Damaged Explosive:
- Two-Star weapon
- Must be purchased by Brinks with boss tokens dropped by King Tinkinzar.
- Normal Damage
- Description: A badly damaged bomb found in a Deconstruction Zone. It seems to be emitting some bizarre energy...
Pulse Bomb:
- Three-Star Weapon
- Normal Damage
- Description: A versatile bomb that emits multiple waves of energy before exploding.
Blessed Pulse Bomb (Path 1)
- Four-Star Weapon
- Elemental Damage
- Damage Bonus VS Undead: High
- Description: Prismatech Labs modified a pulse bomb to use Elemental energy. But in the process, something caused this bomb to give off a holy aura.
Justice (Path 1)
- Five-Star Weapon
- Elemental Damage
- Damage Bonus VS Undead: High
- Damage Bonus VS Fiend: High
- Description: An incredible pulse bomb blessed with the power to purge evil. The soul of an ancient hero lies within this weapon.
Cursed Pulse Bomb (Path 2)
- Four-Star Weapon
- Shadow Damage
- Damage Bonus VS Gremlin: High
- Description: Shadowtech Labs modified a pulse bomb to use Shadow energy. But in the process, something caused this bomb to give off an evil aura.
Chaos (Path 2)
- Five-Star Weapon
- Shadow Damage
- Damage Bonus VS Gremlin: High
- Damage Bonus VS Beast: High
- Description: A horrifying bomb filled with pure darkness. The soul of an ancient evil lies within this weapon.
Weapon Mechanics and Balance:
The Pulse Bomb will emit three pulse waves that damage enemies, followed up by an explosion that knocks them back. The pulses are weaker than the explosion. The damage bonuses compensate for it's low DPS compared to Nitronome. Another factor in it's balance is that Justice and Chaos are the only damage-based bombs that deal Elemental and Shadow damage. While Shadow and Elemental damage have their advantages and disadvantages, they won't make other bombs look useless. They're good bombs, but they won't surpass the versatility of Nitronome due to it's Normal Damage, and they won't outclass the support bombs because the haze bombs are status-based, and the Vortex bombs have the utility of sucking multiple enemies in one area, allowing knights to safely damage many enemies at once. The Damaged Explosive is just a weak blast bomb, similar to how the Sealed Sword is a weak heavy sword, and how the Antigua is a weak gun. (I'm not trying to say the Sealed Sword and Antigua lines suck, I'm just saying that they're fairly weak and not too useful compared to other weapons before they evolve into Avenger/Faust/Silversix/Blackhawk and their 5-Star versions.)
Comments and criticism, anyone?
Suggestions or changes for the bombs, posted ITT:
- Lower the damage bonuses
- Remove the explosion
RSS = solves all your elemental needs and already has fiend:high on it.
Graviton = Solves all your shadow needs and compacts enemies to make combat easier.
(and before you go all "but vortex don't do damage" read: http://forums.spiralknights.com/en/node/40149 )
Having two family:high bonuses is a bit (very big bit) unfair/imba.
Short of that, having a bomb that works based on multiple weak rad blasts is a nice idea, actually. I don't think the KB 'splosion at the end is neccesarry, considering that KB is the job of master blast bombs, but allowing multiple non-KB blasts will work in a similar fasghion to DBB, and let you catch mobs that weren't originally in the rad in a similar way to haze bombs.