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Armor abilites in LD part2 (updated V3)

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Mié, 11/26/2014 - 23:40
Imagen de Holy-Nightmare
Holy-Nightmare

Continuing from http://forums.spiralknights.com/en/node/106176

The basic idea behind this is that if you equip a set in LD you get a passive ability allong side it's natural boosts. Some of these add status chance to hits, some provide a buff or debuff under certain circumstances.

Except where noted you must where the full set to get the Buff or Debuff.

The more viable sets get negligible boosts or even debuffs while the less used sets get larger boosts.

__________________________________________

Fencing Jacket/Cyclops cap combo: User gets Low ASI

Groundbreaker: +2 extra HP

Proto: +1 HP

Ignition: gains MSI Low when lit on fire

TriGuard: defense orb can (but not always) drop from slain enemies

Spiral Scale: Gains sword DMG +1

Cobalt lines (excluding 5 star versions and Vitasuits): When inflicted by a status a stackable Damage low is applied (status must be inflicted to receive boost)

Jelly mail lines (excluding 5 star versions): On death throws stun spikes (same range as Lichen) (2star throws 3 spikes) power, range, and stun chance increase with star rate

Magic Cloak lines (excluding all 5 star versions): Is healed at 300% rate from HP pads and 12% faster from Guardian shield

Skelly line (excluding 5 star version): Deals low damage to surrounding enemies on death (damage cannot be resisted but can be enhanced by poison)

Demo sets (excluding 5 star versions): Full set gains Bomb DMG +2

Plate lines (excluding 5 star versions): Total base defense increases by 20%

Breaker sets (shock/fire/ice): All weapons have a low chance to inflict armor specific statuses (fire resistant armor makes weapons have chance to inflict fire, etc.)

Wolver lines (excluding 5 star versions): Gains Low sword ASI

Angelic lines (excluding 5 star versions): DMG +2 when playing guardian

BK 3 star: Total base defense drops by 10% (when using any piece)

BK 4 star: Max MSD and -50% defense when cursed (when using any piece)

Chroma lines (excluding 5 star versions): 10% longer recon cloak with no footsteps

Drake scale lines (excluding 5 star version): 10% longer Striker boost

Gunslinger lines (excluding 5 star versions): Gun DMG Med when in full set

Kat Claw/eye/hiss lines (excluding 5 star versions): Gains armor specific DMG Low (Claw gets sword DMG Low, etc.)

Quicksilver lines (excluding 5 star versions): When afflicted with shock the user moves at double striker speed and causes damage on contact with enemies. The user also becomes resistant to damage while spasming.
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Single piece items have no set and the perk can be acquired from using just one piece

Vitasuit plus: The player gets 3 free HP capsules (for every HP trinket the players loses one)

Seerus masks (excluding 5 star version): Gains short ASI buff after killing a player

___________________________

GU gear.
Much like how the gunner update mixes names to create new sets these powers will also be assigned to names

Grizzly: Chance to inflict Moderate Freeze on each hit
Firefly: Chance to inflict Moderate Fire on each hit
Falcon: Chance to inflict Moderate Shock on each hit
Snakebite: Chance to inflict Moderate poison with each hit

These increase status chance on weapons with same status. Ex: OC gains poison rate on Snakebite sets

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Pathfinder/Sentinel/Shade: Gun CTR raised to Med in full set

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Shade lines get 10% more HP on recon Shield and low MSI

Pathfinder lines get 10% more HP on Striker shield and low MSI

Sentinel lines get 10% more HP on Guardian shield and low MSI

Padded set gets Low gun ASI

__________________________

Note: edited quicksilver and Skelly
Note: edited Jelly and quicksilver
Note: added GU gear

Jue, 11/27/2014 - 03:29
#1
Imagen de Paintool
Paintool
Don't forget Radiant

Don't forget Radiant Silvermail and the Dragon Scale sets.

Jue, 11/27/2014 - 08:06
#2
Imagen de Holy-Nightmare
Holy-Nightmare
...

Those are part of the Drake Scale series

And the 5 star versions are in the first thread.

Sáb, 11/29/2014 - 12:13
#3
Imagen de Fangel
Fangel
I like it

Only thing I would change would be the skelly line. As stated in the other thread, specialist lines should be specialized for each class. It would be best if other sets could benefit from any class. Perhaps when hitting a deathmarked enemy they suffer a MSI -1. That would mean either playing as a recon, or synergizing with a friendly recon, but the bonus would work no matter what your class.

And do these bonuses stack on top of the 5* versions in your other thread, or are they replaced by the other thread's powers? If it's a replacement it might make 4* sets more viable for the bonuses, which would be a welcome change and a nice way to introduce people to lockdown.

Vie, 11/28/2014 - 18:37
#4
Imagen de Holy-Nightmare
Holy-Nightmare
@ Fangel

I changed both the skelly and the Magic lines from the first thread to help them out, I still want there to be variety from tier to tier not just more watered down abilities the lower on the tier list you go. As per the rules of SK the 5 star versions of armors radically change from the lower star versions (Dusker to Vog for example).

Much like the last thread you have to have the whole set to receive 100% of the effect, without the set you get just 33% of the effect (except for ones pointed out like the BK line and single piece items).

This means you can have the effects of 2 sets mixed together but not as powerful as each pure set respectively, (like how Grog isn't pure alcohol but it isn't a healthy citrus drink either) you can get the effects you want by mixing stuff together.

Possible mixes:

Eternal magic slime: Jelly/magic mix put your enemies to sleep, heal with guardian shield faster than they can then kill them all
Status angel: Breaker/Angelic line, crush them with damage/status boosted attacks as guardian

I could list more but you get the idea

Sáb, 11/29/2014 - 12:35
#5
Imagen de Fangel
Fangel
Oh that gets me thinking...

Just going to throw out a few loopholes that might need to be fixed anyways:
What if you wear one piece ash tail and one piece skolver? Would you get 33% from either's effect, or the fact that they are from the same "set" means you net the entire "wolver set" bonus, but not the full "Skolver" bonus? What about ash tail and dusker? Should users get the full benefit if it's the same line but just different star levels, unless the new star level introduces a different power?

Would damage bonuses work in smaller increments at 33% power? As such, instead of a ~7% damage boost, players would have a ~2.31% damage boost? Would this show on the tooltip, or just be invisible?

Also something else I should mention is that quicksilver's line should not have any sort of hazewalk ability lower than 5*, as the status walking abilities could only be triggered via trinkets or UVs. You need about +7 (may be 6.5) status resistance to hazewalk through minor statuses, and you do not have a natural 8 until 5*. An alternative would be shock spasms heal the quicksilver line by about 130 health, or ~3 pips of health. The fact that the line resists shock will make sure that the spasms happen less, and thus don't heal as much as someone with shock vulnerability might. You might even throw in a chance to shock yourself when using charge attacks.

And the skelly line still puts me off. I know you're trying to play on the idea of the skelly line bringing fear into its enemies, but forcing that role onto recons, while making sense, limits the usage of the armor. Like I suggested before, perhaps the MSD could be inflicted upon hitting a deathmarked enemy, or even maybe have it so you stun deathmarked enemies when attacking them. This allows for a guardian wearing full skelly to be viable, and a striker wearing full skelly to be reasonable when paired up with a friendly recon.

Sáb, 11/29/2014 - 15:22
#6
Imagen de Holy-Nightmare
Holy-Nightmare
As pointed out in several

As pointed out in several lines they exclude the 5 star versions meaning the 5 stars are counted as a completely foreign item. Skolver to Ash tail would be like Valkyrie to Ash tail, the user of this mix would only get 33% of the effect.

The boost would be invisible to the player but there would be a tab on the current equipment screen that could be pulled down to check your boosts, so the players could see their boosts but only in that tab.

I should probably change the quicksilver 3-4 star to buff the shock resist of any armor paired with it (meaning it increases what is already there so a full quicksilver would be immune, Magic line pieces would get a boost to just short of immunity and armors with penalties or no resist wouldn't be affected)

As for skelly I'm trying to do something to encourage the use of more classes in LD

Chroma and Skelly for recon
Angelic and demo for guardian
Wolver and drake for striker

I don't want just chromas in T2 LD as recon that would be too limiting.

Just because an amour leans one way doesn't mean it can't used some other way (I have seen Merc demo sets as part of a striker loadout even though it is a recon bombing specialist)

Lun, 12/01/2014 - 17:13
#7
Imagen de Fangel
Fangel
Okay....

Still didn't answer the wolver to dusker, or dusker to ash tail question. I understand 4* to 5*, but I'd think a 2* to 3*, or 3* to 4*, or even 2* to 4* could make the game viable if the boosts worked with mixed star levels.

As for encouraging more classes in lockdown... The demo works the same for all classes, the wolver works the same for all classes, yet skelly works only for one class. Perhaps making skelly add a MSD to any enemy that is hit would make it viable. We might see players in full skelly gear as strikers if that is the case.

Players shouldn't be forced into a class if they want to reap the rewards of its bonus unless it is specifically specialized in that way. For example, a chaos user works for all classes. A skolver works as a recon and guardian as well as a striker. Grey Owlite will see okay usage for all classes.
What I'm saying is Skelly has no bonus usage to 2/3rds of the playable classes. It is a defensive armor, and it would see no usage on the class that is in defense.
In short, Skelly should do its bonus for all classes. Perhaps after shielding for so long it will apply the debuff. Perhaps a full 3 seconds of shielding would give you 5 seconds of attacks that apply MSD to enemies. A striker can benefit from it, but must exhaust their striker boost entirely in one go to get the bonus. Recons could deathmark AND get that bonus. Guardians could sit on points for a while then have the bonus right away.

Lun, 12/01/2014 - 17:47
#8
Imagen de Holy-Nightmare
Holy-Nightmare
Weird idea popped into my

Weird idea popped into my head about what I could do with Skelly... damage to surrounding enemies on death.
Now we have Kamikaze Skellies scaring sword users and making guardians more viable as team support.

(Making this work on the Dread Skelly line could help pull it out from under Snarby)

_____________________________________

When wearing a non 5 star wolver line and a Skolver item together you would get the buffs of each just not as powerful as pure sets

A pure non 5 star wolver set would get the full ASI boost
A pure Skolver would get a hefty defense buff if frozen (enough to help survive the attacks that follow if you get froze)

In a mixed set you would get 33% the ASI and 33% the defense buff when froze.

If using a wolver set of mixed star levels you would get the full ASI boost (granted your defense would suffer).

Mar, 12/02/2014 - 13:52
#9
Imagen de Fangel
Fangel
I like the idea!

That sounds like a great way to make skelly work! Perhaps it could create a big angry bomb that detonates about half a second after death? If not the bomb itself, at least have similar visuals, or perhaps a spooky scary skeleton instead of the bomb face.
You know, you could have something similar for all the 5* defensive sets. Dread skelly gets an explosion on death, perhaps royal jelly could spawn giant lichen colony spikes on death (the ground ones. Not as dangerous as dread skelly), and grey owlite could spawn the old radiant sun shard bits in every direction. This is something for your other thread technically, but it's a fun thing to think about.

Granted, I think only the skelly set really needs it, but it would be a welcome change.

And thanks for clearing up the mixed level sets. It would make players who only have one 4* item and want to try out tier 3 lockdown less at a disadvantage if wearing a set.

Mar, 12/02/2014 - 15:55
#10
Imagen de Holy-Nightmare
Holy-Nightmare
.....hmmmmm

The Jelly and Skelly lines need a buff like this since you don't tend to see poison or stun hazes as much in T3 (can't even bring a Shiv since everyone has Skolver/BK). The magic lines are made viable by the popularity of AOA and VT as well as elemental weapons they counter.

Perhaps rather than an explosion why not a "Haunted Haze" effect that sends out a few ghosts to damage the nearby enemies while Jelly would get a spike throw (toxigel or Spike bomb styled attack for example) that does stun (standard and royal lines) or freeze (Ice queen).

I also got an idea for quicksilver. Totally immune to damage and flinch from shock, when shocked the user rockets about (2 x striker speed) unable to attack, any enemy they come in contact with take damage and a chance of taking minor shock (minor to prevent chaining quicksilvers).

Since quicksilvers are the Slime Berserkers.

Mar, 12/02/2014 - 16:24
#11
Imagen de Fangel
Fangel
It's possible.

Jelly and Skelly definitely need something. Grey Owlite is just overshadowed by chaos as an elemental resistance. The statuses it resists are common (at least shock is. Fire is sort of rare), but it could perhaps have the weakest of the "death effects". Like, leave a 2* haze bomb at their feet that inflicts fire and shock, but lasts for 2 seconds tops. Not the greatest thing to rely on, but still a defense line comeback

Perhaps for skelly it drops 10 "haunted haze" ghosts to attack whatever enemy is within a certain radius? If there are more than one enemy, then the damage is spread out. This means running onto a point against all other players on the other team will deal pitiful damage to all of them, however if you died to one person alone, then they would take a reasonable sum of damage. Jelly could have less of a range (think of it having blind spots) but have the same amount of damage be shot out every time they died? Skelly could dish out, say, 400 damage total. That means each ghost does 40 damage, or one pip. You can't resist that damage type either. For jelly, it could deal piercing and each spike (8 total) could deal 160 damage (4 pips) at 100 resistance.

Quicksilver idea could work. The zip around could be emulated by having a massive MSI while shocked (backfire barrier speed!), but max ASD when shocked (cannot be overwritten with ASI uvs and such). Otherwise, the player acts normally while shocked, spasming and taking damage.

Jue, 12/04/2014 - 12:57
#12
Imagen de Holy-Nightmare
Holy-Nightmare
Updated: jelly and

Updated: jelly and quicksilver

Actually, my suggestions for the 5 star Owlite is a real tank ability taking only 50% damage from the extremely common Storm driver, Voltedge, and Combuster.

Skelly is overshadowed a bit it is still quite powerful.

Perhaps a buff to halve damage from their appropriate resistances (Owlite becomes hammer counter, Skelly becomes Acheron counter, we could even add that to the RJ and IQ line to let them counter Flourish)

Jue, 12/04/2014 - 13:31
#13
Imagen de Fangel
Fangel
Oh here's an idea

With quicksilver, perhaps have the player be resistant to elemental damage while spasming instead of all damage. Makes shocking a quicksilver with alch-switching, brandish charges, or wailing with hammer combos less effective while still allowing other damage sources to continue. A cutter would be great if the contact damage didn't hit you the moment they stop spasming. Contact damage would be low (at most 1 pip), but perhaps have a low chance to spread shock. If you get lucky, walking into an enemy will get you both into an endless loop of shock until they fall.

And that second idea could work too.
Owlite becomes the elemental resistance. Polaris reigning on you? No problem. Hammers flying everywhere? No problem. Brandish hits? No problem.
Skelly being the shadow resistance would change a lot I would think. Players might mix and match skelly with black kat gear and have great acheron and gran faust resistance. Granted they could get more if they threw the damage bonus from the black kat set out the window for the full skelly set, but I doubt many players would be willing to do that.
Jelly being the piercing resistance could see some use as well. As long as the piercing resistance makes a big enough of a difference. It should be the difference from 5-6 flourish hits to 7-8 flourish hits. Heck, if you're wearing the full set you might be able to take 10 hits from a flourish as a +12 health striker, and even more as a guardian. Max damage strikers might need to switch tactics if a jelly shows its face... Thing...

Essentially, making the defensive armors actually provide great defense is a big plus from me. Besides, in order to take them down all you need to do is stop using your flourish/hammer/acheron and carry a varied loadout. Nothing hard or impossible.

Jue, 12/04/2014 - 13:59
#14
Imagen de Holy-Nightmare
Holy-Nightmare
Or just max the MSI of

Or just max the MSI of quicksilver when shocked and give full immunity to elemental and status (to help prevent shock from resetting and making an ubercharged quicksilver that crushes everything). This would make it something to scare the players that rely on Shock tactics.

Mié, 12/10/2014 - 13:07
#15
Imagen de Holy-Nightmare
Holy-Nightmare
GU gear added

GU gear added

Mié, 12/10/2014 - 13:46
#16
Imagen de Fangel
Fangel
Similar to the other thread

Similar to what I said in the other thread, the status should be reduced to minor and the sets don't really need any shield abilities/buffs. I still lean towards having specialist gear be the ones that benefit the classes, whereas the other armor benefit the player.

Mié, 12/10/2014 - 14:12
#17
Imagen de Holy-Nightmare
Holy-Nightmare
@ Fangel

Minor status in T2-1 would be alright since status immunity is harder to come by. Shield buffs are provided to fit the lore of some armors.

Pathfinders get to "Blaze Trails" as a striker with more boost
Sentinels get more "power to repel" as a more tanky guardian
Shade sets get to "surprise foes from the shadows" as a more efficient recon

The lore on the 3 star sets is just begging for class perks.

Perhaps I could drop the shield buff a bit so the Specialist gear doesn't get overshadowed.

Mié, 12/10/2014 - 15:14
#18
Imagen de Fangel
Fangel
Lore and balance can often mix paths

The shield buff bit isn't really needed for the classes to play well, and it does sort of take away a bit from the specialists. The status bit is good enough as is. The charge bit itself will also allow for non-recon gunners to have boosted CTR, which might make charging guardians a lot of fun.

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