before all, i'm bad to try give names, so... i will just throw the concept here
this is a variation on a topic I had posted previously, but the other had a strange principle, which does not have (like the possibility to be used as a shield too)
well... here we go
resume:
-Fast as Calibur/brandish normals strikes (3-strike combo), strong as Triglav/Sudaruska on charged attack, maintaining the slowness of the charged attack, and classified as sword because it is a short range weapon
-has slightly less range compared to normal attacks with swords (15-25% less reach, but not so much as to prevent hit the Roarmulus twins or some switches), offset by additional effect/damage on the weapons
-all of them can cause stun, at different levels
-each weapon have powerful charged attacks, but have charge time penalty, like the charge time of the Gran Faust
-and all 3 weapons share the same pattern of normal attacks except the last swing ("the First one" [pure normal damage type] is a kick, "the Second" [mixed elemental] is a ground punch, "the Third" [mixed piercing] is a direct punch)
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before start talking about each one, i will use as a approximate reference the damage of the Leviathan on the wiki, at the end of stratum 5 (first part of the tier 3) without any damage bonuses: (always on neutral target the examples)
180 damage normal swing
224 damage on last swing
358 each hit of charged attack (can hit 2-3 times)
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>> The First type is pure normal damage, is more versatile, can be used against one target and some area of effect, when the charged attack is: changes the fighting position (preparing the dash and stroke), dash 1 square forward, dragging everybody, followed by a nice kick on all enemys in the path, front and the sides and come back to stopped fight stance during the last half second
>extra effects: the charged attack can deal +10% additional damage (only one time) if the enemy hit the block/wall/another enemy on the knockback (the block will be destroyed in the process and the other enemy will suffer the same additional damage) and can drag the players too, like the 2° dash of the charged rocket hammer
the charged attack have moderate chance to causing moderate stun (3/3), the last strike too, but is just fair chance to causing moderate stun (2/3), start as 2* weapon and have 5* version
damage on 5 star version:
normal swing: 171 damage
last swing: 239 damage
charged attack: 558 damage (1 hit on each target only)
>> The Second is mixed elemental/normal damage, more focused on area of effect attacks, the charged attack is stand still for one second and half and launch 2 punches on the ground, making shockwaves, with area of effect of a master blast bomb (4 stars blast bomb) the 5* version of the weapon (maybe little less AoE) and come back to stopped fight stance during the last half second
the first shockwave have no knockback, the second shockwave, come 1 second after the first one, have good knockback (enough to push away to out of the area of effect any non-heavy enemies)
only charged attack can stun and have fair chance to make slight stun on each shockwave (2/2)
>extra effects: the charged attack can't be stopped unless being shocked or dying, the first shockwave have +50% interruption force (can flinch more easily the enemies on the area while doing the same damage) and the shockwaves can free the user from the frozen status effect (you are smashing the ground nearly you, after all)
>side effect: less 20% attack speed base compared to the other variants
start as 3* weapon, variation of the pure normal damage type and have 5* version
damage on 5 star version:
normal swing: 162 damage
last swing: 226 damage (it make a weaker shockwave, without stun chance, of 1 AoE square, that can achieve both the sides, as behind of the knight)
charged attack: 327 damage each shockwave (2x)
>> The Third type and last is mixed piercing/normal damage, more single target oriented, the charged attack is stand still for one second, and after, dash half square forward, followed by powerful uppercut, where the range barely can hit more than one target at the same time, and ends back to fighting position during the last half second
>extra effect: interrupts whatever get hitted by charged attack, even invulnerable ones (besides doesn't make any damage on them, like hit the shield of the trojan or the snarbolax)
the charged attack have good chance to causing moderate status effect (4/3), the last strike of the combo have moderate chance to causing moderate status effect (3/3)
start as 3* weapon, variation of the pure normal damage type, like The Second, and have 5* version
damage on 5 star version:
normal damage: 180 damage
last swing: 252 damage
charged attack: 705 damage (only 1 hit)
>status inflict of the weapon can be Poison |suggestion given by Hexzyle| or Stun [the weapon only will have one of them if done on the game]
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what is your opinion about this new line of weapons?
the chance to stun and the power on each weapon is too powerful?
the charge time penalty is not enough to balance the damage/effect on charged attacks?
need to drop one or two of the variations?
use of this concept (brass knuckles and boots) in the game is acceptable? because when you change your weapon, just move a hand, leaving weird the knight just show wield/hide the boots after change the weapon
I missed something while I was writing? like name of the chance status inflict or something?
any suggestions for the name of the weapons?
anyway, I'm so tired of this text reviews ... I can no longer tell if something is wrong or try to give some background history about that weapon line
Oh look its this thread again, lol.
"No-one ever said it was too gunlike"
-Brady