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Specialized Weapons partially deal permanent damage

11 replies [Last post]
Sat, 09/06/2014 - 23:01
Fe-Tarkus

Enemies that weapons have an inherent familial damage bonus against will deal that percentage of damage that is unhealable by any source(well maybe except lichen combination). It's basically permanent damage that reduces max health.

So for all these specialized weapons, the player would deal 12% unhealable damage, and eventually kill these monsters regardless of dem healz.

For example, if one used the Cautery Sword against RJP, eventually one'd be able to kill it by accumulating that 12% of damage over time.

Applicable to Cautery Sword, (Heavy) Deconstructor, (Wild) Hunting Blade, Wrench Wand, Blackhawk, Silversix, Sentenza, Argent Peacemaker, and 0*/1* family-damage weapons (EDIT: I forgot Cold Iron Carver/Vanquisher :|)

Could be applicable to armors, but eh iono.

Sun, 09/07/2014 - 02:58
#1
Sir-Pandabear's picture
Sir-Pandabear

It's a really niche application, but I like it.

What makes it especially cool is that reducing max health of an enemy would also make them easier to flinch.

Sun, 09/07/2014 - 09:41
#2
Fehzor's picture
Fehzor

I don't think it would fix everything overnight, but it would be something.

I think making UVs and armor buffs do as you said- take off just the percentage they added, but then making actual weapons with that innate bonus take off like 3/4s of the damage they dealt would be more balanced.

Sun, 09/07/2014 - 15:10
#3
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Well, this actually reminds me of my idea for my fan game. Shadow damage, for example, situationally deals damage, but the most noticeable effect is that it temporarily removes maximum HP. This works nicely because the two monster families weak to Shadow (Jellies and Gremlins) will be able to heal. (Jellies through constant healing-over-time, and Gremlins through pills and Ember Bolts.) Hitting them with enough shadow damage cripples their healing capability and leaves them vulnerable for long periods.

Might I ask, though: Would this effect that the OP is talking about, does it inflict randomly or all the time?

Sun, 09/07/2014 - 18:47
#4
Fehzor's picture
Fehzor
The way I have interpreted it

The way I have interpreted it is that it is the extra from the bonus.

So for all these specialized weapons, the player would deal 12% unhealable damage, and eventually kill these monsters regardless of dem healz.

Basically, cold iron vanquisher and her friends would deal their damage, and then they would deal an extra 12% of their damage as the special unhealable portion.

Cold iron vs most things: 223 - 238
Cold iron vs undead: 265 - 286

So against undead, cold iron vanquisher would deal 42 to 48 damage as unhealable damage, and 223 to 238 as normal damage.

The reason I said that it should be closer to 3/4 is because of how much health these things have, and how little that 42 would be. For instance, zombies have 1,100 health at D24. In order for it to be brought down to 3/4s of that number, It would take a good three combos (6.11 hits with just the third hit, which is what I mentioned above).

Mon, 09/08/2014 - 11:20
#5
Holy-Nightmare's picture
Holy-Nightmare
+1

This would help the Sentenza get out from underneath the Obsidian carbine as the weapon of choice for handling gremlins....

Mon, 09/08/2014 - 19:29
#6
Fe-Tarkus

@Sir-Pandabear
Interesting, didn't think about easier staggering. I've used the Wrench Wand in S3, S4 and it doesn't stagger on a full attack combo :| So I have to run Magnus with it for the stagger shot.

@Autofire
100% infliction; percentage is the amount of damage permanently dealt.

@Fehzor
I suppose 75% makes more sense, I wasn't really thinking about damage numbers when I initially thought of the idea, so I just went with the percentage that was already a part of these specialized weapons. I was thinking about it a bit, and 75% seems like a pretty good number. 50% seems kind of low and 100% seems too high.

Using multiples of 4, the closest value to 75% including armor is 12% per family damage modifier; totaling 84%.

For the OP route: 16% per "vs. family" modifier. ie. specialized weapons 48%, 3-4* specialized armors 16%, 5* specialized armor 32%. Maxing out makes 100% damage permanent(112% raw, but no overflow additional damage). (weapon, 3-4* armor, 5* armor would result in 96% permanent damage)
Middle route: 12% per "vs. family" modifier. Maxing out makes 84% damage permanent.
"Eh" route: 8% per "vs. family" modifier. Maxing out makes 56% damage permanent.

Generally I see people using either an armor set or a specialized weapon. So that'd be 48% or 36% at 12% per family damage modifier in general use. And maxed out it'd do pretty nifty work on enemy families. Would provide a pretty incentive for using specialized armors and weapons.

@Holy-Nightmare
Indeed.

Mon, 09/08/2014 - 19:31
#7
Sir-Shadow-Striker's picture
Sir-Shadow-Striker
+1.21

Enough has been said to support this idea, so no need for my thoughts.

Wed, 09/10/2014 - 03:23
#8
Green-Neko's picture
Green-Neko
Oh hai Sir :u

+1wafflebaconthing
The numbers confuse my little neko mind, but I get the gist of it.
ADMINS, implement this plox <3

Wed, 09/10/2014 - 13:13
#9
Neoretro's picture
Neoretro
.

This would also give people more reason to use "Damage Bonus Vs. [Monster Family]" UVs, which I currently consider too narrowly focused, so I support this idea.

Wed, 09/10/2014 - 13:43
#10
Fangel's picture
Fangel
I like it

Makes universal damage bonuses still be viable but specialized ones be more team-friendly.

Also, heavy deconstructor would be super useful in construct arenas.

Thu, 09/11/2014 - 22:36
#11
Klipik-Forum's picture
Klipik-Forum

I still think they should just remove the cap on all bonuses (attack, defense, status resist, msi, CTR, ASI). That would fix this too.

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