Balancing, Branching, et cetera

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Luguiru's picture
Luguiru
Snort

Close enough.

What the liquids, page four.

Since I have been unable to come up with anything else for engineering for a while I am going to start another large section of stuff. Engineering already has more than enough to work with considering the subject and versatility. Check the index for the next project subject.

Luguiru's picture
Luguiru
Vehicle related shenanigans

"Herp no vehicles, you dumb stinky derp."

This is not for your average Clockworks mission/Arcade run/public urination. This is for two systems: fighting other players or fighting normal enemies as in the Clockworks, but not necessarily in the Clockworks. There will be multiple variants of vehicles, including different minigames and use of each weapon type. Sometimes you want to use swords, other times guns, other times bombs; if engineering makes its way into the game you have even more options. I am going to briefly describe each variant in the current post which someone will most likely try to copy but horribly fail. There are no classes (Lockdown) for any of these nor equipment restriction. For all of these I endeavor to push people to apply teamwork to their gameplay without smashing their face into it until they bleed all over the new carpeting. There will be another series of links in the current post of the individual vehicle systems.

Luguiru's picture
Luguiru
Expedition/Face Off

Remember how floors always have safe surfaces to walk on? This is not like that. In fact, the floor is basically an infinite Vaporizer cloud. The status cloud varies by the affiliation of the floor, meaning if this is based on the Clockworks it would only be found in the Arcade. Why would you want to play here? For the version against Clockworks enemies, you start with a little hover-surface-thing-which-somewhat-resembles-a-boat which floats slightly above the floor but cannot be stood under. The boat-thing was created by gremlins to travel safely over the hazardous surface of unstable floors where experimental burn-downs occurred in hopes to destroy a floor immediately rather than take it apart failed horribly. The boat itself is four spaces wide, eight spaces long, has a bow (as the left/port and right/starboard sides converge to the front/bow they come together to a point; bow does not refer to the archery tool here) and a party button is in the center to start the travels. Once the party button is activated it must be reactivated when the boat reaches certain checkpoints in case someone decides to jump off and roll around in some status clouds and the boat leaves them behind. While in the boat there is a railing which prevents knights from jumping out, but this railing may be attacked over with any weapon type; enemies come from the clouds, they do not spawn on the boat itself. When the team is ready to start they enter the boat through the open railing, the boat itself being locked in by a few air locks/gates to prevent you from running out into the world before the floor can start, and the party button must be activated to start. If a knight is knocked off the boat by an enemy there are occasional islands which have teleportation devices as described here with the exit on the boat and entrances on various islands around the map. The teleporters may be used by enemies, so watch that gate. Enemies are not affected by the giant status cloud on the floor and are affiliated with it. That means if you are on a shock floor all the enemies skipping merrily to you will be shock affiliated and their attacks have a chance to inflict shock on you. How shocking. The boat is manually controlled by one knight who is completely vulnerable while steering, meaning if you are soloing and enemies are rolling in from the teleporter you are as screwed as a light bulb. If no one is steering the railing which prevents knights from walking off the boat are lowered because it thinks you are boarding/entering. The boat itself is 150% the speed of a knight with no movement speed influences.

For the player on player version the giant status cloud is still there, similar to how Blast Network and Lockdown have randomized maps, but there are now two boats. The same applies as the Arcade version: occasional islands, someone needs to steer to keep the gate up, teleporter exits on both boats, but with one major difference; teleporter entrances on the islands have two entrances, one for the enemy boat and one for your own team boat. Do you want to go back to your own boat or raid the enemy? Up to you. Alternatively you could camp out on that little island, islands which are only about four by four spaces, and wait for someone to appear. Friend or foe, yes or no, make them go. Unlike the Arcade version there is no specific course to follow but the maps still have various halls and traps. There are also occasional treasures on islands without teleporters which contain vials, Vitapods, hearts (for your team), and a few tricks for the enemy boat.

This is not the kind of vehicle you take outside and go back into space with this. In fact, this is basically just a little bus the gremlins made. As usual I want more teamwork involved in stuff I make, but not to the point of making it impossible without others. While someone is steering the only way enemies can physically board the boat-platform-bus-thing is by entering the teleporter from out in the world, meaning if you are solo you can still get off the controls to fight; but by doing so the gates drop and enemies can walk on board without having to go through the teleporter.

Luguiru's picture
Luguiru
Delivery

This one works similarly to the one above, but with one major difference: you have to deliver precious cargo to the destination. The cargo is basically a statue in the sense that it may be held above your knight, during which you are unable to attack/shield/use vials, but at least you can run around with it. The cargo itself has a health system similar to the barricades in the engineering stuff meaning you have to protect it while not attacking it yourself. For the Arcade version the cargo serves as a key to a treasure room, which must be placed on a pad to verify the cargo during which several waves of enemies will attempt to kill you. How pleasant. Unlike before, there is no teleporters or giant status cloud of death; instead there are spawn pads everywhere. Enemies do not spawn normally (the kind that drops heat, crowns, etc.; the spawn pad enemies can only drop hearts) but the vehicle behaves the same as before: one person drives, while the vehicle is controlled the gates are up, but instead of the teleporter exit which occupied the stern/back there is an open side. Enemies can walk on the boat easily. The left/port and right/starboard sides still have the rails which prevent enemies from walking on the boat, but they will still want to attack you. Also, if all your team is dead the Clockworks enemies do not target the cargo. However, if they attack a knight and it happens to damage the cargo then it gets damaged. The cargo itself can only take five hits before being destroyed. The floors may be cleared without surviving cargo, but there will be no/very little rewards for your failure. The cargo, while held, is not damaged if you are hit; however, if you are hit while your knight is holding it the cargo will drop out of your hands and is vulnerable to attacks.

For the player versus player version we have two options: two boats and two cargoes or only one boat and cargo while the other team takes the place of the average Clockworks enemies. In the two boat version both teams are trying to deliver their cargo, which is actually a destructive device to destroy their base, to the opposing starting point; which is basically their base. At the beginning both teams start inside their base with a loadout station and what not as your average Clockworks floors do, with the air lock after the room, but the depository for the cargo appears once both boat party buttons are activated. Once both are active both boats are moved slightly forward to make room for the depository space which appears. This space may not be occupied by anything but the enemy cargo. No one can stand on it, no one can place their own cargo in their own depository, no one can mess with it; the best you can do is have your team surround it to block, but while grouped together your team would be vulnerable to attacks. Then again, why would your whole team be standing at the base if you are supposed to be moving your cargo to the enemy base? Also, since your whole team is there who is protecting your cargo? Unlike the Arcade version, the minigame version has a major difference: you cannot damage the cargo of your own team. Not possible. Nurp. No griefing for you. You can, however, pick up the cargo once the match starts and try to run off with it; but if you get hit your knight drops it. Also, enemy knights are not able to pick up your cargo. They can only attack it. This version of the cargo can take ten hits before being destroyed. If your cargo is destroyed your team loses.

This vehicle system leans closer to player versus player and is very very similar to a feature on TF2. Apparently I was ignoring that when I was writing this. Liquids. Then again, Lockdown and Blast Network.

Softhead's picture
Softhead
My expansion
Thunderbog's picture
Thunderbog
Hello Luguiru!

Thank ye for promoting my King Krogmo's Coliseum Minigame Variations! We have a new game mod being suggested, although it needs a little help there(somewhat! ^q^)

Please revisit back to the thread:

http://forums.spiralknights.com/en/node/58490

Introducing, the Arcade Gallery!

ps: I noticed that ye branched twice of my thread, I hope it was too much love. (giggle)

Luguiru's picture
Luguiru
What am I doing

Your constant laughing reminds me of a homicidal maniac who enjoys consuming the flesh of his victims while they are still alive then playing with their internal organs as if they were toys for children.

I mean, magnets.

There is now only one of you in the index. For that thread. I like bread. In my head. When I go to bed. I jump on a sled. Out the window!

Try not to wake the dead.

Luguiru's picture
Luguiru
Bomber specialist shield

August 13, 2012

After literally seconds of searching I found this and this in regard to this concept. If it takes me seconds to search something, why does it take weeks for others to not repost an old topic especially when it was stupid to begin with? Because derp.

From the two above links we have a few options:

  • Bomb damage
  • Fuse speed (the attack speed version for bombs)
  • Bouncing (shield bumping causes the user to repel)
  • Movement speed increase
  • Scarlet

We may as well explore all of them before picking one.

Bomb damage

When it comes to bombs, damage buffs are easily overshadowed by charge buffs. You want to charge faster to plant faster to attack faster. Each attack deals damage or does something (status, suction, etc.) you want to replenish. Damage buffs can only go so far while charge buffs potentially allow you to plant at least twice as fast from the base charge times (most bombs have a base charge rate of five or six seconds) while each charge buff appears to decrease the time required to complete a charge by half a second. Which would you rather have: 7% more damage or half a second saved to charge the bomb above your head so you can prepare the next one? If for some reason you still want more damage because you already have +6 charge (+2 from H10 on your bomb, then +4 from your equipment) and you need something to use as a shield. Yes, most people use shields. Everyone should use shields but some people like to be silly. For your average non-premium bomber, say you decided to build Mad Bomber because you have balls. You got your H10 bomb for +2 charge and your two Mad Bomber parts for another +4 charge and +4 damage; these buffs are for bombs only, for those not paying attention. That means your charge is maxed but you still have that gap where you could use a little more damage. Why not? After all, you want to have balls of steel, right? You could just grab a trinket for one of those gauntlet things, but since you already spent a lot on that hardcore bombing set you want something to max out your bombing stats. Keep in mind, however, that without UVs involved you have the most weapon specialist buffs right now. You get +8 in total from just your helmet and torso. Sure, you have less normal defense and a bunch of status weaknesses than the average 5* armor, but those are massive buffs. You could be walking down the street one day and murder someone by bumping into them because of how buff you are. You murderer. Then the cops come and ask what happened so you tell them you were too buff for them to handle so they died instantly upon impact. They may give you strange looks, but they would be too confused to arrest you because that makes no sense.

Fuse speed

Remember that circle that expands when you set your bomb, and once it expands to match the radius the bomb detonates? That is the fuse. Normally the fuse of a bomb is a little string on the bomb itself, but since it would be silly to have a tiny string to stare at we get the expanding ring. Makes sense. For all bombers this is basically your version of attack speed, though the same could be said for charge time. Bombs have no normal attack so either would work. However, this is a major balancing factor for all bombs. It makes the bomb detonate faster once set. From my experience many bombs are meant to be used by planning ahead, often time while in the fray. You have to think while working while thinking. If you step over there, you get hit. If you step over here, you get hit. What do you do? Not step at all. You need enemies to be within your range. If they are out of the blast they are not damaged by the blast. With the old shard bombs we had some ranged ability, but since the "update" it turned into what should have a landmine feature to make it useful for tactical bombers. However, the fuse speed delays the time between plopping the bomb down and kaboom. What do you do in the meantime? Charge another bomb, hopefully keeping the enemy/ies within range of the bomb you just planted so it was not a waste of time. Does that mean this should be a modifiable feature? Probably not, considering bombs with slow fuses rely more on your kiting ability than blasting everything into tiny pieces to put in your salad. What are the weird chunks in the salad? Never ask. Ever.

Bouncing off the enemy

This specifically comes from this post but seems too abusable by other weapon users, specifically gunners. Who was this shield supposed to be for? Go away, gunners who refuse to use Valiance. Speaking of which, Valiance is a great sidearm for both gunners and bombers. A lot of people say the gun is horrible because a lot of people are sword users who gain little utility from it because they are already using melee weapons. It pushes the target back regardless of how close or far, as long as they are within the bullet range and make contact, and has some attack interruption. Over the past month I have seen a couple more gunners and bombers start using it and they seemed satisfied. Wait, this is supposed to be about bombing, not Valiance. Go away distractions. Bouncing, about it; it would allow the user to shield still, but instead of bouncing enemies away from the user with shield bumping it would cause them to bounce off the enemy. Seeing as a complete reverse bumping effect would be ridiculously overpowered I have a compensation to offer for this in attempt to make it considerable: only one enemy may be repelled, though only have the distance shield bumping would normally repel, while the user is repelled only a fourth of the shield bumping distance away from that enemy in the exact opposite direction. If you are only against less targets this would be more practical, but for huge crowds of metal eating monkeys the one you just bumped away was stopped by others in its deflection path and the crowd can easily chase you. What are monkeys doing here? I said to go away, distractions. This would still be pretty bad considering as a bomber you are supposed to specialize in taking down giant crowds of mo-enemies while having significant crowd manipulation ability. Herd the cattle. What are you doing, bouncing off things? What do you think you are? A rubber ball?

Movement speed increase

You probably guessed it by now, but this is our last option for the primary benefit for this shield. What does this buff give you? Faster running, dummy. According to Mercurial Demo a major effect for bombers is faster running, allowing us to quickly herd while manipulating positioning while outmaneuvering attacks while going to the grocery store to pick up some milk then coming back in time for your favorite show. With gunners it lets you run away faster or get yourself in a better position, but for bombers every pixel moved counts. For gunners you care more about getting away than moving into a specific position. This is important for bombers. Before anyone gets their underpants shoved up their bu-areas I am not saying we should have more than +1 movement speed buff for this shield. Put the underwear down. Actually, put it back on so you are wearing it. No one wants to see you naked. This is to prevent abuse by other weapon users, but we will get to that shortly with stats. To clarify, only +1 movement speed from this section. Move on.

That stupid shield with some health

Unless you are an extremist hipster, this shield is awful past T2. Even in T2 there are other shields which easily overshadow this silly piece of metal. Herp-de-derp, a couple bars of health. Was it worth it? Maybe if you like getting hit or playing "medic", but other than that as a bomber you are not intentionally taking damage. In fact, if you move faster you could avoid the hit entirely. Silly. I know Three Rings has a hatred/distaste for bombers as independent combatants, but that does not mean bombers deserve it. If the three weapon types/"classes" were the children of daddy Three Rings swords would be the oldest-pride-and-joy, gunners would be the hyperactive youngest, and bombers would be the awkward middle child no one cares about. You want to oppress us, dad? You ask what we want to do with our time here? We want to rock.

Alright, we know what our buff options are and what takes priority. However, what stops non-bombers from using this? Debuffs for other weapon types. This is going to be somewhat similar to that but without the extreme exchanges. We know we want at least the +1 movement speed, right? What else? How about some damage? Just +1 bomb damage, thanks. I will be paying with cash. What about gunners who still want to run faster with this and the swordsmen who just want to run faster to get to the next battle first? They get some debuffs:

    Positive effects
  • +1 movement
  • +1 bomb damage
    Negative effects
  • -2 gun damage
  • -2 sword damage

Does this go against shields never having negative effects? Yes, but a bombing specialist shield goes against the whole archetype system to begin with. Shut up, dad.

Now we have our effects. What about stats? What kind of defenses should this have? Obviously normal, considering bombers are almost always next to the enemy/ies which have melee attacks. Most 5* shields with normal defense have around six to ten bars of it. Considering we already get a bunch of buffs from earlier and this is not a specialist shield, stick seven bars of normal on this shield. What about specialized defenses? Sure, but not a significant amount; the main focus is to beef those punches, not eat bullets. We already have specialist shields for that. From the perspective of a bomber, for bombers, which damage type eats up our health the most? If you thought pierce you are silly. Actually, I would call it a draw between shadow and element. Shadow usually comes from obnoxious fiends while element tends to come from statuses and projectiles. We already have Owlite for element, fire, and shock defense. We already have three 5* shields with element defense. What about pierce? Five 5* shields. What about shadow? Two 5* shields. Lame. Considering bombers tend to get Owlite for defensive tactics anyway, their offensive option may as well have their plan B: shadow defense. But how much shadow defense? Back to average bar count, most 5* shields have about fifteen bars of accumulative defense in terms of damage types. We already have seven bars in normal. Does that mean to throw eight bars of shadow into the cake mix? No, this is thing has offensive buffs. Does that mean no shadow damage at all? No, we need at least ten bars on accumulative damage defense. What does the swordsmen shield have? Thirteen and a half bars? Alright, compare it to that; it would essentially have the same defense rates but with shadow instead of pierce. Technically its buffs are also less. Not so fast, Jack. We still want a status resistance. How can we have both? To start, not have the same defense; cut it down compared to the Snarbolax shield by a couple bars. Now it has seven bars of normal and four bars of shadow for a total of eleven bars in damage defense. Alright. Seems pretty solid. Give it a test kick. Anything crack? Nurp. Moving on, status resistance. For bombers, what is our primary offender? What interrupts our charge at the most inconvenient second? What inhibits your mobility and reaction ability? No, not curse. Shock. We already have MDemo with shock defense. What about shields? Owlite has shock defense. Anything else? Darkfang, Volt Breaker. Is that it? Derp this nonsense, weld some shock defense on this thing. Get that welding mask on and go nuts with the torch. You know you want to. You glorious, homicidal maniac. This thing is getting pretty crazy. Here are the stats thus far:

    5*
  • +1 movement speed
  • +1 bomb damage
  • -2 gun damage
  • -2 sword damage
  • seven bars normal defense
  • four bars shadow defense
  • five bars shock resistance

Before you try to crawl away, one last thing for this item: model concepts. Over here we have something which I have not seen in a while, a riot shield. For all you happy kiddies, a riot shield is basically a rectangular frame of bulletproof metal and/or glass used by police forces. A cop with one of these things can run you down and push you against a wall and all you can do is wiggle your soon to be cuffed hands. There are two general models for these shields, defensive and aggressive. These are not formal terms but describe how they are used fairly well. The defensive one is similar to something else we have and is basically the same size. The aggressive one can be used with a club weapon to maintain visual contact with the target while maintaining swift counterattacking mobility. You can see where and when to hit before you hit while they hit. That second one looks silly. A see-through window. Derp. What about the other one? It looks like a welding mask but in shield form. It looks interesting compared to the shields we currently have, tying in reality with fantasy. Look at this thing. Imagine using this with your favorite explosives. Put your pants back on. Now imagine it with the stats listed above. Put your pants back on again.

I might make some status for 4*- variants to expand this post later.

August 14, 2012

Here are the updated stats:

    5*, "Demolitionist Deflector"
  • +1 movement speed
  • +1 bomb damage
  • -1 gun damage
  • -2 sword damage
  • +2 bars/pips of health
  • seven bars normal defense
  • five and a half bars shadow defense
  • five bars shock resistance

Since the health bonus comes from this shield being based on Scarlet line, we need a 4* to fill the gap. Usually when a shield upgrades from 3* to 4* its stats are increased by a significant amount, almost double its old 3* stats to make it T3 worthy, and almost always retains its same old features. With the 3* Scarlet it has about 2.7 bars of both normal and element defense with +2 health for your knight. Am I still rambling?

    4* "Assault Absorption"
  • +1 bomb damage
  • -1 sword damage
  • +2 bars/pips of health
  • five and a half bars normal defense
  • four bars shadow defense
  • five bars shock resistance

What about old Scarlet? Its element defense was transferred to shock resistance and shadow added to add resistance to rioting undead and fiends. Alternatively its element defense could be switched for shadow and model changed to a buckler style riot shield to stay consistent. If the latter, its name could be changed to suit its new place: "Rave Rampart". With this change the 3* would still have the same stats but its element defense would be traded in for the same amount in shadow.

Oatmonster's picture
Oatmonster
Lick

I think OOO should focus on making a bomber shield before they make specialist equipment.

Analyses
The mercurial demo suit shows that in OOO's eyes, one point of MSI is equal to one point of weapon damage bonus. In this case, your shield would give one status resistance at the cost of two less bars of special damage resistance (very important in t3) and negative four damage stats.

When you compare the Heater shield and the Barberous, you can establish that one maxed bar of status resistance is worth two weapon damage bonus points.

When you compare Aegis and the Barberous, you can see that the Aegis has about one extra bar of total defense, which it trades for the medium damage bonus.

Using the Barberous as a point of reference (net stat 0, with 1 point being a weapon damage bonus low), you remove two bars of damage (net stat -4), two negative damage bonuses (net stat -8), one maxed status (net stat -6), added MSI and Dmg bonus (net stat still -6 because the BTB has med sword damage).

If these approximations are accurate, your shield has six less points of "worth." Even for a "specialist shield," this seems like a rather steep penalty.

My Adjustments
I think, the shadow defense should be buffed up to six and a half bars (net stat -1), normal defense be dropped down to six and a half bars (net stat -2), and the sword and gun damage reductions dropped down to minus one each. (net stat 0)

As for the appearance, I think think the images you have provided don't look like they would make you go faster (they are pretty much big slabs of metal). I propose something sleeker and more along the lines of this although shortened to match "knight scale." This would be another option.

Luguiru's picture
Luguiru
We also already have some specialist stuff

But not in the extremes in this thread.

In terms of the tradeoffs the shield is used more to approach hostiles, sometimes meaning you take the shield and charge with it. If they try to shoot you the shield would deflect it. I know it looks weird with the first picture because that is one of the old clunker designs. The newer design is more of a hybrid buckler-tower combining a more condensed frame with a decently big front face to charge into someone and pin them to a surface. Whether Shoebox knew about that in the other thread is out of my knowledge, but it works well for old technology. With the older kinds of shields they had two basic designs, buckler and tower; bucklers were lighter, less dense, and easier to use without resistance or weight getting in the way. Towers were giant walls which got in the way of the opponent and could be used to charge into people. Most of the time buckler style shields were used because of how practical and cheap they were to make while towers were usually played down a little to be more buckler-esque. Compared to your image this one would be basically the same thickness but with a different rim design and less decoration. The little silver buttons are bolts which keep the handles on the other side attached though they should be covered on the face. Silly designers.

I can see what you mean about the stats. Honestly, the sword and gun debuffs are there because the movement speed could be used by anyone without penalty otherwise. Rather than lowering the negative effects I could incorporate Scarlet by making it part of the series so it also adds max health as well as some defense changes:

    5* (original)
  • +1 movement speed
  • +1 bomb damage
  • -2 gun damage
  • -2 sword damage
  • seven bars normal defense
  • four bars shadow defense
  • five bars shock resistance
    5* (updated)
  • +1 movement speed
  • +1 bomb damage
  • -1 gun damage
  • -2 sword damage
  • seven bars normal defense
  • five and a half bars shadow defense
  • five bars shock resistance
  • +2 bars/pips of health

It gets +1 for each added health bar, +1 from one of the damage reductions being removed, and +3 for defense increase on shadow. For the damage type defenses I was going for a toned down shadow variant on Plate lines. Also because Crest of Almire already has equal sharing on normal-shadow defense and D.Skelly has more shadow than normal. Get some variation in there.

I will update stuff tomorrow. I need to sleep or insanity ensues.

Aplauses's picture
Aplauses
@Luguiru.

Scarlet doesn't need so many positive/negative bonus. 2 is enough.

Luguiru's picture
Luguiru
Scarlet is supposed to be the bomber shield

Complications are part of our game.

Luguiru's picture
Luguiru
Chroma lines [Rebalance]

This is for you weird lizard-knight-things-with-awkward-stubby-tails.

As we all know, Chroma has one notable feature: family bonuses. Not just any family bonus, but +2 per part at 5* and +1 per part for 3* and 4* variants. Why does this matter? Family bonus damage compared to weapon specialist damage. I have explained this before but I can do it again.

Say you have three weapons equipped, each a different weapon type, and you have to choose between Skolver or V.Salamander. Both are 5*, both give +2 bonus per part, but Skolver gives its damage buff only for swords while V.Salamander only gives its damage buff against the slime family. Why does this matter? For Skolver the bonus only helps one of your three weapons, but if you are using that weapon it works against all six families (three weapons by six families, eighteen different scenarios) meaning the weapon specialist bonus helps a third of the time (one of three weapons, works against all enemies; 1/3). You could also switch out that bomb and gun for two more swords instead and have it apply all the time, making it even better.

What about family bonuses? Sure, you get that same +2 damage for all three weapon types, but only against one of six families. All three weapons work with it but only against one family (all three weapons, but only one family; [3 * 1] / 18 = 1/6) making it only half as efficient yet gives the same amount of damage. If the family bonus is only useful a sixth of the time while the weapon specialist bonus works a third of the time (this also helps against non-family enemies, making it even more useful) why would anyone want to use the family bonus equipment? Wolver/Gunslinger/SDemo is more than twice as good as Chroma, they should just remove it, right? If this is your conclusion, get out. As a family specialist set, Chroma should excel where it specializes over the alternative (Skolver) but have a disadvantage out of its field (families it does not have a bonus against). What do I mean? When comparing V.Salamander to Skolver, Salamander should be better against its speciality (slimes/jellies), not equal. This goes for the other Chroma lines as well. I am not saying to give it a weapon specialist bonus to make it a replication of Skolver, but for its bonuses to be increased.

What about their defenses? The same. I am not exaggerating. The 3* for Chroma has its status resistances split between fire and poison, though at 4* they are separated into different branches, but other than that they have the same accumulative stats; the only major difference is one has a weapon specialist bonus while the other has a family specialist bonus. Why do I care? Because I care that other people get what they deserve. If you paid for the lizard suit with a family bonus against X, you deserve what you worked for. What you do not deserve is for that special armor to be useless compared to something else so you can become a clone. Does that mean to increase the defense for Chroma lines? No, leave that for the specialist sets (Skelly, Magic/Owlite, Jelly). Back to defenses for a moment, Arcane Salamander does have more defense than the others in element by one bar. Its family bonuses are also split into +1 beast and +1 slime. Then again, Arcane is a Shadow Lair armor; it should have an advantage.

What does that leave us with? The bonus itself. What do we do about it? Look back at what we know so far: with the current stats the family bonus is far less useful unless you are in a floor which only has one type of enemy and you like using at least two different weapon types for damage and not utility. How many people do you know play this way? Maybe a couple decent hybrid bombers, hybrid Alchemer users; what am I saying, almost no one does. Silly. Back to the topic: Chroma lines, they should be better against their specialized family, but gain nothing over weapon specialist lines outside their field. Does that mean to nerf the weapon specialist lines? Probably, but that would be for another day; today we are buffing Chroma lines to make them more useful.

Here are the current bonuses from Chroma line following V.Salamander per part:

  • Chroma, 3*, +1 slime
  • Salamander, 4*, +1 slime
  • V.Salamander, 5*, +2 slime

Technically D.Virulisk has the same bonuses but different names and defense stats, so for both Virulisk and Salamander lines here are my changes:

  • 3*, +1 slime
  • 4*, +2 slime
  • 5*, +3 slime

At 3* it would still be pretty bad, at 4* it would be kind of better, but at 5* you have full damage against that family. What do weapon specialists have? Usually just +4 (helmet + torso) at 5* with only one weapon, but with the family bonus set you get the whole +6 but only against only family. The bonus works for all three weapons, but only against one family; other than that the bonus is useless. What about Arcane? Is its increased defense alright with the lack of family bonuses? It already has more defenses, but not by much. One bar of element defense. You went through a Shadow Lair just for one bar of element defense while the two branches on Chroma which are easier to craft get +1 family bonus per part. This is stupid. Does that mean to increase the bonuses on Arcane to match? Arcane has two separate bonuses, what do we do? Usually with matching sets the helmet and torso have the same stats down to the bonuses, but in this case it would have to be delegated; one gets +1 for one family (beast) while the other gets +1 for the other family (slime) added onto their stats. Technically its accumulative bonus would still be +6, same as the others, while retaining its one bar of element defense it has over the other branches. For example, the helmet has +1 for both beast and slime right now. It could be changed to be +2 beast and +1 slime, meaning the torso would have its buffs increased so it has +1 beast and +2 slime. They would not have mirrored stats anymore but accumulatively they would be equal. I am going to repeat this only once more: the family bonuses only apply to enemies affiliated with that family and benefits all three weapon types, but is still inferior for weapon specialists because it only helps against its specialty. Weapon specialist sets would still be better for general use if the user prefers a certain weapon type. This is to make Chroma lines more useful, not make them suddenly overpower weapon specialist lines.

Zeddy's picture
Zeddy
About the bomber shield

One avenue that remains unexplored is giving it something like Max ASI for bombs. This is separate from fuse time; ASI increases the speed at which you lift the bomb over your head and place it back down. Close to instant, sure, but I've been killed by that nearly unnoticable delay many a time. I don't know if max ASI would be enough to make a difference since it is impossible to get more than High via Swiftstrike Buckler.

Luguiru's picture
Luguiru
Have you tried shield canceling

I just got on to test it and you are right, bomb attack speed increases attack speed if you click instead of hold to charge the weapon. It also lets you shield faster after releasing the attack button. I suppose this would help for indecisive bombers or hit and run MDemos who absolutely need the most perfect positioning or bust. Other than that it would be pretty useless to have attack speed as a bomber.

Zeddy's picture
Zeddy
Avenue explored!

That would explain why I couldn't notice the difference on charges starting and bombs being planted. Thanks!

Yukarie's picture
Yukarie
You could also use fallen set

You could also use fallen set for another +2 asi.

Luguiru's picture
Luguiru
Lava, another way to die horribly

Ever wanted to jump into a giant pool of fiery death? You should see a doctor about that.

This was inspired by this thread but since they were stuck on using water I am going to use my own ideas as my own ideas. Also because I can expand on it rather than saying "hey, what if you did this" and being completely ignored. Then other people say to do it as well, but still ignored. Makes sense.

Without further adieu-stractions, here is another reason to get that fire resistant set over something else for something other than Vanaduke.

Lava. What can I say? It burns, it kills, do not try to swim in it. Unlike "Shadowfire", which I prefer to call "hotspots", lava can actually be walked through; but you would take significant damage while wading through it. You would also be set on fire in a very high probability, but that is only a minor part of the molten death you are walking in for some reason. Why would you want to be in lava? Two reasons: you were bumped into it by an attack from something or you really really want the treasure on that little island in the distance. Treasure, you say? Yes, you silly- over the molten death liquids there are a few islands with a couple red boxes, but that is not all. Sometimes you need to travel across the death sea to continue with the floor. Usually people do floors to clear them.

What do you do to not die horribly because floors are designed to be possible without taking damage? A rock. A big rock. Not just any big rock, a chunk about as big as the average knight; one by one spaces in size. These rocks appear on spawn pads in certain areas where lava needs to be crossed. In fact, every island and safe surface which enemies do not normally appear has at least one spawn pad for these rocks. I know that sounds weird. Rocks which infinitely respawn. What do the rocks do? You pick them up and place them down. Down where? In the lava, dummy. It lasts for thirty seconds once placed in lava, is picked up and put down in the same manner as the existing statues used to keep pressure pads down, but once placed in lava it becomes a surface which may be walked on without touching the lava. However, there can only be ten rocks from each spawn pad active at once. Once the eleventh rock is placed in lava from the same spawn pad the first of those ten automatically dissipates regardless of its remaining time. This is to prevent infinite layering over the lava surface. There are still rocks on spawn pads in a lot of places.

Approximately two thirds of the entire surface area for the floor would be lava. The majority of surfaces which are safe to walk on are bridges which are three spaces wide. These bridges are not exclusively for walking. In fact, the majority of enemies which appear will come on screen while you are on bridges. How do they know where you are? Spawn pads. You read right. All the enemies, excluding a potential "boss" at the end, come from spawn pads out in the lava somewhere. Where? Under the lava, covered. But most of them are near bridges. What kind of stuff comes from these spawn pads? Zombies, Oilers, Retrodes. All fire related, of course. Just what we needed. The three enemies all deal different specialized damage types intentionally. What was that? You want to only need one kind of defense and get through this easy? Shut up. These enemies do not drop any heat, crowns, materials, or equipment; they do, however, drop hearts and Vitapods. As with all spawn pad enemies Vitapods would be rare but not nonexistent. Also, those enemies do not necessarily have a lot of knockback. To add a little more anxiousness to this volcano you decided to dance a Trojan spawns every time a party button is activated. These Trojans do drop average items which the spawn pad enemies do not but are spawned in the lava. What party buttons? The party buttons everywhere. Every couple minutes worth of walking your party gets to a party button, which divides each section of the floor with a giant wall to prevent people from walking back to cleared areas. Seeing as the average floor is supposed to take around eight to ten minutes if you play casually and each section takes a couple minutes there would be five sections to navigate through; each full of bridges, infinitely respawning enemies, rocks to build temporary bridges with, and death. Fun. By the way, the floor is in a molten layer in the planet contained by movement under the planet surface molding a large cavernous bubble full of lava. Think of a big hollow rock bubble with lava sitting in it. Now imagine being in there. Nothing can go wrong.

There might be some kind of major enemy for this as a boss or last fight before the floor ends I would edit in later. Can you say giant fire Chromalisk?

Oatmonster's picture
Oatmonster
Maximum Lick!

Could you look over my PVP gamemode? Be warned, it's still rather rough.

Luguiru's picture
Luguiru
Added it

The index looks pretty organized, but when I go to edit it looks messy. Especially where there are lists in lists. Silly tags.

Luguiru's picture
Luguiru
Status resistance trinkets [Rebalance]

Getting this out of the way.

These trinkets mostly come from average tokens (Grim, Forge, and Primal Sparks) exchanged with Brinks. These trinkets are not obtained through crafting. Some of them are used as rewards for missions. These trinkets give resistance to a single status, all of which with equal defenses scaled to star rank compared against other status trinkets of the same star rank. The 5* fire one does not have more or less bars than the 5* curse one. Sounds great, right? Wrong. So very wrong. Each trinket still takes up a whole trinket slot which could be used for six whole health bars or a +2 Krogmo gauntlet. What do the 5* status resistant trinkets give? A bar and a half of resistance to one status. Each. Not the full five bars, just one and a half bars. I measured it. One and a half. Six health bars, one and a half bars of fire resistance; what helps you more? I am not saying to make these status resistance trinkets give health to match up to health trinkets because that would be stupid. The trinket designed to give status resistances should give status resistances. According to bars, status resistance stops at five bars (I know it goes beyond but for the sake of visible stats five is the maximum). Our knights are capable of wearing two trinkets at a time. With the current bar counts, wearing two of these status trinkets only gets you three bars of resistance in total. These trinkets also have higher resistance scaled to star rank, but not in the same abrupt changes as regular equipment does; the stats increase at a predictable rate. Am I still rambling?

Stats. Bar counts. Now. For the 5* resistance count, seeing as status resistance on armor is accumulative (defensive trinkets count as part of your armor; defense is halved before being added and status resistances are accumulative). That means by wearing two of the same status resistance trinket you should have full defense against that status. It may not be as spectacular as six bars of health, but it certainly helps against that status. Each status resistance trinket has a 2*, 3*, 4*, and 5*; each of which is one fourth more resistant than its previous rank where 2* is one fourth of the 5* trinket resistance. If two of these trinkets makes five, two under five is two and a half, the 5* gives 2.5 bars of resistance to that status as the four out of four accumulative value. That means a fourth of 2.5 bars is the 2*, half of 2.5 is the 3*, three fourths of 2.5 is the 4*, and all of 2.5 bars is the 5*.

  • 5* : 2.5 bars resistance to [poison, fire, freeze, shock, or curse]
  • 4* : 1.875 bars resistance
  • 3* : 1.25 bars resistance
  • 2* : 0.625 bars resistance

Better than it used to be, but not ridiculously high. Ridiculous would be all five full bars in a single 5* trinket. A lot of people would still prefer the health trinkets, but that old shock ring probably looks pretty good for Lockdown junkies. And those fire rings for Vanaduke junkies using Snarbolax set without UVs. And what not. Honk honk.

Luguiru's picture
Luguiru
Jelly (Royal) line [Rebalance]

What can be said about this armor? Based on those weird pink blocks of deadly jiggling. It sounds weird because it is weird. Unlike Wolver and Chroma lines, the defense Jelly line has is aligned with the enemy it was based on; though their defenses were probably based on the damage type dealt by the enemy they were based on, but I digress. Whatever. Anyway, those pink cube jellies have a few characteristics we should all be reminded of:

  • Pierce defense
  • Melee savvy
  • No complex characteristics/abilities (Trojan buff)
  • Does not care if damaged, will continue to attack
  • Particularly vulnerable if poisoned (the big guy)

Back to the armor itself, compare it to its Shadow Lair branch; less pierce defense (by a whole bar) with useless sleep resistance while Ice Queen has freeze resistance. Considering sleep has been taken out of the game until further notice (when/if sleep is rebalanced) having resistance to a nonexistent status does not help you. It only has sleep as part of an old triangular relationship between Jelly, Magic, and Skelly lines; each had two status resistances and one weakness. This was changed for most. The idea behind the three was to have high specialized defense, a couple status resistances, some normal defense, and no offensive buffs. Why would anyone want to use this over, say, Wolver? Defense stuff. Stop laughing. The idea was to be able to attack as you please with less worry about your own health. Just keep attacking. Unfortunately the developers forgot that offensive bonuses are more important than tanking damage. Does that mean to add some damage buffs or something? N-Actually, maybe. But probably not. The idea behind this armor is to compensate for the user not evading attacks or using that big flat thing called a shield. Why should anyone care? You should, dummy, because you are reading a post about balancing an underpowered item. We know we want more defense, right? Alright. We can expand on that. Remember how my notes on Plate lines gave allies little shields? This is going to be kind of similar to that. At 5*, not any of its past variants, by wearing a Royal Jelly part (not Ice Queen) it gives all allies two and a half bars of pierce defense, only for the helmet and torso. This bonus can only be given for a total of two items, meaning if one person has the full set having anyone else equip a RJelly part does not increase that defense bonus any further. That would be silly. The defense bonus applies to yourself and all party members. Two and a half bars per RJelly part equipped. Unlike the Plate line stuff, you do not have to be doing anything for the bonus to apply; everyone gets it just because you are wearing it. Sounds great, right? Five bars of pierce defense for free? This is where the sad part comes in. Sleep defense removed and replaced with poison weakness equal to its stun resistance. Less status resistance, but plenty of pierce resistance. A real specialist. Here are the new set of effects:

    RJelly (5*, H1, no UVs, both parts equipped)
  • ~6.2 bars normal (unchanged)
  • ~7.5 bars pierce (unchanged)
  • Full stun resistance (unchanged)
  • Full poison weakness
  • Gives all party members 2.5 bars pierce defense per part (total of +5 bars pierce defense for having both helmet and torso equipped)

Do you still think you need some damage buffs when you could get a giant chunk of defense? I thought not. Silly. Sure, it may not have any fancy damage bonus like Wolver, but that is a lot of free defense you could be giving yourself and everyone in your party. Yes, that applies to your team in Lockdown. Underpowered suddenly becomes amazing team support. I know what you want, and I can make what you want. To an extent.

Luguiru's picture
Luguiru
Skelly line [Rebalance]

This is going to be "coincidentally" similar to the (Royal) Jelly line change above, but with a few differences.

So, how about them zombies? They are zombies. Fascinating. This armor has no branching options meaning it has nothing to directly compare to, but it still has its cousin Magic and Jelly lines. Skelly line itself used to have fire resistance but it was removed to make it less underpowered. Thanks. The armor is still underpowered. A little reminder: normal defense is more valuable than specialized defense with armor. Weapon specialist lines have more normal than specialized defense while specialist armors have more specialized defense than normal but only have an extra status resistance (and a weakness before a couple were changed) to make up for the lack of offensive bonuses. Unlike Jelly, Skelly actually has both of its status resistances as useful defenses. Skelly is pretty useful for its defenses but lacks in offense as other lines often have. Does that mean to throw some offense buffs on it? Same answer as with Jelly. No. In fact, we are going to go with the opposite; make it give defensive buffs like Jelly, but not the same defenses. Where Jelly only gives defense against pierce damage, Skelly would give some defense against shadow and resistance to poison; again, these kind of party bonuses may only apply from two items in the whole party. If one person has a helmet and armor, each with one of these party defense buffs, having someone else equip a party defense buff item will not give it. Here are some stats:

    DSkelly (5*, H1, no UVs, both parts equipped)
  • ~6.2 bars normal defense (unchanged)
  • ~7.5 bars shadow defense (unchanged)
  • Full poison resistance (unchanged)
  • Full freeze resistance (unchanged)
  • Full shock weakness
  • Gives all party members 1 bar shadow defense and 1.5 bars poison resistance per part (total of 2 bars shadow defense and 3 bars poison resistance for wearing the helmet and torso)

The defense bonus may not be as helpful as the amount RJelly gives, but poison defense could help. Maybe. The shock weakness is to allow the armor to still be used for shadow resistance but lose its appeal against shock affiliated enemies while retaining its utility in fire affiliated areas.

To clarify how the party defense buff works:

Say there are four knights in a party: Alpha, Beta, Gamma, and Delta, in that order in the party (Alpha is leader, etc.). Alpha is wearing the full RJelly set, Beta is wearing the full DSkelly set, Gamma and Delta are wearing other equipment. Alpha is the first in the party lineup, taking the first of the two available party defense buff slots; their +2.5 bars pierce effect comes into play. The second slot is taken by the DSkelly Beta is wearing, giving the +1 bar of shadow and +1.5 bars poison resistance for the party. Now both party defense buffs have been used. If Beta were also not wearing any party defense buff equipment the slot would be offered to Gamma, who is not wearing a party defense buff armor. Then it goes to Delta, who is also not wearing one. The second slot then returns to Alpha who is wearing two party defense buff items. These party defense buffs are only given from the 5* variants of armor (helmets and torsos) which offer the effect, not 4* or anything below. Upgrade all the way if you want the effect.

Zeddy's picture
Zeddy
I'm a herp

You kind of lost me in the clarification, there. If Alpha was wearing full RJelly and Beta full DSkelly, one piece from each would come into play and then no more armour buffs would be able to apply. Am I understanding this correctly?

Either way the concept does indeed make the armours seem much more attractive.

Gonna' guess Grey Feather Cowl is next up. Elemental and shock resistance?

Luguiru's picture
Luguiru
Yurp

Rather than whoever is highest in the party listing and has the most equipped it goes through the whole party for each individual bonus. Just because Alpha was the first and had two parts equipped did not give both defense buff slots to them. Alpha is wearing RJelly, so one RJelly party buff applies. That takes up one of those buff slots. Then it goes through the rest of the party, if anyone else has a defense buff theirs will apply. Basically, yes, you are right.

Close on the stats. Doing some MVM before I do it. Just finished a couple rounds, should start on Grey Feather soon.

Luguiru's picture
Luguiru
Magic (Grey Feather) line [Rebalance]

More of the same.

Unlike Jelly, Magic line is more focused against projectiles rather than being able to take hits in general. And statuses. Those darn statuses. Element defense is nice, but sometimes the real problem is being on fire or electrocuted: fire and shock. Both are common offense statuses, but this armor has resistance to both. Pretty good. Any drawbacks? Stun weakness. In regular gameplay that only happens if you get hit by something pretty hard, such as a Lumber arm or Trojan smash, but other than being crushed this is a pretty good armor against projectiles and major offense statuses; until Howlitzers and Polyps were added, but it still has superior status resistances. This armor is part of a set which includes Owlite, based on the ancient race which was apparently eliminated by Kats. Stupid zombie cats. Eating owls. Back to the topic, Grey Feather line; damage defense is alright, but what you really want to give your buddies is status resistance.

    GFeather (5*, H1, no UVs, both parts equipped)
  • ~6.2 bars normal defense (unchanged)
  • ~7.5 bars element defense (unchanged)
  • Full fire resistance (unchanged)
  • Full shock resistance (unchanged)
  • Full freeze weakness
  • Gives all party members 1.5 bars of shock and fire resistance per part (total of 3 bars fire and shock resistance for using the helmet and torso)

Where does freeze weakness come from? Fire and shock are somewhat element related, so is freeze (see Alchemers and Brandishes), it has resistance to the two offense statuses but weakness to the defensive status. It makes it more anti-offense at the expense of more vulnerability to anti-defense. The defense version of a glass cannon, if that makes sense; which it should not. Mad Bomber and Chaos are glass cannon sets.

Luguiru's picture
Luguiru
Cobalt (Azure Guardian) line [Rebalance]

Today we have a classic: Cobalt line. What can we do with it? First, here are its stats:

    5*, Azure Guardian
  • ~7.5 bars normal defense
  • ~6.2 bars pierce defense

The list is short because there is nothing special about this armor. Why is there nothing else? Its defenses are slightly higher than Skolver line, which has a +2 sword damage buff. What does Azure Guardian have again? About a third of a bar of normal defense more. About a third of a defense bar or +2 sword damage. Is it worth it? Absolutely not, that bonus is awful. Who cares about less than half a bar of defense? That sword bonus is far more valuable, not to mention Skolver has freeze resistance. In fact, even if Skolver had no sword damage buff it would still be better than Azure because it has freeze resistance. Does that mean to give Azure freeze defense? No, that would be silly. Going back to the item descriptions:

"A grand set of armor commonly donned by the leaders of the Spiral Order. It is as close fitting as the hide of a beast, and yet is as comfortable to wear as flowing miracloth."
"A notable helmet reserved for the most senior members of the Spiral Order. The technique which weaves dragon scales seamlessly into the metal is a closely guarded secret."

This armor is very closely tied into having pierce defense, but according to earlier variant descriptions:

"High performance armor of the Spiral Order suitable for any adventure."
"A sturdy set of Cobalt Armor reforged for additional comfort and protection. "

The idea is to have a pretty useful defensive armor which has versatility. Versatility means normal defense, usually. Does that mean to bump up its normal defense? No, that would make it Plate. Back to Cobalt/Azure, the idea is to have a pretty versatile defensive armor which has pierce defense. That means its pierce defense is not changed nor other defense types added. What about statuses? Nurp, not that kind of armor. However, it can still have a party defense buff; this is the last one to have this, I promise. Seeing as there is no real benefit to using this armor to begin with, it does not need any weakness or nerf to its stats because what it currently has is very little. Back to the descriptions for a moment, this armor is supposed to used to fill a leadership role; the senior member, the veteran, who can work with others and succeed. The paladin. Not a paladin in the sense of being the amazing hero, blah blah does good stuff; a team player who gives buffs to allies. Someone who wants to work with you and you want to have with you. Yes, the 10% who plays this way deserves a treat: at 5* for the Azure Guardian line, the helmet and torso each give a party defense buff of +1.5 bars of normal defense which applies to everyone in your party if you are wearing it. Normal defense is useful for general combat, no negative effect is necessary because Azure line is already pitiful, and everyone likes more defense when someone else pays for it. Same as always the effect only comes from the 5*. Here are the new effects:

    5*, Azure Guardian
  • ~7.5 bars normal defense (unchanged)
  • ~6.2 bars pierce defense (unchanged)
  • Gives all party members 1.5 bars of normal defense per part (total of +3 normal defense for using both the helmet and torso)

Some may say this is overpowered. Compared to the other party buffs, such as the team shields from Plate, all the party buffs would be overpowered, but these are all defense buffs, not damage. Defense is only helpful if you are hit. Damage buffs are helpful if you want to attack, which is basically always while in combat. These support buffs are also not absurdly high. For example, on the Jelly line notes I could have made the party buff +5 bars of pierce defense per part, making it the "full" ten for everyone if one person is wearing the set, but that would be horribly overpowered. In fact, with the Azure line here I could have made the party buff +1 universal damage per part for the whole party, but that would be an overpowered offensive bonus. Half of its name is guardian, not homicidal warrior.

With this addition Cobalt line would rival Plate in defense, but Plate gives shields to allies where Cobalt would just give defense for armor. Also, the Plate changes would be applicable while two party defense buffs are in effect because the shields do not count as defense improvements. You read right, you would be able to have two party defense buffs and the ally shield effect at the same time but the ally shielding effect is not perfect; allies only get a weak shield, but they can still attack so long as someone else is giving them the shield effect. Can you say "I want to play in a party now"? The intent behind these party friendly effects is to make defensive armor practical and helpful for others, including people who only use offense based equipment (clones, mostly) who would want others to give them bonuses.

Zeddy's picture
Zeddy
Zeddy cheers for Luguiru

If this party buff thing happened I would get ALL of them. They're like Venom Veilers you don't have to plant!

Luguiru's picture
Luguiru
Exactly

The intent behind party defense buffs is to do the following:

  • Rebalance some existing equipment
  • Make defensive equipment useful
  • Make supportive tactics helpful for yourself and others
  • Discourage the clone effect without directly attacking them
  • Encourage varied arsenals (sometimes you want offense, other times defense)
  • Encourage crafting various kinds of equipment (more energy is consumed, Three Rings profits)

However, it would cause:

  • Conflict when people want to use different defense bonuses
  • Blaming the support person for not doing enough damage
  • Less offense ability in the party
  • Jealousy
Luguiru's picture
Luguiru
Blitz [Rebalance]

People are going to hate, love, cry, and hug over this. Mostly hate for me. Why all the mixed emotions? Today we have something special to address which has received more than its fair share of complaints over its damage. You probably read the subject of this post already. If not, I will remind you: Blitz Needle. That gun with ridiculously high damage. Enough babbling about doors, here are the base damage rates on Autogun lines:

    • VPepper:
    • 46 (per bullet, basic)
    • 79 (per bullet, charge)
    • Slight chance of moderate fire (2/3)
    • Charge bullets are 1.717 times basic bullet damage
    • Plague:
    • 46 (per bullet, basic)
    • 78 (per bullet, charge)
    • Slight chance of strong poison (2/4)
    • Charge bullets are 1.696 times basic bullet damage
    • Blitz:
    • 62 (per bullet, basic)
    • 121 (per bullet, charge)
    • Charge bullets are 1.952 times basic bullet damage

Yes, I did copy-paste this from over there.

As everyone can clearly see, Blitz has higher damage rates on every single bullet which adds up for plenty of damage. In fact, Blitz is around 1.3478 times as powerful as the other two branches in its basic bullet (a single bullet) and around 1.5414 times as powerful as the other two branches in its charged bullet (again, a single bullet). That is a significant difference in a rapid fire weapon. What do the other two branches have? One has fire and pushes, the other poisons. Both are somewhat support based even though this mechanic is very offense based. Makes sense. Is this fair to the status afflicting branches? I will let you in on a little trade secret of mine: remember those status rates? Take both those numbers, multiply them together, add the smaller of the two original numbers, then multiply by 1.5; add a percentage symbol on that and subtract it from the branch its damage is based on. Take Plague for example:

[(2 * 4) + 2] * 1.5 = 15%

Or Pepperbox:

[(2 * 3) + 2] * 1.5 = 12%

Then we would factor in damage types. Also, this is only for weapons which are supposed to be balanced with the statusless line and the status afflicts on both basic and charge attacks (meaning this does not apply for bombs). Seeing as Plague is just Blitz with less damage and poison, our rebalance will be based on it; Pepperbox has pure normal damage which is a distinct advantage.

By the numbers Blitz should only have 15% more damage than Plague, right? Half right; Blitz is supposed to be raw damage similar to how branches work with Flourish lines. Because of this it can stand an extra 3% damage for 18% over Plague line:

46 (Plague, single basic bullet) * 1.18 = 54.28 ~54 (Blitz, single basic bullet)

78 (Plague, single charge bullet) * 1.18 = 92.04 ~ 92 (Blitz, single charge bullet)

What about the full damage rates when all the bullets hit the same thing? How much accumulative damage would it do with these numbers?

54.28 * 6 = 325.68 ~ 326 (all six bullets accumulative, basic)

92.04 * 15 = 1380.6 ~ 1381 (all fifteen bullets accumulative, charge)

The rates on Plague in these scenarios are 276 and 1170 respectively. These rates appear low because they are, mostly; the basic attack is fine but the charge could be modified a little. Plague and Blitz charges do not have the same damage ratio compared to their basic attacks. Plague has a rate of 1.696 while Blitz currently has a rate of 1.952. What if we factored in the different rate:

(1380.6 / 1.696) * 1.952 = 1588.992 ~ 1589 (all fifteen bullets accumulative, charge)

Right now that rate is 1815, lowered by nearly 300 in total damage. With that new number, divide that damage to every single bullet fired from the charge:

1588.992 / 15 = 105.932 ~ 106 (single charge bullet)

This is only slightly more than the numbers taken from Plague, which was 92. What are the numbers again for the new damage rates on Blitz?

  • 54.28 (~54) damage per bullet on the basic attack, 325.68 (~326) accumulative
  • 105.932 (~106) damage per bullet on the charge attack, 1588.992 (~1589) accumulative

Compared to the current rates:

  • 62 damage per bullet on the basic attack, 372 accumulative
  • 121 damage per bullet on the charge attack, 1815 accumulative

This is neutral damage and assumes that Plague is a balanced weapon. If Plague is considered overpowered by a rate Blitz would be lowered by the same rate (if Plague was X% overpowered, Blitz would be as well).

Luguiru's picture
Luguiru
Adding something to the new shard bomb mechanic [Rebalance]

Happy birthday, new-shard-bomb-complaint-number-derpbillion. Instead of a cake we got you a kick to the face.

I am not going to pretend the new mechanic is perfect or the reasons behind the change were justified. It was basically just the majority complaining that bombers were actually useful for offense when the idea behind having the three weapon types is to have variation amongst each group while still maintaining a common effect. For bombs we are only supposed to be able to attack in a radial area of effect. The original shard bombs did this. I could ramble on about this but instead I would rather work on a means to improve the new mechanic.

Actually, today I am going to go over two options intended to separate the six branches we have of this mechanic: we have one normal, two pierce, two shadow, and one element. Why do we have so many? Three Rings wants people to spend money on crafting. More money for them. Good for them, by making some money they sacrifice even more players which could have easily been retained but instead received urine in their eyes. Profit over people, right?

The first is what many have asked for: initial detonation fuse and shard detonation speeds. By improving these the bomb becomes more Blast/Barrage-esque but has significant knockback on enemies near the epicenter during the initial detonation. Since the initial detonation pushes enemies so far, using the shard bomb to plant while running is less favorable; the enemies can easily keep chasing you, and when the bomb detonates it would push them even closer to you. After the first half of the bomb betrays you tactically a bunch of shards fly out a short distance and land on the floor and sit there for several seconds. Shards, a bunch of enemies are right here, help me. Shards just keep sitting there. Enemies run past all the shards. Quick, all the shards need to detonate now! Oh, that was useless? Just try again, next time we got it. Next time, same thing happens. Thanks for nothing. However, by making the initial detonation fuse faster the knockback might help keep enemies off you rather than bring them closer to share their hugs. Hugs of death. How much would the fuse be sped up? Hold your liquids, we still have to go over the second part of the bomb: those stupid shards. Unless you are against easily herded enemies, most of those shards are going to pop on nothing. However, any decent strafe bomber can dance around a gang of Lumbers and pop caps (shards) until their pointy stub feet are popped right off and used to poke their weird robot eyes out. Why do robotic trees have eyes? The status affiliated ones have little flags on their foreheads to show their number in line to the logging camps. Back to the topic, the shard bombs are very similar in function to shrapnel bullets; one object (the whole chunk once planted) which detonates (for actual shrapnel bullets the tip of the bullet has something which tells the driving band/gasket within the object) and releases several small projectiles from the original projectiles (instead of a bunch of metal balls flying out we have shards). These little metal balls would fly around with the intent of nailing someone not paying attention. If you think about the original shard mechanic, having multiple shards impact the same target was how the shrapnel bullet would have most of its little metal balls fly from the chamber into its first object in contact while some might fly off. Actually, both the new and old shard bomb mechanics resemble shrapnel bullets though the original was slightly closer. How do we make the new shard bomb more shrapnel-esque? Remember how the old mechanic had nearly instant detonation after planting? That was part of it. Also, once the shards fly out enemies caught in the initial blast knockback would be standing around those shards for all of a couple seconds, after which no one would be in range of the shards and they would pop on nothing. This change would make shard bombs more like the standard bomb mechanic (Nitronome, Barrage) but has less damage and keeps enemies out of the little center area. If you plan on keeping an area controlled and staying for a while, but not using a Nitronome/Barrage, this simpler change would be more fitting as a fight and flight; walk in, pop caps, walk out.

The second is something I mentioned somewhere already but apparently no one cares: turning the shards on the second part of the mechanic in to landmines. After the initial detonation the shards would land as they currently do, but if an enemy touches one it pops on them. If one of these shard bombs is planted and you or a buddy can shield bump them along all the shards that one bomb would hit that same target several times for collectively more damage. You could also be chaining while someone else bumps them around the mines. This would make the bomb less of a shrapnel and more landmine based, but considering shrapnel is supposed to be a bullet it would make more sense to have landmines. How exactly would the landmine shards work? The initial detonation would work the same, the shards would still land as they currently do, but only detonate if an enemy activates them (each shard functions independently; if one activates it does not cause others to pop) or if the secondary fuse ends (time between the shards being placed and auto-detonation). What about the secondary fuse time, does it change at all? Yes. Contradictory to the shrapnel mechanic above, the time between shard placement and detonation would increase to keep those mines active a little longer and so you can make tons of them at a time. How long? This is where I push myself down a slippery slope; we can either go five seconds or ten. With only five you would only have time to stack up two batches, but with ten you could have up to five before everything falls apart. Considering the base damage is low compared to other offense based bombs, being able to set up and stack that much damage would make this bomb far more strategy based over "explode all the things" as Nitronome/Barrage follow. Shard-mines would not pop if you or someone in your party walks on them, only if an enemy makes contact; if the shard-mines are left until their five/ten seconds are spent they would detonate normally, not dissipate. The landmine effect would effectively turn shard bombs into the raw damage version of Vaporizer with slightly less area of effect.

Zeddy's picture
Zeddy
Yes! Zeddy agrees with Luguiru!

I've seen others suggest the landmine thing as well. It would go a long way to giving most of these bombs a reason to exist.

Softhead's picture
Softhead
-_-
Luguiru's picture
Luguiru
Nudge nudge

Discreet addition is discreet.

Heads up, tomorrow new engineering tool. I need to sleep on it. I also need to sleep for the sake of sleeping.

Luguiru's picture
Luguiru
Autoguns [Rebalance]

This applies to all three of the Autogun branches, not just Blitz.

Here are damage rates for some 5* guns based on damage dealt on D29 (highest damage rates) taken from the Wiki against neutral targets:

    • Plague Needle
    • Basic: 276 (one basic attack of six bullets per shot, two shot clip)
    • Charge: 1170 (full charge attack of fifteen bullets per charge)
    • Slight chance of strong poison (2/3)
    • No movement while firing
    • Nova Driver
    • Basic: 126 (one basic attack, bullets bounce up to two times, two shot clip)
    • Charge: 349 (main projectile from charge attack which releases four small bullets upon impact which deal approximately the same as the basic bullets do; approximately 600 damage per target)
    • Strafing allowed
    • Callahan
    • Basic: 131 (one basic attack, two shot clip)
    • Charge: 296 (large single bullet, pushes enemies along with it)
    • No movement while firing
    • Sentenza
    • Basic: 67 (one basic attack, six shot clip)
    • Charge: 191 (five basic bullets followed by a hologram eagle which pushes enemies with it; approximately 500 damage per target with pushback potentially damaging three times from the eagle for an additional ~380 damage for a total of 880 damage per target)
    • +2 gremlin family bonus
    • Strafing allowed
    • Polaris
    • Basic: 84 [108] (one basic attack, three shot clip, slow bullets, bullets expand to deal boxed damage in larger area of effect)
    • Charge: 248 (large single bullet)
    • Good chance of moderate shock (4/3)
    • Strafing allowed

If I get Valiance involved this is going to become Polaris rebalancing.

First of all, review the damage rates. Notice how Plague is significantly better than the others. Not Blitz, which is even better, but Plague; not to say the Alchemer is perfect as it is, but Alchemers have less priority as maximizing damage on those takes actual skill over being able to vomit bullets while standing perfectly still. If we go by damage per full clip on basic attacks, these would be our full numbers:

  • Plague, 552
  • Nova, 252
  • Callahan, 262
  • Sentenza, 402
  • Polaris, 324

These should not be the same, but they should not have this great of a difference. The Antigua is fine as it is because its mechanic relies more on using the basic attack as a utility offense tool than a major powerhouse, but Polaris is another issue to be addressed later. One headache at a time. Nova and Callahan are fairly close but Nova has bouncing bullets potentially building up more damage against multiple targets due to the ricochet effect. For gunners the ability to strafe should be compensated with more damage, right? Then why is Callahan the second lowest of these? It has a high rate of stun (4/3) but lacks in damage, but does that make it a utility gun or just stupid? Three Rings claimed to have plans to rebalance Magnus lines at some point, but seeing as most of their promises are shoved under the rug its current rates are all we have. Back to strafing, how much is the ability to strafe worth in terms of damage? You lose mobility while firing, though that never lasts too long, but how much should you get in exchange for that? In both basic and charge attacks, apparently, Autoguns get more than double potential damage output while their cousin Magnus lines get next to nothing; but this is not about Magnus, this is about Autogun. Blah blah basic bullets blah now the charge damage rates again:

  • Plague, 1170
  • Nova, 600 (the change may not be lower than this value for the Autogun change)
  • Callahan, 296 (with knockback to attacked enemies and recoil to the user)
  • Sentenza, 880 (to have all impact points from the charge damage the same target is very unlikely but possible; this is our high end number)
  • Polaris, 248 (the Pulsar mechanic is more focused on the basic attacks; this is our low end number)

Again, Blitz is not listed because its rates are even higher than Plague and in a previous post rebalanced numbers would be taken from Plague if it were to be considered overpowered. Look at those numbers. Why is the Magnus still so low? Looking past that, to avoid countless distractions, Plague has a distinct advantage; this is without its poison effect taken into account which reduces enemy defense and damage output. Unlike Pulsars and Antiguas, Autoguns are more focused on the charge attack; that means the damage rates should be better proportionately on the charge than the basic attack when compared to other guns, right? For what we currently have, no, it has both covered. That is wrong. Look at Sealed lines. Faust has a distinct disadvantage in its charge attack but a major advantage in its basic attack. Avenger does not necessarily have a disadvantage in its basic attack but has a major advantage in its charge attack. Both of these are also going to be addressed later. If a weapon has a major advantage in one form of attack, it should at least lack advantages in the other. Does this mean to cut Autogun damage to be lower than Magnus? Not quite, but somewhat close; we are going to cut both basic and charge damage for Autoguns somewhat.

How far do we cut, butcher Bob? Since when did we have a butcher? Get him out of here. With the basic attacks for Autoguns the accumulative damage is based on six bullets all hitting the same target, right? And those six bullets do not necessarily fire as straight as an Antigua? Say you are a pretty good gunner and you can get at least four of those six bullets on the same target. Now, average the damage rates of all the listed guns on their basic combos but Plague only gets four of its six bullets:

(368 + 252 + 262 + 402 + 324) / 5 = 1608 / 5 = 321.6

Remember that 552 accumulative damage for all six bullets hitting? That number gets bumped down to 321.6, rounded off to 322 in practice because you never see decimals in the game. Decimals are bad. They give your children nightmares. Before applying ignorance to your future, that 321.6 would be delegated to each of those six bullets for a solid damage per bullet value:

321.6 (damage per clip) / 12 (bullets per clip) = 26.8 damage per bullet

If all six bullets per shot make contact that deals 160.8 damage per round fired, two rounds per clip. This is still more than the other guns deal but averages out well in general rates.

What about that charge attack you were probably waiting to read about? Ladies and mentlegen, your featured presentation: nerfing Autogun charge damage rates:

The full accumulative damage for Plague is still 1170 and should not get near 600 let alone go beneath it; it should also still be above or around 880 to stay superior Antiguas but should not exceed a thousand because that is ridiculously high. What do we do, go for broke? Around 900? Hold your hyenas, Joker. We have fifteen bullets to feed with damage and this post is already too long. Alright, what if we took that 880 and just dealt it up:

880 / 15 = 58.66...7 damage per bullet

Seems relatively alright, what if only ten of fifteen bullets hit, though:

58.66...7 * 10 = 586.66...7

Is that over 600? No? Solids. This time start with the 600 and go backwards:

600 / 10 = 60
60 * 15 = 900

What is going on here? I just said not to skip to that nu- Derp it, stick with that. With around 60 damage per charged bullet compared to the 78 damage per bullet we currently have, it loses 270 total charge damage if all hits make contact. With the basic bullets changed to 26.8 per bullet it drops from its current 46 damage per bullet, a pretty big drop, but the focus is on using the charge over basic attacks anyway.

Last thing for Autoguns before I go to sleep while my head pulsates painfully: Blitz. "If Plague is X% overpowered, Blitz would be as well"; under the numbers Blitz received of 62 per basic bullet and 121 per charged bullet. Here are the rates Plague was changed here:

  • 26.8 from 46 on the basic attack, 41%
  • 60 from 78 on the charge attack, 23.1%
  • Now apply those to the Blitz numbers from the previously linked:

    • 62 - 41% = 36.58 damage per basic bullet
    • 121 - 23.1% = 93.049 damage per charged bullet

    Now apply these back to bullet per attack rates:

    • 36.58 * 6 = 219.48 per shot (438.96 per clip)
    • 93.049 * 12 = 1116.588 per charge (all bullets impact)

    Still pretty high, but not as ridiculous as it currently is. Tomorrow is Polaris. Oh, joy.

Zeddy's picture
Zeddy
Oh my

Tomorrow is Polaris.

The nerf to end all nerfs!

Luguiru's picture
Luguiru
Polaris [Rebalance]

This does not apply to Supernova line.

Do I even need to lecture about Polaris?

    • Polaris
    • Basic: 84 [108]
    • Charge: 248
    • Good chance of moderate shock (4/3)
    • Pure element damage (specialized weapon)
    • Supernova
    • Basic: 84 [108]
    • Charge: 248
    • Same damage as Polaris but in normal and has no status afflicting ability

First of all, by the knockback and interruption both of these have we can assume it was meant to be a utility gun; shut down turrets with Polaris, sweep crowds with Supernova. Notice how none of the currently existing turrets are resistant to element damage. Notice that Supernova has pure normal damage so it can always deal knockback regardless of enemy family. Supernova needs all three shots in its clip to keep repelling, but what about Polaris? Do you need all three shots to keep a turret down? Technically, no; the significant rate of shock makes that third shot unnecessary and pure element damage preferable over Supernova with its boring pure normal damage.

Normally I would write derpbillion paragraphs going through every single detail imaginable for this change but it has been discussed in countless threads everywhere. Here are our options:

    • Lowering damage
    • Polaris damage reduced: [(3 * 4) + 3] * 1.5 = 22.5% to scale against Supernova
    • Lowering damage and status rate
    • Shock rate lowered to 3/1
    • Polaris damage reduced: [(1 * 3) + 1] * 1.5 = 6%
    • Lower clip size
    • Polaris loses one of its three bullets in clip
Doctorspacebar's picture
Doctorspacebar
Lockdown?

How do the Defense buffs on the armors apply in Lockdown? Are they still active the same way? If so, there's gonna be a lot of Lock Jocks crafting them some Royal Jelly.

EDIT: "Sweet corn casserole, they have freakin' ROCKETS!" - Unnamed IDS Agent, Advance Wars: Days of Ruin

Why did I post that quote? I don't know. I felt like it.

Asukalan's picture
Asukalan
Why we need shock on polaris

Why we need shock on polaris anyways? Its good enough with elemental damage and knockback for crowd control.

Luguiru's picture
Luguiru
For Lockdown

The same "two per team" rule is in effect. Yes, it would still work in Lockdown. Instead of Wolver clones there would be an influx of RJelly..clones. If that makes sense. Jelly line itself still offers no offensive bonuses in contrast to Wolver lines.

Shock is a major interrupting factor for turrets. If it were removed Polaris would simply be Supernova with element instead of normal damage, though nothing is wrong with that; except that Polaris is supposed to be interruption orientated while Supernova controls knockback. They could also tone down the knockback on Polaris to keep the two branches separate.

Zeddy's picture
Zeddy
@Asukalan

It's a theme. All guns with nomal/specialized variants has their specialized counterparts also inflicts status. I think at the time they made this design decision, they must've thought normal damage was somehow as good as both special damage and a status effect.

I agree with reducing Polaris' shock rate, but weak is a bit excessive. Haze bombs, I believe, are the only weapons to deal weak status and that's with a pretty good reason. 3/2, perhaps? Combine with 2-shot clip.

Luguiru's picture
Luguiru
Honk

Either 3/2 or 4/2 on shock with its clip being lowered would be fine.

Luguiru's picture
Luguiru
Gran Faust [Rebalance]

If you expect this to be a nerf based on Lockdown, go away.

GFaust is well known for its status afflicting ability on the second basic swing and charge attack: curse. Curse is a powerhouse status. It punishes the afflicted when they try to attack. The basic swings on Faust line are (slightly) faster than the average heavy sword dealing split normal-shadow damage. GFaust is more of a sidearm sword due to its unfavorable charge attack, but the basic attack is amazing for strategic swordsmen. There is no "poosh button to win" option unlike with DAvenger and many other swords, though I have heard many complaints about this weapon in Lockdown. If GFaust is so great in Lockdown, why does almost no one use it in the Clockworks?

    Advantages of GFaust
  • Faster swing speed
  • Fair chance of strong curse (second basic swing and charge)
  • Heavy sword mechanic
  • Split damage (normal-shadow)
    Disadvantages of GFaust
  • Awful charge attack (very long charge time to prepare, may curse yourself upon using the charge; the charge itself is also insignificant compared to DAvenger which has three projectiles instead of the single projectile GFaust has)
  • It has shadow damage (less practical against shadow resistant enemies, such as the zombies in Firestorm Citadel)

The charge attack. Normally I would start with the basic swings but here I already addressed a damage increase for Troika lines to scale it up against Sealed lines, meaning this is going to be a mechanic change rather than damage buff.

What do we know about the charge attack?

  • Very long charge time
  • Only one sword-laser-projectile instead of the three DAvenger has
  • May curse the user
  • Same damage as DAvenger charge (excluding two of the three projectiles)

Remember what Nick said about the shard bomb change? They were "not bomb-like enough"? What about the projectile GFaust makes on its charge? It makes a sword laser. There was also something about bombs doing area of effect, guns having range, and swords being a mix; why are swords a mix? Are swords supposed to be the ultimate versatile weapon type which get everything the other weapons have? Gun shoot boolit, bomb go boom, sword hit to dead. Simple good. To skip a ramble mixed with headaches from other stupid threads going on, I am going to skip to the change:

Instead of a sword-laser-projectile-walrus-ice-cream, using the charge attack would deliver a single swing with more damage and swing radius. Normal heavy swords have a swing radius of two spaces, the GFaust charge swing would have a swing radius of three spaces and its swing damage is going to be compared to DAvenger (neutral target, D29, H1):

    DAvenger charge
  • Initial swing: 600
  • Sword-lasers: 131 per hit (times three from the projectile count, times three again for potential hit rate per target; 1179)

I am not going to pretend these numbers are balanced. Instead I am going to base the numbers on the projectiles only hitting three times in total rather than the potential three:

  • Initial swing: 600
  • Projectiles: 131 * 3 = 393
    • 393 + 600 = 993

If a single target takes 993 damage from the charge, does that mean GFaust swing should just deal that giant chunk of damage with a single sweep? Not quite. Remember, the charge still has curse. According to the Wiki, the curse from its charge lasts 40 seconds on the enemy if afflicted; seeing as most statuses only last about ten seconds or less, why does curse last so long from GFaust? This sword is more status reliant for its damage whereas DAvenger is damage reliant in combat. GFaust gets more kicks from hooking up a shock collar than beating the solids out of everything as DAvenger does. To be fair, it should still have pretty good damage, but not ridiculously high. Instead of comparing it to DAvenger its damage should be taken from the exisiting rates, the 993 from earlier. However, instead of having all three hits on the single projectile connect, only one of the three is counted; that means only 731 damage. Still pretty good, even without curse. The curse ability itself is an identifying feature for Faust line. Rather than have the charge most likely inflict curse, having it guarantee curse on the target and the user upon release of the charge would make GFaust more of a "take you down with me" kind of weapon (if the target is immune to curse, such as zombies, neither are cursed upon use of the charge). In the Clockworks you could switch to an uncursed weapon, but in Lockdown you would give the kiss of death. For charge damage values, seeing as it only has a single wide swing, the damage would be the same as the initial swing it currently has, 600, but the swing covers a larger area (swing radius of 3). Potentially, as the user of this sword, you could curse a crowd of enemies and yourself; whether you go down in a blazing glory or find another means of survival is up to you. Either way, we all get to burn in hell. The charge would be an extended version of the first basic swing (with curse; the charge time required to prepare is the same as it currently is), meaning little knockback (it still has someknockback).

Luguiru's picture
Luguiru
Divine Avenger [Rebalance]

This will upset anyone who uses DAvenger for the projectiles on the charge, but please those upset by the existing back-to-a-wall-so-your-projectile-dissipates issue.

DAvenger is the commonly crafted branch of the Sealed lines, mostly for its charge attack: three sword-laser-projectiles with no self afflicting curse or excessively long charge time. The basic attack is essentially Troika but with split normal-element damage and the same damage as GFaust, meaning more than Troika; the similarity is the heavy sword mechanic. After today, DAvenger will be missing more than that old projectile glitch.

The first change is for the basic attack. GFaust had its basic attack left because it works fairly well as it is, but what about DAvenger? When comparing the heavy mechanic swords, DAvenger has too many advantages: a better basic combo than Troika in damage, far superior charge compared to GFaust, more area of effect than Troika, and split normal-element damage. Compared to the others, there is no down side to using DAvenger other than the minor damage loss when used against element resistant enemies which is compensated by the raw damage output from the charge attack. For the basic attack, why would you need Troika/GFaust if you have DAvenger? Because, my silly little hexagon, we are going to nerf its basic attack: lowering the swing radius by a fourth of a space from its current two space swing radius. Its basic swings would be between standard mechanic swords (Brandish, Calibur) and heavy (GFaust, Troika) but still be useful. If its swing radius were decreased to match Calibur/Brandish it would be a miniscule difference, but in practice that quarter space makes a difference. Damage rates stay. The only change is taking a quarter space from the basic swings. Nothing else. No damage reduction here.

The second change is for the charge attack. Remember how GFaust was changed to have a giant sweep instead of a projectile? This is going to be slightly similar in the sense that the projectile part is going to be taken away, but will be replaced by something you may find far better. Instead of horizontal sword projectiles released by the charge, the initial swing (which has unchanged damage) is followed by three falling hologram swords vertically, each dealing the damage of two hits from the current sword projectiles (131 each and per hit; 786 from the holograms accumulatively) with their destination path starting in the middle of where the projectiles currently appear (essentially a Brandish explosion instead of a bullet with a sword-esque model). Reminder: these damage rates are based on D29 with no bonuses at H1 against a neutral target. Here is a basic space to position layout of how the charge would work:

X = unoccupied
O = you
S = falling sword

X S X
S X S
X O X

The charge attack swing goes from your left to your right, and so do the falling swords; following the initial charge swing (which deals the current damage of 600) the falling swords drop starting from the left going to right to follow the swing pattern. The falling sword on your left would fall first, as it was where the swing began, damaging a radius of 1.5 spaces relative to the space landed (the space itself and half a space radius around it). If an enemy is directly in front of where you released the charge attack all four points of damage are dealt: the initial swing (600) and all three falling swords (262 * 3 = 786) for a significant accumulative damage rate (1386), but only in a relatively small area of effect. The falling swords only last a second and do not fly off to hit things from a distance. The falling swords do not push enemies anywhere, simply hit them. The falling swords are based on an attack in Wakfu which behaves somewhat similarly, but only effects the area around the user rather than the area attacked. Unlike with Wakfu, DAvenger has an initial swing to deal significant damage in real time based combat (Wakfu is turn based) meaning if you have a buddy with you they can push enemies into the falling swords as they drop for even more damage. The intent behind this change is to make DAvenger more of a "holy punishment" with the happy-yellow swords falling vertically to smite your enemies instead of weird sword-laser-projectiles-why-do-I-keep-repeating-this. Technically with this change DAvenger would have less area of effect to damage rates but in the area near your swing you would deal more damage.

Edited a few minor things because I forgot we are right handed in this game.

Doctorspacebar's picture
Doctorspacebar
That DA. Is. Awesome.

Really fits the DA's theme. Does the Avenger only have one Smiting-Sky-Sword?

Luguiru's picture
Luguiru
Yurp

At 4* Avenger only has one falling sword.

For 4* Faust it would basically be the same as the 5* charge in terms of the extended swing but with swing damage scaled to its current rates (since the charge for GFaust is based on the existing value) and the curse duration would be shorter.

I added your recent thread to the index. Normally I would go through it, I have read about half of it at this moment, but I would rather play TF2 right now. Between Mann versus Machine and going through your bomb stuff, I am caught in the middle. What do you mean, title dropping?

Luguiru's picture
Luguiru
Health buffing trinkets [Rebalance]

Before anyone asks/whines, this is entirely based on Clockworks gameplay; it has nothing to do with Lockdown whatsoever though I will take into account what I have heard from others.

What is our subject for today? Those trinkets which give more max health, craftable through the Krogmo machine. In case you were not paying attention. These things have become well known for being overused due to the high benefit. Here are the items listed:

  1. Heart Pendant: +2 health
  2. Dual Heart Pendant: +3 health
  3. Tri-Heart Pendant: +4 health
  4. Tetra-Heart Pendant: +5 health
  5. True Love Pendant: +6 health

Yes, the 1* gives +2 health. For those unfamiliar with T1 your base health is five with average equipment and no trinkets. By having two of the 1* health trinkets equipped your health nearly doubles. In terms of how health compares to other bonuses, every two pips is effectively one value (+1 weapon specific damage or attack speed). Compared to the weapon specialist gauntlet trinkets, a 5* trinket should have a value of two (bomb damage +2, etc.) while the health trinkets have a value of three at the same rating. I suspect the health trinkets have a crafting series instead of individual lines so Three Rings makes more money on energy, therefore we need two options: one to directly address the imbalance and the other to find its way through a corn field with its legs tied together so Three Rings still gets their money.

To be straightforward, the first option means cutting the 5* trinket health buff down to +4 instead of +6. Every +2 health has one value, two +2 effects on a 5* trinket matches it up against the gauntlets (weapon specialist trinkets; I call them gauntlets because the symbol is a glove while most other trinkets are necklaces and rings). To keep the bonuses aligned to their star rating the health trinkets could be changed so there are only 1*, 2*, and 4* variants:

1*: +1 health
2*: +2 health
4*: +4 health

Existing 3* and 5* trinkets would have their crafting costs refunded (energy would be refunded fully in mist tanks). This would deter reliance on high health over skill but would remove its crafting process being an alchemy line (using the 1* to craft the 2*, etc; no more of that), not that doing so would negatively affect the community. In fact, it would mean consuming less energy to craft and only having to craft the specific variant you want rather than having to craft all the way up for every trinket.

The second option allows Three Rings to stay greedy:

1*: +1 health
2*: +2 health
3*: +3 health
4*: +4 health

There would still be a T1 version but its bonus would be lowered, as well as the rest of the line, but the 5* would be completely removed. Owners of the 5* would receive a full refund of the crafting cost (energy refunded would still be in mist tanks, not crystal).

Zeddy's picture
Zeddy

The second option would actually more than halve their greediness, as crafting from 2* to 4* requires as little as 400CE whereas 4* to 5* requires at leat 700CE. A line going from 2* to 5* (with the 5* one having +4 health) would see the same amount of CE being used, at the expense of heart trinket not being available in T1. I don't find that to be particularly important, but I guess T1 Lockdown players might?

Heart trinkets are kind of odd in that nothing else goes from 1* to over 4* or above. Of course, trinkets don't have UVs so it's not really important for them. Is giving the 1* version half a heart completely out of the option? In the game's system, half a heart would cleanly be 20 hp, but there could be GUI issues and the fact that nothing anywhere gives half an anything.

Luguiru's picture
Luguiru
Trinkets are weird

They never get heat, the Krogmo ones are the only trinkets that actually upgrade (and are craftable; the rest are obtained through tokens, some through mission rewards), and they have no visual reference to indicate whether they are equipped. Rings are never on fingers, necklaces are never on your necks, gloves are never on your hands; then again, accessories.

Added this to the index earlier today. Normally I would go through and change a few things but it seems to be going well already. My only problem with it is the silliness of having wizards everywhere when this game is clearly sci-fi themed.

Luguiru's picture
Luguiru
Breakdown of the energy market

Have you thought of making a suggestion based on lowering CE prices, but have no idea how to fix it and instead plan on screaming that everyone else is an idiot for disagreeing with your shortsighted nonsense? Today I am going to go over how tinkering with one thing interferes with others for the energy market.

What is energy?

There are two kinds of energy: mist and crystal. Mist regenerates infinitely over time, about one every 13.2 minutes to a maximum of one hundred mist held at a time. When prompted to consume energy, mist is always used first. Mist is the primary resource for everyone, premium and non-premium alike; you practically get it every day for free forever. There is no point where the game stops giving you mist. The second kind of energy is crystal. Unlike mist, crystal does not regenerate, but you can hold far more of it than mist. Crystal does not decay because it is effectively a resource while mist is a part of you. In fact, according to the game, your mist tank is in the body of your knight while crystal is something you can hold in your hands.

How do we use energy?

Energy can be used in multiple ways:

  • Elevators
    Elevators are found in the Clockworks, either accessed through the Arcade or missions. Unless you use an elevator pass, which we will go over in greater detail later, elevators cost ten energy per floor except certain break floors (Basil, beginning of tiers). By going through the Clockworks you pick up crowns, heat, materials, minerals, and possibly equipment; this is the primary source of income. It costs energy to enter to prevent abuse of this income. If elevators did not cost energy to enter players would be able to generate infinite resources from the Clockworks, resulting in everything which has a price between players inflating ridiculously high. Remember how Germany tried to print money to pay off its debt after WWII? A wheelbarrow for a loaf of bread? Imagine a wheelbarrow of crowns (a few hundred thousand crowns) for a 2* Wolver torso.
  • Objects which require energy to power up
    This includes energy gates found in the Clockworks to open other areas of the floor (potentially more income because of more drops) and objects which can be given energy to help you in battle for the floor. This includes danger rooms, those little turret things, gates to open up those extra areas of the floor, and powered down Mecha Knights. The two doors are usually only opened to get some extra profit before the floor is completed while the two machines are used if the team is lacking in offense.
  • Crafting
    Crafting is a major factor in consuming energy. Crafting allows you to create equipment, so long as you have the recipe and required resources, then equip them for your own use. Crafting allows you to make armor (helmets and torsos), bombs, guns, swords, shields, and some accessories (health and gauntlet trinkets at the Krogmo crafting machine). Equipment is the primary indicator of your level. While venturing in the Clockworks, once a floor is complete, the heat obtained for that floor is delegated to all equipped items which may absorb heat (equipment which already has a heat level of ten and all trinkets). The higher the star rating, the higher the energy cost to craft; materials and crowns are also used to craft but energy is the most expensive of the three resources when it comes to crafting. This is because crafting is supposed to be a special occasion, not a constant routine. Getting that new upgraded item is supposed to be an accomplishment. Congratulations on working hard to get that improved item. However, once something is equipped it is bound to your knight. That means you will be unable to trade it, put it on auction, give it away; but you can sell it to NPCs for a little bit of crowns.
  • Making a guild
    Until the guild update Nick promised, guilds are just a secondary friends list right now. It costs five hundred energy and a thousand crowns to make a guild. Guilds tend to be used to group people together without having them all be friends. Not everyone in the same guild like each other. Guilds allow them to communicate with an audience (other online members) whether spitting fire or sharing wine.
  • Reviving
    Reviving in the Clockworks or in Krogmo minigames. Depending on the tier the base energy cost may vary, but if the revival prompt comes up and you decide to use energy to revive your next energy revive has double the price of the previous. This continues until it reaches 1,000E to revive, at which point it will stop increasing. Why not have it stop in the hundreds range? Punishment for dying all the time. If someone in your party revives you they are actually giving you some of their health (about half usually), consuming no energy; reviving this way does not increase the energy revival cost. Reviving by transferring health is only relevant to the Clockworks. For Krogmo minigames upon defeat you respawn when the timer runs out.
  • Unbinding
    Unbinding through Vise is a fairly uncommon practice these days due to the price, especially since the depot costs less for normal equipment without UVs; we will be getting to this soon. Unbinding is almost exclusively done for boss token items and equipment with UVs. Vise was introduced in the Roarmulus update which also brought Punch, which we will address later. Vise himself is basically an energy sink, consuming energy in the market in exchange for allowing more equipment to sit in the market.
  • Lockboxes
  • This is basically Three Rings trying to copy TF2 again. Lockboxes brought a new kind of item into the market: accessories. Remember what the hat update did to TF2? This is a lame imitation of that. Lockboxes are obtained through the roulette thing which can give you certain items (hearts, vials, some crowns, materials, etc.) and are opened using a key. Yes, those keys eat energy. A lot of it. A whole seven hundred and fifty. Almost the energy cost to craft a 5* item. What do you get out of the box? Accessories. What do accessories do? Make you look pretty. Nothing is actually wrong with this, but the price to get a key eats up a lot of energy for useless little dress up toys. I use some myself, but not to the point of excessively getting every single possible accessory area with something glued on; it looks silly. Then again, we are silly people.

  • Depot
  • I hate the depot. I am not going to deny that I hate it. The depot single-handedly lowered the value of all regular equipment (Skolver, Salamander, etc.) and made those items less favorable to unbind; an energy consuming store which made anything not within its shelves suddenly worth more while everything else loses value. What about recipes? Wait for the crown breakdown. But for the depot, this was one of the most money grubbing updates Three Rings made. Any moron with some money can buy energy and get all the 5* equipment they want without working for any of it.

  • Upgrades
    Trinket slots, weapon slots, improved heat rates, increasing Krogmo token rewards; temporary upgrades for your knight. The weapon and trinket slots are pretty cheap and very helpful while the other two are more short term in utility. These are technically part of the depot, but I consider them to be separate; the depot is equipment, upgrades are upgrades.

Buying energy from other players is too expensive to use crowns. I want to whine and throw a tantrum!

Want to know why those prices are so high? Think of the crown-energy market as a scale; on one side we have energy, on the other crowns. If one side is significantly greater than the other, in our case crowns, the other is raised (higher value). This is supply versus demand. The more common resource is less valuable than the less common resource, not to mention energy has more outlets than crowns; more on this later. Why is there so much crowns? Everyone uses the Clockworks (mostly) to get their income (crowns, materials); that goes for premium and non-premium players. A while ago energy prices were far lower because proportionately there was more energy being brought into the market than crowns being taken out of the Clockworks, but since then there have been far more non-premium players who need to eat up energy; the premium players feeding that hunger are a far smaller proportion, and all those non-premium players are also getting crowns, meaning the non-premium players are driving up the price while the premium players have second thoughts to use the energy for themselves. Everyone wants to be greedy, therefore the energy to crown price results from greed fighting greed.

Premium players buy energy packs, possibly bringing them into the community market. Remember all those things that use energy we went over earlier? Would you rather use those for your own benefit or sell off the energy for some money? Exactly, people would rather help themselves than the community. Does that mean we should pull a Robin Hood? Steal from the rich, give to the poor? No, that would punish premium players for being premium. If anyone premium should be punished, it would be the idiots who buy their equipment from the depot; such as preventing UVs from being applied to depot bought equipment. Premium players keep this game alive by funding the team. Non-premium players are effectively freeloaders. Does that mean we should ban non-premium players? No, we need something which "fixes the problem" by addressing the source of the issue, not punching each other in the face:

  • Lower the rate crowns are introduced into the market
  • Incentive for premium players to sell their energy to other players
  • Incentive to buy energy packs without introducing another energy sink
  • Introduce a feature which consumes crowns

The first option is to literally lower payouts from the Clockworks. Would this be taken well by the community? Of course not, nobody wants to suddenly get less money than they used to; but at the same time they want energy prices to lower so non-premium players have it easier.

The second option would be difficult to do, but solve multiple issues with a single action. The incentive would have to hold no economic value (no tradable items), have no significant effect on gameplay (no weapons, armor, shields, trinkets), but still be wanted by people; in other words, something cosmetic. A special accessory that says "I like a stable economy". Something nice, but at the same time offers no advantage in combat.

We already have enough silly cosmetic toys from energy packs. Does it lower energy prices? A little, but only temporarily; they only last for the temporary promotion. We need a long term solution, not instant gratification.

Punch is the best crown sink right now. People walk up to the psychopath and burn their crowns on the gamble, hoping for some amazing UVs. We either need something to make UV rolling more appealing (make more UVs, buff underpowered UVs, etc.) or introduce a new crown sink to burn up that blubber (excess crowns in the market). Also, if you want energy prices to lower and have a lot of crowns, roll all the UVs you can. Flush those crowns down the sink where Punch washes his grease stained hands. I am not going to demand someone with barely over 20kCr throw it away, I mean people with a few hundreds of thousands and up.

This is entirely done with the selfishness of the community in mind without creating another "pay to win" issue.