So, I'm gonna take yet another break from my enemy suggestions and finally post an idea I feel will be much more controversial than my past ones.Now b/c this isn't an enemy thread, I can't really do a corny intro.Sorry
Why are they called 'Arcade Armors'?
This suggestion's purpose is solely to encourage more T3 people to do full arcade runs, as it sometimes seems overshadowed by FSC and depth 23+ only runs.This features many special armors that can only be retrieved by doing T3 arcade using a token system reserved to the T3 arcade.Payout can be w/ purely tokens,money, or both.You can use a cheaper 'both' option if you're willing to cough up some materials and orbs.
How will the system work?
Each time a player reaches a 'checkpoint' within T3 arcade he is immediately rewarded a token, with the amount compounding.The following checkpoints reside in these locations:
Clockwork Terminal
Depth 27
Core
All Shadow Levels
In addition to these, the starting # relies on the difficulty, w/ 0 for normal, 1 for ADV, and 2 for elite.
If a player gets to Clockwork Terminal from depth 18 on normal,he gets 1 token.He further goes to depth 27, he gets an additional 2 tokens(compounding).
He continues on the core, and gets an additional 3 tokens.In total, the player gets 6 tokens
What if the player starts between or at checkpoints?
He doesn't get rewarded for the token.Say another player decides to join a party at depth 26.He already missed the opportunity to get a token from the Terminal,but also won't be eligible for the one at Depth 27.At most,he can get one token if he continues on to the core,getting a total of 1 token.
What are the armors?
The armors are meant to better fulfill special roles in SK.These will have unique bonuses and abilites as well as normal bonuses and debuffs.Keep in mind that the system i'll use is simply the 'bars' on the armor description.If its 'Full' the things MAX(10 on defenses).These are going to state the TOTAL bonuses for wearing each set fully.If not stated otherwise,they have a normal 5 star health bonus.
Diamond Titan Set The Tank
Full Normal
Full Shadow
Full Piercing
Full Elemental
Full Fire Resist
Full Stun Resist
Negative Max Shock Resist
Negative Max Poison Resist
Negative Max Curse Resist
Negative Max Freeze Resist
Very High Attack Speed Decrease
Very High Charge Time Increase
Very High Shield Health Increase
Hah,got you there.No?Oh well,screw it,I suck at making jokes.On to special ability:The shield bubble is doubled and can defend teammates within that bubble with the head.The Body increases the knight's hit box slightly yet significantly, and can directly 'soak' attacks from behind,as well as gets the bulk of the shield health bonus.The reason a movement decrease wasn't selected was that the tank would be behind everybody instead of in front of them, making it less team-oriented and relatively frustrating to play in.Aesthetically,this resembles a trojan.
Onyx Phantom Set "Glass Motorcycle"-Fangel
No Normal
6 Shadow
No Piercing
No Elemental
Full Shock Resist
Full Fire Resist
Very High Attack Speed Increase
Very High Bomb Charge Time Reduction
Very High Movement Speed Increase
Medium Damage Decrease
This armor is more for players with a 'need for speed', with an ability that relies heavily on dexterity and swiftness alone than a split with defence.
The ability granted by the head allows for a cooldown reduction for the ability 'Dash', from 8 to 4 seconds.The body the player to do custom-navigated 'curves' w/ 30% more distance when the ability 'Dash' is performed by having the pointer touching the knight itself, if you want to do a normal dash, you simply make sure the pointer is not touching the knight when pressed.There can be predestined curves by detaching the pointer and quickly making a 'path' w/ it,or curves controlled w/ the keys alone.You can also perform uncharged attacks while dashing.Of course, this set suffers from a low amount of defense.
Amber Bishop Set The Evoker
5 Normal
5 Shadow
8 Elemental
No Piercing
Very High Sprite Ability Cooldown Reduction
Very High Sprite Ability Effect Time Increase
Very High Sprite Ability Damage Increase
Very High Shield Health Decrease
Medium Movement Speed Decrease
Medium Damage Reduction
This armor is leaned more towards support in parties do to its emphasis on utilizing battle sprites' abilities.In turn,the player is significantly more vulnerable as they slower and have an overall weakened defensive capability without them.This head's special ability is to have the cooldown applied to only the skill that was used,rather than a universal one.The body allows for an opportunity to better level up sprites by increasing the amount heat you're pets will earn the farther you go into T3,with the multiplier resetting each time you fall,and the slower the increase the more people in the party you have.
Coral Knight The Elite
Full Normal
No Shadow
No Elemental
No Piercing
Full Stun Resist
Full Fire Resist
Full Poison Resist
Negative Max Shock Resist
Negative Max Curse Resist
Medium Shield Health Increase
Very High Projectile Defense Bonus
Very High Weapon Range Increase
12+ Health Bonus
Very High Defense Reduction Against Traps
Very High Flinch Vulnerability
This set allows the player to perform a number of abilities pertaining to the shield.The head grants the ability to do a special 'block' that involves shooting and performing mini stabs/slashes at 75% attack speed while kneeling and guarding.This only blocks attacks in the directly hit the shield,so the hitbox is much smaller.You also can't move while performing this.This also allows you to charge while blocking,but when the charge is released,the knight is left totally vulnerable to attacks,and returns to the kneeling animation.This is performed by doing the 2nd key shield bash,and preserved by holding the defend button.The body alters shield bash ability to where its faster and gradually decreasing health rather than a set cost,but does no stun at the end.The shield bash is also preserved by holding the defend button.Ultimately,if the bash is activated after the special block,the knight will do a special lunge with swords at the end of the bash,or a short range bomb 'slide' with bombs.The only way one can strike with a charge attack is for one to charge it during the special guard and then do the altered bash.
Dark Serpent The Summoner
No Normal
8 Shadow
No Elemental
7 Piercing
Full Poison Resist
Negative Max Curse Resist
Very High Flinch Resist
Very High Knockback Vulnerability
Very High Defense Bonus Against Close Melee Attacks
Medium Defense Reduction Against Projectiles
The ability granted by the head allows players to perform a 'copy' enemy attack alongside of the knight's usual ones,the ability picked up by doing a shield bash on the enemy,the attack acquired specified if the bash interrupts the enemy while its attacking.This only applies to smaller enemies and those who don't posses a boss/miniboss status.This attack is separate from the player's attack itself(an addition),so it doesn't necessarily 'move' the player (EX: a slash followed by a zombie 'jump' doesn't cause the player to actually jump.)The body has the ability to 'memorize' a specific attack an gains a paramounted defense against that SPECIFIC attack(EX gaining full normal and shadow defense after a zombie swipe,but that defense only applies to all zombie swipes.)This also memorizes full resistance of a status based on status effect attack,which applies to ALL attacks.This memory is mostly replaced whenever the player is hit with another type of attack,but resistance stays unless there's another status based attack.The initial poison resistance never changes;new resistances are added on.
Silver King The Slayer
Unlike other armors, this one actually derives from an existing one,specifically Azure Guardian.This is mainly to give the poor armor line some end game use,and giving its unsuspecting victims redemption for actually wasting orbs for it.
8 Normal
No Shadow
No Elemental
8 Piercing
Nullifies ALL Trinkets(both pieces)
This armor repays its users for its lack of good bonuses and its crushing new debuff of trinket nullification by having 2 whole special abilities rather than one that is divided between the pieces of the set.The head grants the Leviathan ability,while the body grants the Bahamut ability.
Leviathan surrounds the player with a watery sea-serpent dragon,the one that's identical to the one on the Leviathan Blade if you look at that real carefully.This serpent slightly knocks back enemies that are close to the player if he's not attacking,and launches itself at other enemies whenever the knight is attacking with incredible attack speeds doing 2/3 weapon damage if the knight has a fast weapon, 1/2 for normal,1/3 for slow.The serpent won't do any knockback,but has a chance to flinch, and will copy any special properties(EX:ricochet w/ alchemers) but not status effects.If you release a charge,the serpent will launch itself into the air and then come back down,hit the floor,and transform into a medium radius tsunami that causes enemies that were hit to experience moderate-heavy knockback and a 'sliding' effect that reduces their 'friction' and can cause them to bounce of enemies,players,walls,etc.Each time they 'bounce',they flinch and experience damage which increases each time they 'bounce'.Enemies in this state can also damage each other with their standard attacks,doing more (always effective) damage the faster they're sliding.
Bahamut creates winds for both 'absorbing' and 'imitating' attacks in order to utilize them by 'moving' them.Whenever a knight attacks or blocks at a certain moment when the enemy is attacking,his attack is 'imitated' by the wind for later use, and the enemy attack is absorbed.Whenever the knight causes another enemy to flinch, a faint wind aura will appear to 'absorb' the next enemy attack that isn't dodged,interrupted, or blocked (these are stack-able up to 3,creating a dense hurricane aura).Wind orbs can be created by 2nd key strafe at the place of the knight that flow with the absorbed attacks (now aesthetically resemble brandish blasts) with color and edge/curve shape resembling status and damage type (# of hits depends on attack speed v attack power).These start as first type orbs that do significant knockback when touched and are sure status causing.Press the key on the same place as the orb is in,and you switch it for 2nd type orbs,that don't do any knockback and have a significantly reduced chance of causing the status,but are sure flinching and can be used to take advantage of enemy movements to which another wind absorbs their attacks.Whenever the player releases a charge, he 'connects' via wind currents the remaining orbs,essentially strengthening them(causes them to last longer), using the power of the 'imitated' attacks.A portion of this power is used for the current bonds, which can also redirect attacks and hold/slow enemies.The rest is randomly distributed unequally into the orbs, left to truly imitate the attacks from before.
Golden Sun The Elementalist
Negative Max Normal
7 Shadow
9 Elemental
6 Piercing
Full Shock Resist
Full Fire Resist
Full Freeze Resist
Negative Max Poison Resist
Negative Max Stun Resist
Very High Status Element Chance Increase
Medium Status Element Duration Increase
Medium Buff Time Increase
+6 Health Bonus
This armor is concerned with the power of status elements Shock,Poison,Fire,and Freeze.They either add or replace effects the
current statuses hold,essentially redefining them.The head deals w/ additions,while the body deals w/ replacements.When equipped
in a set,these will stack in default,but 2nd key strafe can turn head enhancements off/on,while 2nd key AA toggle can do the same
but for body enhancements.
The head enhancements are generally safer(w/ exception of adding body enhancers),but have less impact than the body.Shock displays
a magnetism toward the spot the enemy was shocked in.The farther the enemy goes from that spot,the slower all their movements
are,and pulled back when standing.Fire accumulates heat in which enemies give off an aura.The more damage done to enemies in that
aura+ damage accumulated by fire,the easier it is to flinch the enemy.Poison makes enemies even more susceptible to stronger
status effect power.Freeze creates a slide of water in which player move speed is increased by 3.This also increases speed of
shield bash and allows it to 'bounce' one time.
Body enhancements change the status elements altogether to where they're more dangerous for both sides as its less
controllable.Enemies can even 'turn the tables' by manipulating them, and eliminate enemy only restrictions of the head
enhancements.These also have longer durations.
Shock is replaced by Tornado which roams randomly from starter point, anything on the shell and inside are continuosly shocked
by spasm-causing electricity,and people outside are pushed at significant speed and are either blown away or sucked in.any
projectiles that come near it are redirected, able to hit either team.The effects start after 1-2 seconds initial push of the
wearer b/f roaming freely.
Fire is replaced by Volcano,which does immense initial damage and severly weakens the strength of the target,yet emits 'lava'
which emits hazes similar to the one cause by the head enhancement.These lava can be pushed by long melee attacks and projectiles
by both parties.The hazes also reduce defense.
Poison is replaced by plague,which spreads among enemies by simply being slightly near them,but has a chance of transfering to
your party every time they're really close or hit you(or you block) w/ chances increasing each another time it happens within
duration.This weakens all aspects of a unit, including max and current hp.Once it ends, the debuffs aren't immediately taken
off;you restore over time.Enemies will actively try to avoid sick enemies.
Freeze is replaced by Chillstorm, causing it to rain over a large area.Faint clouds will either 'descend' or simply
'form',creating wall,spikes,or slides of ice upon the specific puddle location,sometimes going away,others roaming
randomly.Destroy enough of the clouds,and the 'cold' will go up,causing it to rain ice spikes and hail.Slides increase movement
speed of anyone on it 1-6 but,well,causes anyone to slip and slide.
Effects can be combined if they occur at the same time(EX:Thunderstorm by Chilling Storm,WHirlwind,head-enhanced shock.)
What's the V2 for? I thought this thread died a year ago.
Ok,but please hear me out.A couple days ago I just finished a game of my childhood from 6+ years back called Custom Robo GX,an obscure Japanese only game I could only finished thanks to a new FAQ that came out in 2013.I loved the game and downloaded it many times, despite the language barrier.If you know the franchise,you'd probably know what Illegal Weapons are.I don't know if they did in other games,but the illegal weapons in GX were basically upgraded versions of their legal counterpart;some simply increased the stats,some combined effects from multiple guns,some even added effects.What I'm getting at here is rather than give an opportunity to get hilariously broken endgame gear, a new group of long lost enemies of the order called Rogues will appear roaming the clockworks, with said 'broken' gear.The party leader chooses whether they can encounter them.
Now these Rogues won't be generic, they will be a small set of distinct individuals that will appear randomly in T3 arcade,a small but not too rare an initial chance each level that increases with each arcade armor piece in the party.Whenever beaten, they will give up to 200 tokens, 10 sparks,and 50k cr to each depending on your party's performance in the battle,w/ the hypothetical average being 30% of that cap, not including those who completely failed or had members fall during the fight.An area occupied by one is immediately 'cleansed' of all other enemies upon your arrival.Grading on smaller parties are less tense,but the HP enemy bonus increase is halved to the advantage of bigger parties.Some will never appear on the same level at the same time as another one occupies it,others prefer teaming w/ specific people.Also,keep in mind that the term "Rebels" is just a collective term coined by the order for serious escape convicts who appeared in site only recently.
Name: Erishkagel
Type: Rogue
Reason for Treason/Banishment: Guilty Verdict on a case of the murder of one of the earliest Vanguards;originally sent to Death Row
AI:Honorable(more likely to chose a wide area w/ no traps,preferably a square room), tries to limit fighting within battle to one person after debuffing the rest,sometimes even rushing.Hates camping on top of fallen foes.
Armor Set Based On: Diamond Titan,Coral Knight
Armor Set Stat Revisions:No Coral Knight Bonuses,Medium Movement Speed Increase, Negative Titan bonuses Removed
Full Shock Resist
Full Poison Resist
Full Stun Resist
0 for everything else(Statuses)
Shield Stat and Use:Rather than have an ordinary shield function,his shield sets off a barrier that lasts for 5 seconds,granting temporary invincibility.Shield use for him doesn't restrict any of his capabilities,often leading to rushing.This has another 10 second cooldown,but his sense of honor usually leads him to hold it off even after the cooldown.Just remember,he won't hesitate to use it in the face of moderate bomb use and weapon charges.Can dismiss barrier early in order to perform a lightning energy burst.
Gun is Based on:Storm Driver
One 'fire' will shoot two projectiles at once (<30 angle), meaning 4 shots each clip.Each shot is 30% faster,w/ mini explosion upon each hit being 25% bigger.
A Homing ability is added, bullets curve and home in on knights if they are a few squares near the bullets;homing will stop if the knight manages to get out of homing radius or if bullet's time expires.Charge's mini bullets have higher homing radii,2x the lasting time,and can give strong stun,but the charge itself is long and easy to deplete off.
Sword Based on:Leviathan Blade
15 bar damage instead of 10.2nd strike revised into being a moderate speed 180 degree slash w/ no knockback,w/ the 3rd strike being revised into being a very rapid smash,but leaves him 'open' for longer.Charge can 'nullify' bullets and sword strikes;can also do a modified version that emits a long-range wind slash that's faster,but has no flinch or knockback.Charge and 3rd Slash have moderate chance to give moderate curse.
Bomb Based on: Nitromone
2 Bombs are kicked 45 degree angle at incredible speeds over a short-moderate distance and explode w/ half the radius.The explosions Stay in place for 6 seconds and cause either moderate freeze or moderate shock.
Potential Allies:All Rogues and Rebels 15%-Prefers to fight alone,never teams w/ more people than the encountering party.
Along with constructive criticism,feel free to suggest other armors.
Getting the armors seems okay. However, the armors themselves seem a bit off. The Onyx Phantom set you give should not give MSI: Max on its own. At the highest it would be Very High. Also, its ASI is both universal, and an odd number(+5). If anything, that should be very high(+4) as well, or even just medium (+2). This set should also have a universal damage penalty of "medium". Bomb CTR can be changed to only "medium".
With all the "mobility" ideas in there, a good idea would be to make the armor also very susceptible to statuses that hinder movement. Hence -3 shock, stun, and freeze penalties should be in place for each piece. The armor can also have max poison resistance and medium (+2) curse resistance. In doing this, the defense is raised to that of the 4* black kat set for shadow defense.
In the end you don't create a new glass cannon. Instead, you create a glass motorcycle - something that moves fast and attacks fast, but will take a hefty sum of damage if hit. Players WILL mix this set with the black kat set to have a very mobile and hard-hitting attack set (so the damage penalty is pretty much mandatory), so in the process we need to make sure it isn't the best in offense, but rather the best in mobility.
The White Trojan (had a name change to Diamond Titan in the original post) set needs to be tuned back a bit. It can have normal defense, and something else. Perhaps there will be 3 sets that have the same special bonus, but can be mixed for resistances. This also opens up the window for each set to have a different "penalty", such as:
Shadow has universal CTI (medium), elemental has universal ASD (medium), piercing has negative sword and gun damage (medium).
All of these still have the shield health increase and other special ability, and can have different status resistances and vulnerabilities, such as:
Shadow has max stun and curse resistance, but max fire, poison, and freeze negatives. Elemental has max stun and fire resistance, but has max poison, curse, and shock negatives. Piercing has max stun and shock resistance, but max curse, freeze, and fire negatives.
Essentially, make 3 sets that aren't the end-all to resistance. No matter what cost, players should never have a full range of defenses in one armor set(I don't mean branching alchemy paths, that's fine). If you want to have 3/4 defenses, have normal be the highest, one specialized damage type be 3/4ths of the normal defense, and have a third specialized damage type be 1/4th of the normal defense. Don't have all 4 defenses though.
EDIT: After making this post it seems like you edited your own post to add new sets and changed some names, so this might not make total sense to others for a bit.