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New bombs: Blast Trap, Magic Orb, and their upgrades

8 Réponses [Dernière contribution]
Portrait de Doctorspacebar
Doctorspacebar

New bombs that have different styles. Not much of an intro, but... meh.

"Trap" bombs
The Blast Trap and its upgrades have a slow fuse. However, if a hostile is near the bomb itself (as in, the bomb lying on the ground, not the blast radius), the fuse goes much faster! The blast radius is shown in the old way for both allies and enemies. If a bomber lays more than one Blast Trap, the first will act as if it were "triggered" and speed up its fuse, to prevent mine spamming.

Claymost line (2* Blast Trap --> 3* Fused Blast Trap --> 4* Heavy Blast Trap --> 5* Claymost)
Weapon type: Bomb
Attack Damage: Normal
Damage Magnitude: 10% below the equivalent Blast Bomb/Nitronome, depending on star level
Range: Half a space less than the equivalent Blast Bomb/Nitronome, the Blast Trap is the exception, having the same range as the Blast Bomb
Stopping Power: Same as the equivalent Blast Bomb/Nitronome
Knockback: 30% below the equivalent Blast Bomb/Nitro
Fuse Time: 8s, speeds up dramatically (faster than even a Nitro and DBB explosion) if an enemy is one space away from the BOMB (not the Blast Radius!)
Charge Time: .2 seconds longer than the Blast Bomb line
Bomb Appearance: A half-sphere looking thing, with a green glowing light on top. The light becomes red when triggered.
Blast Appearance: A green Blast Bomb explosion.
Miscellaneous information: The Claymost's name is a play on words; the Claymore is an antipersonnel mine like the Blast Trap line, and "most" because the Claymost is the highest level of the line. However, the Claymost is not directional.
Flavor Text:

  • Blast Trap: "A basic land mine for the budding trapper. This bomb's fuse goes faster when an enemy's standing next to it."
  • Fused Blast Trap: "By adding a Blast Cube's unstable core, alchemists can dramatically increase the power of this mighty mine."
  • Heavy Blast Trap: "This destructive and deadly demoman's device definitively decimates and defeats Devilites and demotes Deadnaughts to destroyed dust."
  • Claymost: "A powerful weapon for the bomber who likes to be prepared."

Slicing Dicer line (branches from Blast Trap ---> 3* Slicer ---> 4* Dicer ---> 5* Slicing Dicer)
Weapon type: Bomb
Attack Damage: Normal
Damage Magnitude: Many hits; assuming they all hit, the damage is 10% less than the equivalent DR Bomb's damage against Beasts/Constructs; the Dicer is scaled to an imaginary 4* Dark Reprisal Mk III.
Range: Two spinning blades; the 3* just reaches the range of the Dark Reprisal, the 4* reaches a little farther out, and the 5* pokes half a square beyond the Dark Retribution's range. The Slicing Dicer has the Mine mechanic, better range, and no deadzone over the Dark Retribution; however, the Dark Retribution is deployed faster, and does more damage, specializing in Slimes and Gremlins (try overlapping them and kiting the Thwackers through, they'll take quite a bit of damage). This weapon should not trigger invincibility frames.
Stopping Power: Barely any (see Dark Retribution)
Knockback: What knockback?
Fuse Time: See the Claymost line!
Charge Time: See the Claymost line!
Bomb Appearance: A cylinder with the blades unsprung, and a green/red light like the Claymost line.
Blast Appearance: The blades spring out and start spinning like crazy!
Miscellaneous Information: The names obviously come from the phrase "Slice and Dice". As it is set on the ground like a mine, rather than swung or shot, it is a Bomb; don't give me the "It's not bomb-like" argument.
Flavor Text:

  • Slicer: "This cutting-edge new weapon is tearing through the bomber market. Slicer's spinning blades cause rapid damage to enemies nearby."
  • Dicer: "A spinning shredder for superb scrappers that slices Slimes, Silkwings, and such into slivers."
  • Slicing Dicer: "A staple in the trapper's arsenal, the Slicing Dicer utilizes a powerful spring trigger to hit targets."

War Lichenling line (branches from Blast Trap ---> 3* Lichenling ---> 4* Mighty Lichenling ---> 5* War Lichenling)
Weapon Type: Bomb
Attack Damage: Piercing
Damage Magnitude: Up to three hits; total damage is 20% more than the Spine Cone of the same level. The Violent Lichenling gets an extra hit, and reaches 25% more damage than DBB.
Range: The Lichenling flees underground, making a single "explosion" of slime as he burrows that deals little damage, but knocks the target a tiny distance away. Thorns come up afterward in lines in six directions, that always have a certain direction of knockback; an enemy hit by the explosion will be knocked into one thorn, which will for sure be knocked into the subsequent thorns. The Lichenling and Mighty Lichenling have two thorns per line, and the War Lichenling has three. Only the last thorn triggers invincibility frames.
Stopping Power: Enough to stop an Alpha Wolver after the second hit!
Knockback: See 'range'.
Fuse Time: See the Claymost and Slicing Dicer.
Charge Time: See the Claymost and Slicing Dicer.
Bomb Appearance: A Nitronome sized orange lichen with a few thorns. The stronger Lichenlings have more thorns. Looks relaxed when laid down, but when an enemy approaches, it tenses like a Lichen Colony that's about to use its Thorn Roots. It's assumed there are a few Lichenlings (like, three) and they simply return to you after their attack. There you go, combat pets.
Blast Appearance: See 'range'; the thorns are red like a regular Lichen Colony.
Flavor Text:

  • Lichenling: "A pet Lichen received in exchange for your Blast Trap. Isn't it just cute, the way it maims Greavers? Awwww."
  • Mighty Lichenling: "Mighty Lichenlings don't require feeding. Have you ever wondered where the dead Wolvers went? Now you know."
  • War Lichenling: "Extensive combat training hasn't made this Lichenling any less affectionate... unless you're its unfortunate enemy."

Magic Orb (2* weapon, branches out)
Weapon Type: Bomb
Attack Damage: Normal
Damage Magnitude: Two hits, each one with 45% the strength of a Blast Bomb.
Range: The Magic Orb sends out two energy waves, both reaching a bit farther than a Blast Bomb.
Stopping Power: Same as a Blast Bomb.
Knockback: None.
Fuse Time: The same as a Blast Bomb.
Charge Time: The same as a Blast Bomb.
Bomb Appearance: A blue glass orb full of swirling energy, with a translucent blue fuse attached to the top.
Blast Appearance: Two blue Knight-high energy waves. Damage is applied when they collide with enemies, while the wave continues through; multihitting, however, is not possible, as there is no knockback.
Miscellaneous Information: Forget what Hahn said.
Flavor Text: "An Owlite device designed for combat. The Magic Orb unloads waves of force, repairs itself after use, and is capable of becoming even more powerful."

Resonatia line (branches from Magic Orb ---> 3* Sound Orb ---> 4* Sonic Boom ---> 5* Resonatia)
Weapon Type: Bomb
Attack Damage: Normal plus Fair chance of Moderate Stun
Damage Magnitude: Two hits. The first deals the damage (about 95% of a Blast Bomb) and interrupts, and the second stuns and knocks back.
Range: About the same as the equivalent Blast Bomb.
Stopping Power: A lot on both hits. This is a Stunning weapon, after all.
Knockback: None on the first hit, Irontech-equivalent on the second hit.
Fuse Time: The same as a Haze Bomb.
Charge Time: The same as a Haze Bomb.
Bomb Appearance: The Sound orb is clear, with a grey wind inside. Sonic Boom has a light grey wind, and Resonatia has a white wind. All of them have a transparent grey fuse.
Blast Appearance: A two-part sonic wave; the outside does the damage and the inside does the Stun. They hit with proper timing to interrupt, then cause Stun before the unlucky victim can react!
Flavor Text:

  • Sound Orb: "Powerful Owlite magic makes this orb unload a sonic blast of both high frequency and amplitude. Tighten your ear guards."
  • Sonic Boom: "Sonic Boom has a force output that's positively stunning."
  • Resonatia: "Augmented with Spiral boom-box technology, this weapon has increased the demand for hearing aids across Cradle."

Grey Feather Orb line (branches from Magic Orb ---> 3* Owlite Sage Orb ---> 4* Owlite Grand Master Orb ---> 5* Grey Feather Orb)
Weapon Type: Bomb
Attack Damage: Elemental plus Good chance of Moderate (status)
Damage Magnitude: The Grey Feather Orb sends out a single wave that normally causes 100% of the damage of a Dark Briar Barrage. However, after each explosion, four glowing circles appear on the tiles next to where the bomb went off; each has a Status icon (Fire to the east, Freeze to the west, Shock to the north, and Poison to the south). The circles do nothing to enemies, but persist for about ten seconds. If you start charging the Orb on one of these circles, the charge will take an extra half-second before CTR modifiers; however, the explosion will then have a Good chance of causing that Moderate status, at the cost of one stage of damage. You may move after you have started charging and retain the status effect; you only need to start charging on the circle. If the bomb is lowered before its charge is activated, the status effect dissipates.
Range: About the same as the equivalent Blast Bomb. If the blast has a status effect, the range lowers a little.
Stopping Power: Same as a Dark Briar Barrage. Shock helps, of course.
Knockback: None.
Fuse Time: The same as a Blast Bomb.
Charge Time: Without a status effect, the same as a Blast Bomb.
Bomb Appearance: A green orb with a green glass fuse. The bomb changes color depending on what element it is using; Fire becomes red and has a small fire inside it, Freeze becomes light-blue and fills with water, Shock becomes white and has swirling winds inside, and Poison becomes a sickly brown and has dust blowing inside it.
Blast Appearance: A green Knight-high energy wave. The wave changes color to reflect any new status.
Flavor Text:

  • Owlite Sage Orb: "Fine-tuned by the Owlites, this Orb can select an element to strike its victims with. Begin charging on a Status circle to add the effect to the blast."
  • Owlite Grand Master Orb: "This ancient relic was held by a mighty Owlite magician. It's a wonder the Owlites ever became extinct, considering they had this!"
  • Grey Feather Orb: "Passed down through the ages, orbs like these were highly prized among the Owlites."

Odious Orb line (branches from Magic Orb ---> 3* Dread Orb ---> 4* Ominous Orb ---> 5* Odious Orb)
Weapon Type: Bomb
Attack Damage: Shadow, with a chance to cause Curse, and a guaranteed 12-second-base self curse (listed as a Guaranteed chance of Minor Curse) once laid down. This is a smaller time than the usual self-curse, but it happens every time the bomb is laid; it always at least affects the bomb.
Damage Magnitude: A single wave with 90% of the damage of a Dark Briar Barrage.
Range: Two spaces less than the equivalent Blast Bomb.
Stopping Power: Same as a Dark Briar Barrage.
Knockback: None.
Fuse Time: The same as a Blast Bomb.
Charge Time: Half a second longer than a Haze Bomb, before modifiers.
Bomb Appearance: A purple orb with swirling energy inside, and a translucent purple fuse. A red mist hangs around the 5* version.
Blast Appearance: A dark red Knight-high wave of energy.
Miscellaneous Information: The self-curse and Curse rates and strengths are subject to change. We don't want this bomb spammed. It should be best deployed against large mobs.

  • Dread Orb: "A vile force within the orb is automatically suppressed by the Alchemy machine. Fortunately, this doesn't affect the damage output of the bomb; unfortunately, it makes said force angry enough to cause a nasty side-effect. Deploy strategically."
  • Ominous Orb: "Further overrides prevent this more powerful orb from trying to corrupt the user. However, it doesn't make the curse any less dangerous."
  • Odious Orb: "This weapon was forbidden by the Owlites because of its tendency to turn the user to the side of darkness. While Spiral Technicians have prevented this from happening, it's still highly recommended to deploy this weapon only at highly strategic opportunities."
Portrait de Juances
Juances

Claymost line
Less damage and radius than nitro, more charge time han a haze bomb, just for a faster fancy fuse? (and relatively safer knockback)

Too much punishment for a small gain. It's the huge charge time what scares me the most.

Portrait de Doctorspacebar
Doctorspacebar
Yeah...

I just realized that. Giving it a boost now...

Portrait de Zeddy
Zeddy
Hm

I've thought about spinning blade bombs before. They should totally add them!

The Grey Feather Orb seems kind of overcomplicated and probably too versatile.

Portrait de Grittle
Grittle
+1

Yes! Grittle Agrees!

Portrait de Aureate
Aureate
Processing Thoughts of You Always

Oh hey, a Curse bomb that isn't obscenely overpowered?
/e gusta

The Grey Feather line seems a little overcomplicated and difficult to use, however. Given that you need to stand in almost exactly the same spot, with no knockback inflicted by the blast and all the other stipulations of the bomb, it seems likely you'd be hit before the bomb managed to go off. Or are you allowed to move once it's started charging, and still retain the status?

Portrait de Doctorspacebar
Doctorspacebar
Oh yes, you're allowed to move.

You just have to start the charge on the circle for the status to apply.

EDIT: Added a line to the above to clarify this.

Portrait de Angelic-Tear
Angelic-Tear
+1.11

Awesome bombs, I would defiantly start playing with some matches (AKA bombs) if these were added. Bit complicated, but pfft, nothing is fun when it's simple and easy :3

Portrait de Aumir
Aumir
+1 Claymost

The other lines may be more a personal choice if +1 or -1, but the "mine" idea of shortening the fuse if stepping the bomb makes it workable without having to design a remote explosion action. Still, it should hurt a lot, not less than Nitros.