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invincitrinks idea

11 replies [Last post]
Fri, 07/18/2014 - 15:24
Thunder-The-Bright's picture
Thunder-The-Bright

so, I was reading some stuff on invincitrinks and on how they kill damage, status proc and knockback, and I think I came up with something clever.
it's very simple: after a set amount of hits, instead of triggering invincitrinks, the weapon does less damage. half damage should be appropriate IMO. if half damage cannot be applied, resistant damage should be enough to make damaging enemies less of an issue. that would retain the knockback, and I'm sure that status procs can be tweaked (AKA probably removed).
I just wanted to throw stuff in the discussion while it's in everyone's eyes. now discuss while I sleep over this.

Fri, 07/18/2014 - 16:07
#1
Fangel's picture
Fangel
This is actually a great idea

Probably shouldn't be resistant, how about just neutral?
And if this is the case, let's add these new tinks onto the other weapons that need them, such as blitz and brandish charges. This way we can still output a whole lot of damage, but it'll just be less effective. It might be worth actually increasing the damage of the first hit ever so slightly on invincitink attacks. (I.E., shard bomb initial explosion, seraphynx laser first hit, if brandish charges get "fixed" the first explosion)

An alternative would be for every tink to half damage from the previous hit. If this is how brandishes were balanced then I would see them in a much better light, as every explosion would be for status, not damage.

Sat, 07/19/2014 - 02:53
#2
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

neutral damage would destroy the purpouse of invincitrinks. it would work if you use shards on monsters weak to the damage you are dealing, but it would do nothing to monsters with normal defense. that's why I said half damage, it would work on anything.
I thought of halving the damage for each hit, but I prefer simplicity for coding's sake.

Sat, 07/19/2014 - 07:44
#3
Holy-Nightmare's picture
Holy-Nightmare
Why not have the damage

Why not have the damage follow a "decaying exponential function"?

For you non-smart kids this means that after the initial spike landing damage the damage from that point on does less and less over time until the shards fade.

Sat, 07/19/2014 - 09:55
#4
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

same response as fangel, I prefer simplicity for coding's sake.

Sat, 07/19/2014 - 13:32
#5
Exerpa's picture
Exerpa
If you mean that each

If you mean that each additional hit does half as much as the previous hit, then that seems OK for weapons that do a few hits.

But for weapons with a large number of hits you might as well not bother to land them after a certain point.

Sat, 07/19/2014 - 15:05
#6
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

I mean that after a certain hit number the weapon does half damage period. fangel suggested what you have said, and holy suggested (potentially) a much steeper curve.

Sat, 07/19/2014 - 23:15
#7
Fehzor's picture
Fehzor

Well you can't just deal resistant damage, as defense is a number, and not just "resistant" or "neutral". But I guess if anything, some sort of exponential decay instead of invincitinks would be preferred?

Sun, 07/20/2014 - 00:59
#8
Fe-Tarkus

I think the real problem about invincitinks, is that it's a design patchwork solution. Where the developers could've spent time to fix the problem without artificially solving it, but went ahead with something that exhibits similar functionality, requires less depth in design, but has possibly unintended consequences and makes the player feel like they've done something wrong when they activate invincitinks.

I would imagine that the Tortogun could've had projectiles without dealing damage when the enemies are stuck in it...(they're probably reversed lava tiles, and it'd take effort to make a similar object that blocks enemies without dealing damage...) Or Brandish dealing like 5/5, 4/5, 3/5, 2/5, 1/5 damage per each explosion, thus evening the playing field for Glacius and Voltedge in the damage department... Or reduce the damage of Seraphynx's Ray of Light and/or increase the knockback such that in the general case things won't keep getting hit by the ray so often (unless the target is stuck)... Or making Maskerwraith's Quills possible to land every one of them on a target, but have reduced damage to what it would be otherwise, or even make Quills that don't stick scatter around the target...
There are innumerable different ways to circumvent having to use invincibility to artificially stop damage, straightforwardly or interestingly. Invincitinks are just such a boring solution...

I'm sure whatever route OOO takes, the community as a whole would be much more happy than having invincitinks...

I suppose this'd sort of work... for things like Tortogun, I think this wouldn't quite fit the bill for the function of the crystals. They seem to be more so as walls/barriers than to do damage.

Sun, 07/20/2014 - 04:45
#9
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

fehz, if they can stop the damage from a certain point on, they can apply a different attack type, or directly half the damage (talking about pure damage here).
fe-tarkus, my main problem with invincitrinks is that they eliminate hits completely, damage and knockback. to me, making at least konckback apply is already a victory.

Sun, 07/20/2014 - 05:29
#10
Fehzor's picture
Fehzor

So what would happen if the beam was used on a mob that had no real weakness or uneven defenses? Like a creepcake, or vanaduke? I'm sensing some really funky results.

Sun, 07/20/2014 - 07:00
#11
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

well that's a question. my first choice is still having the damage, but I'll go for it. they could do the same thing that they do for fire damage, get a separate damage type for it. that way they could do whatever they want to do with defense.

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