot of interruptive power. The initial swipe has exactly the interruptive power of Callahan, meaning the flourish still excels at the areas it currently does and is supposed to excel against, which is smacking around greavers, devilites and other players. For PvP, the first swipe can still be used to cancel your opponent and leave them open for thrusts. Thrusting, however, will leave yourself exposed but is where all the damage is done, just like in real fencing.

The damage nerf for the total combo is not very large. It goes from around 800 to around 700, a mere 1/8th of its former self, absolutely nothing compared to some nerfs this game has seen that may or may not be bomb-related. The loss for neutral damage is even lower, probably not exceeding 1/16th.

What about Flamberge and Rigadoon?

Current values:
First swipe: 210 piercing
Second thrust: 210 piercing
Third thrust: 251 piercing

...transforms into...
First swipe: 6 normal
Second thrust: 299 piercing
Third thrust: 299 piercing

This time I'm using Warmaster Rocket Hammer's first attack instead of the third one. While the combo still does less damage than before, the gap in damage from Flourish is narrower. In addition, status flourishes now have a distinct purpose as their opener is capable of inflicting statuses and thus can serve as a safer way to deal with enemies either by opening them for attacks through stun or by lighting them on fire and safely inflicting damage that way.

Speaking of Warmaster Rocket Hammer...
I'll make this quick. Rip off the bandage, so to speak.

Current values:
First swing: 299 elemental
Second dash (x3): 210 elemental
Third swing: 353 elemental

...transforms into...
First swing: 299 elemental
Second dash (x3): 6 normal
Third swing: 353 elemental

Let's be honest here, that dash was blatantly overpowered. It will still be usable to interrupt things, move about and break blocks extremely quickly. The hammer will still be way more damaging than Troikas because it's possible to be shield-cancel so you do the first attack twice and follow up with the third attack. DR saw a major nerf, why not the hammer?

Tue, 03/19/2013 - 18:51
#89
Zeddy's picture
Zeddy
Making weapons more interesting: Cutter

This will be a new series here at your thread dedicated to making weapons more wacky. I'll be buffing underpowered weapons based on the theory presented in this thread. The idea is that some weapons, like Brandish, receive tangible upgrades every level (extra explosions) whereas other weapons do not. I will be examining these weapons and reworking them to be more interesting, most likely buffing the end product in the process.

Cutter
As a refresher, the Cutter line looks like this:

  • Cutter: 5-hit combo sword that has ghost blades for some reason. The charge is a 9-hit combo with 4 attacks that have ghost blades and a finisher that does not, and does not have any more damage than the other charge strikes.
    • Striker: No change.
      • Vile Striker: Poison.
        • Dread Venom Striker: No change.
      • Hunting Blade: Beast bonus and greatly increased interruption on the charge in expense of speed.
        • Wild Hunting Blade: No change.

First off, a nerf. We remove the ghost blades for 2* Cutter's regular combo, turning them into an awesome surprise for when the sword is upgraded to 3*. Damage of the attacks would be a bit between the accumulative damage of ghost blades and strikes on the current product. Cutter currently do hits with the damage value of Blaster and the ghost blades the damage of a theoretical 2* Antigua. It would be slightly buffed to the damage of Prismatech Alchemer.

At 3*, this'd get nerfed back down to Super Blaster values with the ghost blades added, doing Antigua damage.

At 4*, Cutter already gets upgrades with either adding poison or beasts damage/interruption. No need to mess with anything here.

We find the actual buff only at 5*. For the charge attack only, we add a second set of ghost blades. The current combo consists of 5 hits and 4 ghosts, but the new buffed charge would have 5 hits and 8 ghosts. Let's break out the old damage numbers:

Wild Hunting Blade:
Charge hit: 148
Ghost: 61
Total combo damage: 984
New total combo damage: 1228

Charge damage increases by 25%. And why the heck not? It's a pretty dangerous charge right up there with the like of Blitz, but at much less payoff. At the moment, it's just a slightly stronger combo at the expense of all opportunity to shield in the middle of it. Here's our new line:

  • Cutter: 5-hit combo sword. The charge is a 5-hit combo where the attacks are slightly stronger and there are ghost blades for some reason.
    • Striker: Ghost blades added to the combo. Regular hits made a little bit weaker.
      • Vile Striker: Poison.
        • Dread Venom Striker: Double ghost blades at the charge, increasing damage and chance to poison.
      • Hunting Blade: Beast bonus and greatly increased interruption on the charge in expense of speed.
        • Wild Hunting Blade: Ghost blades replaced by twice the amount of ghost wolvers, increasing damage and interruption power for the charge.
Thu, 03/21/2013 - 04:15
#90
Zeddy's picture
Zeddy
Calibur

We all know Calibur. It's that sword with the awesome charge-attack that knocks stuff all over the place and makes your party members hate you. Here's the current tree:

  • Calibur: 3-hit combo sword. The charge attack is a spin that can hit a single target up to 3 times, but the main appeal is the knockback of it rather than damage.
    • Tempered Calibur: No change.
      • Ascended Calibur: No change.
        • Leviathan Blade: No change.
      • Cold Iron Carver: Reduced power in favour of Undead bonus.
        • Cold Iron Vanquisher: No change.

This is kind of a tough one to make interesting all the way through. Calibur will instead be a "late bloomer", and only receive its substantial buff at the very end of the line.

Both Leviathan Blade and Cold Iron Vanquisher receives a shockwave emitted in a circle after the spin attack. With Leviathan, this shockwave looks like a circular tidal wave, harming enemies for one extra charge attack hit and pushing them away with great force. The radius would be a bit larger than the spin, having the radius of Blast Bomb.

The tidal wave idea isn't mine. I remember reading it in a different suggestion thread but I can't recall the exact author of it at the moment. All credit to that guy!

With Cold Iron Vanquisher, the knockback would be greatly reduced so that enemies pushed back have a greater chance to be caught in the following blast. The blast itself would be a puff of frost smoke, dealing no damage. The smoke would essentially be a Freezing Vaporizer, lasting for half a second and having a Fair chance of causing Weak freeze. (2/2) The move itself would be risky because you just locked a bunch of enemies into a circle surrounding you. It should prove effective against most undead.

Result:

  • Calibur: 3-hit combo sword. The charge attack is a spin.
    • Tempered Calibur: No change.
      • Ascended Calibur: No change.
        • Leviathan Blade: Tidal Wave following the charge attack.
      • Cold Iron Carver: Reduced power in favour of Undead bonus.
        • Cold Iron Vanquisher: Freezing smoke following the charge attack.
Wed, 03/20/2013 - 22:32
#91
Qwez's picture
Qwez
Eh? eh... +1? Mostly reasonable.

-"It is not my intention to reduce the power of this weapon in any way"
But, FR and the underused FF need a little love, unless that was strictly for balancing.

-"Striker: Ghost blades added to the combo. Regular hits made a little bit weaker."
Perhaps if Arc Razor got the same thing, and Winmillion got something more? I hope you are doing something about the Winmillion ploxploxloxolp.

-"Wild Hunting Blade: Ghost blades replaced by twice the amount of ghost wolvers"
How about just double the damage of the ghost wolvers currently? Imagine double the wolvers in each charge... :shudders:

-"... spin, having the radius of Super Blast Bomb"
Does the you know how big a Super Blast Bomb blast is? I'd say the Proto Bomb is more, "a bit larger than the spin", even then it's still a little too large (IHMO).

EDIT: I newt! At least WHB has 5 ghosts n 5 regular sword strikes. (I don't have a Guild Training Hall to test my Vile Striker)

Thu, 03/21/2013 - 04:14
#92
Zeddy's picture
Zeddy

@Qwez
I think changes proposed would buff the status flourishes compared to Final Flourish. Combo damage for FF goes from 252 * 2 + 299 = 803 to 6 + 353 * 2 = 712 for a reduction of 11.4% while the status flourishes go from 210*3+251 = 671 to 604 for a reduction of 10%. Not a whole lot, perhaps, but in my UV thread people were crying havock over having a 5% penalties on things. Furthermore, relying on the first swipe in a tight situation would be a valid strategy for status flourishes as they'd be able to inflict statuses, while you'd need to combo to get any effect at all for FF.

I do intend to go over Winmillion. You're right on the money about adding ghost blades on Arc Razor.

Damage could be doubled for the ghost wolvers, but it would be a bit boring. I'm sure the sound effects for the wolvers could be reworked if you suspect those would get grating.

Come to think of it, I do recall being able to cover about an entire CP with Cold Snap. I'll change it to Blast Bomb and Freezing Vaporizer

I don't have WHB yet, and only tested Vile Striker and Cutter's charge. This is on the charge attack?

@Klipik
I do not peek in the game files, and had no idea it would contain a laser flourish. Sounds intriguing!

Sat, 03/23/2013 - 12:22
#93
Zeddy's picture
Zeddy
Shard Bombs

Oh look! Zeddy's posting about Shard Bombs and probably suggesting how to balance them! He's never done this before! They look like this now:

  • Shard Bomb: Small explosion followed by a spread of six shards. The core has a radius of about 1 tile and the shards a radius of 0.5 tiles.
    • Super Shard Bomb: No change.
      • Heavy Shard Bomb: Two extra shards. Since this only leads to covering the same area a bit tighter and there's an arbitrary hit limit in place, this has close to zero practical benefit.
        • Deadly Shard Bomb: No change.
    • Sun Shards/Salt Bomb: Reduced damage in favour of status and family bonus.
      • Radiant/Ionized: Two extra shards. Since this only leads to covering the same area a bit tighter and there's an arbitrary hit limit in place, this has close to zero practical benefit.
        • Scintillating/Shocking: No change.

Shard bombs are the only bombs to not get meaningful upgrades with every step. Let's change that. First off, we'll nerf it. That's right. Nerf shard bombs. At 2*, there'll only be five shards. The reason for doing this will become very clear very soon.

At 3*, there'll be six shards. Each shard will have their radius increased by 0.1 tiles.

At 4*, we're adding yet another shard for seven shards. Each shard will have their radius increased by 0.1 tiles.

At 5*, we're coming up to a final of eight shards. Each shard will have their radius increased by 0.2 tiles. This totals up to a radius of 1 tile, equal to the radius of the middle blast. At this range, double-hitting monsters with consistency is not unthinkable at all, but it's not like it's 100% likely. While pretty much definitely stronger than Nitronome at this rate, the shard bombs would not have the safety of Nitro and as such the bombs would be balanced.

A picture. Left is how shard bombs are, right is how I propose they should be.

  • Shard Bomb: Small explosion followed by a spread of five shards. The core has a radius of about 1 tile and the shards a radius of 0.5 tiles.
    • Super Shard Bomb: +1 shard, +0.1 tile radius on shards.
      • Heavy Shard Bomb: +1 shard, +0.1 tile radius on shards.
        • Deadly Shard Bomb: +1 shard, +0.2 tile radius on shards.
    • Sun Shards/Salt Bomb: Reduced damage in favour of status and family bonus. +1 shard, +0.1 tile radius on shards.
      • Radiant/Ionized: +1 shard, +0.1 tile radius on shards.
        • Scintillating/Shocking: +1 shard, +0.1 tile radius on shards.
Tue, 04/09/2013 - 04:14
#94
Zeddy's picture
Zeddy
Graviton Vortex

Gentlemen, I've been examining enemy health. I have a spreadsheet of it that I'm slowly but surely filling out. It is by looking at these numbers that I can assure you that the following idea is not only not overpowered, but one can very well argue that this is a nerf. It is, however, a very interesting nerf.

It's a Final Fantasy style gravity spell

Graviton Vortex' explosion would cut enemy HP in half. I can hear you crying it out already. "Holy crap, Zeddy! That's way overpowered!", but hear me out. I'll be using GTH numbers to explain this.

A devilite or a gremlin mender has 507 HP.
Most enemies have 676 HP.
Zombies, Alpha Wolvers, Lichens and Mecha Knights have 1014 HP.
Lumbers, Trojans and Pit Bosses have 1352 HP.
A Giant Lichen Colony has 3380 HP.
In the mission, Toxilargo has 2878 HP.

Current Graviton Vortex damage numbers: 259, 272, 284, 297, 310, 323, 335 against targets weak to shadow.

Here's the thing: Resistance to shadow affect the exact fraction to which this bomb would be effective. Versus Slime and Gremlin, the bomb would remove 1/2 of their current HP. Versus Beast and Construct, the bomb would remove 1/4. Versus Undead and Fiend, the bomb would remove 1/8. This would also work in Lockdown, so someone with no shadow defence who actually somehow get hit by Graviton Vortex would lose half their health. A full Snarby might lose 1/4 while a full Dread Skelly would lose 1/8. Damage boosts would not affect Graviton Vortex except for the one or two added damage to the initial explosion.

Why this is not overpowered

Because I know I'll need a section explaining this. As you all know, Graviton Vortex gathers up a bunch of enemies, swirls them around for three seconds, and then explodes, scattering these enemies everywhere. If this bomb simply exploded like a Nitronome, I might humour you on the bomb being overpowered (even though the damage would never come close to something like the charge of Blitz Needle), but the key lies in the mechanic. You have your enemy swirling around in your Graviton Vortex. What do you do now? Most people tend to unleash a Brandish charge.

Let's say you have a Giant Lichen Colony stuck in a Graviton Vortex. It has 3380HP. Now we unleash an Acheron charge and... 707+220*3. We'll assume 3 explosions are able to hit a Giant Lichen Colony. Correct me if I'm wrong on that. Combined, it deals 1367 damage. Our GLC now has 2013 health left. The bomb explodes, dealing 1011 damage. Not even another Brandish charge. Remember that we could've brought a DR instead of our Vortex. One DR deals up to 12*107 = 1284 damage to a GLC. If we'd simply left the GLC alone and waited with unleashing our Acheron until after the bomb exploded, the bomb would do 1690 damage. This is the most possible damage for the bomb, and you'd only be able to inflict it once, against this one very specific enemy.

Against regular gremlins, assuming you left them alone in the swirl, the bomb would do 338 damage the first time, which is about what it currently does at max damage. Subsequent bombs would be much weaker.

This is neither a nerf or a buff, it's a repurposing. You use the bomb as an opener in battles. Plant a GV, have all your enemies helplessly swirl around while you charge up your other weapons, and then have all the enemies divided across the battlefield with half health, and take care of the rest with whatever charge your other weapon has. I'd go for Ash of Agni, myself.

What about Royal Jelly?

What about Royal Jelly? The boss is a joke. Royal Jelly also consists of three phases, each of which has seperate healthbars.

What about Graviton Charge and Graviton Bomb?

Charge does 1/4 against slimes, 1/8 and 1/16 against more resistant targets. Bomb does 1/3 against slimes, 1/6 and 1/12 against more resistant targets.

What about Vanaduke?

This is a more fair point. Vanaduke has 45k hit points, and even just 1/8 of that is a lot. (5625). You could change Vanaduke mechanically so that he has three seperate healthbars, which would make GV take 1875 on the first bomb. You could also just up his shadow defence so that the bomb takes 1/32 of his health or something (1406), or a combination of those two. You could also make it so the bomb just deals 1% damage (450).

It's worth noting that the bomb would still have nothing on max damage Blitz Needle even if you didn't apply any of those Vana-specific nerfs, and it would only be that obscenely powerful in the first phase, which is easy anyhow.

Tue, 04/09/2013 - 05:41
#95
Doctorspacebar's picture
Doctorspacebar
Node 53120 is credit to team

Don't forget Seerus, Maulos, or the Big Iron! And how about Shadow Lairs and Vana's mask?

And just an FYI, Vanaduke is immune to shadow in his final phase.

Tue, 04/09/2013 - 08:18
#96
Zeddy's picture
Zeddy

Seerus doesn't have much health to begin with, Maulos is resistant to shadow and big iron is, uh. Is that the battlepod in GitM? Most of that battle is spent dodging lasers. Even if the bomb had the capability to knock out one phase in an instant (Which it wouldn't. 1/4 health is less than 1 out of 3 phases. In addition, the pod probably has seperate healthbars for each form, so it'd be severely underpowered).

Tue, 04/09/2013 - 12:47
#97
El-Odio's picture
El-Odio
+1

BUT WHAT ABOUT KING JELLY? THAT WOULD BE TOTALLY OP -9999!! (I honestly don't get the peoples obsession with JK...)
So, now that that's out of the way: I like the Gravtion repurpose. It's different, it's hip, we buy it.

Sat, 07/27/2013 - 20:05
#98
Zeddy's picture
Zeddy
Graviton Vortex (again)

The problem, as she goes:

  • Graviton Vortex feels overshadowed as a crowd control weapon by Electron Vortex, as its shock status keeps enemies gathered while GV spreads enemies to all corners after its done exploding.
  • As a damage bomb, GV is greatly overshadowed by DR.
  • We still don't have a radial shadow-damage bomb, in the vein of Dark Briar Barrage.

What can be done? People have suggested adding a status to Graviton which would help it out in the crowd control apartment, but the truth is you just can't beat shock for the exact utility a vortex provides. I suggest a total rehaul of the weapon functions.

    *** Graviton Charge
      **** Graviton Bomb
        ***** Graviton Collider

Effect changed to being a blast bomb, with the same size, damage, fuse time, walk speed, and knockback as Nitronome. The notable difference is the shadow damage-type as well as the knockback, which is not directly outwards from the bomb. Instead, the Graviton Collider has clockwise knockback that's tilted slightly towards the center of the bomb. The intended effect is for a group of enemies to be slightly more gathered following the detonation, but nothing is keeping them in place there.

Fri, 09/20/2013 - 01:12
#99
Zeddy's picture
Zeddy
Minor, numerical buffs and nerfs

Let's look at some base damage numbers for weapons. I'll be reading them off from this chart. (Values gathered at D24.)

Final Fourish does 15% more damage than Flamberge. Flamberge/Rigadoon both have slight chance of moderate status.

    Increase status chance to fair.

Neutralizer charge does 7% more damage than Biohazard's charge. Regular shot is equal. Bio has good chance of moderate status.

    Increase Neutralizer's charge to be 15% stronger than Bio. This would make Neutra's damage a little higher than even Bio's weak damage. However, Bio will still be viable because its regular shots are nearly double of Neutras and the poison has defensive benefits. Iron Slug's charge attack would be changed to match Neutralizer's instead of Biohazard's.

Supernova's expanded bullets have 7% more damage than Polaris. Polaris has good chance of moderate status.

    Increase Supernova's damage to 15% stronger than Polaris. Since Iron Slug as well as the charges of Dread Venom Striker and Wild Hunting Blade's charge shares damage with Supernova, they would be buffed as well.

Nova Driver has 15% more damage than Magma Driver. Magma has good chance of moderate status.

    Keep it this way, this is the baseline I'm using the balance the other things.

Blitz Needle has 25% more damage than Plague Needle. Plague Needle has slight chance of strong status. Difference is disgustingly prominent in practice, where it can get over 50%.

    Reduce Blitz' charge damage to 15% stronger than Plague, but leave standard attack as is. Argent Peacemaker's bird would receive a similar nerf, however the volley of five shots before the bird would either be buffed to use charge attack damage as well or be removed entirely.

Splinter Bomb has 9% more damage than Sun Shards. Status shards have fair chance of moderate status as well as a very high bonus against a family.

    Buff damage shards to 15% more than status shards.

Graviton Vorted has 9% more damage than Electron Vortex. Electron has good chance of moderate status.

    Reduce Graviton's charge time to match Irontech Destroyer (1.3 seconds vs current 1.5 seconds with max CTR), leave damage as is.

Fri, 09/20/2013 - 07:10
#100
Narfle's picture
Narfle
+1

I will take one of each, please.

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