Forums › English Language Forums › General › Suggestions

Search

Make damage buffs actually buff status bombs

8 replies [Last post]
Sat, 12/24/2011 - 18:51
Nicoya-Kitty's picture
Nicoya-Kitty

As most of us know, the damage buffs on status bombs only affect the small-radiused initial explosion, and have no effect at all on the duration/severity of the status, nor the amount of time the mist lingers or any other useful bomb statistic.

Right now they do a "minor" status. I think they should receive buffs as follows:

None/Low: Minor
Med/High: Moderate
V.High/Ultra: Strong
Max: whatever strength status traps cause.

Damage vs [monster class] buffs would of course only apply to that monster class, while generic damage bonuses (Armor/trinket bonuses) would apply to any monster or PvP enemy.

Sat, 12/24/2011 - 18:56
#1
Thimol's picture
Thimol
-----

Huh...

I can reluctantly support having the increase from minor to moderate (I think there was a "fair", too), but an increase to strong would probably be gamebreaking, especially for Agni. It would be fun to see how quickly it would dismantle large crowds in arenas, though.

Although, I would like for the area of damage dealt to be wider. Make it like those status traps or something.

Actually, how effective are status effects in the "strong" area?

Sat, 12/24/2011 - 20:31
#2
Nicoya-Kitty's picture
Nicoya-Kitty
The elemental brandishes do a

The elemental brandishes do a "strong" status with their charge attack, and it's not game-breakingly stronger than the minor statuses that the bombs do (interestingly the 1* bombs, the firecracker, cold snap, and static flash all do moderate status). The actual damage ticks are the same (for example my voltedge and plasma cap both do 29dmg per shock tick in S6), the stronger statuses just last longer and I think have a better chance of affecting resistant foes. I believe that full skolver in T3 PVP is unaffected by shivermist, but can be frozen by a glacius charge even though both have a "good" chance of causing the status. (someone feel free to correct me on this)

Also I think the "fair" was one of the chances of causing the status to begin with. Slight chance, fair chance, good chance, and maybe some others. Gran Faust has a fair chance of causing strong curse, for example.

Sat, 12/24/2011 - 20:38
#3
Thimol's picture
Thimol
-----

Well, the brandishes do have a good chance of causing "strong" statuses, but don't have the capacity to inflict them on the scale that the haze bombs can, especially when fully upgraded. But then...

the stronger statuses just last longer and I think have a better chance of affecting resistant foes.
If true, then I guess strong statuses on the haze bombs wouldn't be a bad idea. In fact, I'd support it, really. It'd make using the Voltaic Tempest a little less tricky to use.

Sat, 12/24/2011 - 20:52
#4
Nacho's picture
Nacho
Vaporizers are all about

Vaporizers are all about inflicting a status not about damage. I dont know if you are talking about trinkets, Uvs or both; but i agree that having either of those you expect damage buffs do something with vaporizers. I think that making the damage buffs to improve your status inflicting wont be the best solution since it would also have to affect other weapons, so a weapon would get a damage buff plus a status buff.

I tottally understand what you are saying but my solution to the problem would be this: If you are talking about Uvs maybe certain weapons having the opportunity to have a uv like Increased chance of inflicting status, or Status inflicting enhanced. If you are talking about trinkets, pretty much the same.

Sorry if i missed what you were actually suggesting :P
Im still a noob at english and dam you use long words.

Sat, 12/24/2011 - 21:19
#5
Tdhk
Gamebreaking Agni?

Lol at the gamebreaking Ash of Agni comment. Most of the time, a status bomb is a deterant to stop people from entering a specific area in LD, or in order to deal some passive damage to large crowds, espicially in arenas (12 mechaknights anyone?). To be frank, there should really be a better deterant for those skolver toothpick weilding strikers. Ash of Agni that deals more severe status fills this in. Shivermist devastates anyone without freeze resist, volatic does the same for those without shock, but fire does NOT present enough of a threat to not run into it. All it deals is DoT and causes no movement penalty. Any skolver user can just run in with a toothpick, cut the poor bomber to pieces and boost back to spawn before they even lose half their HP. Increasing the duration due to damage buffs would be great, actually giving someone who uses a status bomb sidearm a choice of either severe status or lots of bombs placed.

Basically, I approve.

Sat, 12/24/2011 - 21:27
#6
Thimol's picture
Thimol
-----

or in order to deal some passive damage to large crowds, espicially in arenas (12 mechaknights anyone?).

Uh, yeah. That's what I meant when I was talking about "gamebreaking". Do take into account the possibility that this could turn the entirety of PvE into a cakewalk for anyone with Ash of Agni. I don't know where you got the idea that I meant anything about LD by that, and quite frankly, LD shouldn't even be mentioned in that regard, since walking into the blast radius of any status bomb in LD just makes you look foolish.

Sat, 12/24/2011 - 22:08
#7
Tdhk
No arguements. This is the internet.

Last I checked, most of my damage from status bombing in an arena comes from the epicenter of the blast, not the passive damage. A gremlin mender can fix up about 10 seconds of work in 2 seconds with a single cast, or even heal the lot with its "Stay close!" AoE heal. Ever faced a T3 mender that does a lasting AoE heal? Kiting don't work on no mechaknight walking through that, I assure you. If that isn't enough to sway you, lets look at some numbers (taken from spiral knights wiki for T3, stratum 6, the place where it is easiest to see the damage output differance).

Ash of Agni explosion damage :- Weak-36-41, Nuetral-150-163 (says 153 but assuming typo given each level gives an extra 3 damage.) Strong-215-240.
Ash of Agni burn damage :- Averages at about 75-76 damage

Each damage bonus level from 1(low) to 6(maximum) offers a 7% increase on the base damage. After crunching some easy maths, the burn does an extra 32 damage and the explosion, either 101 for strong, 68 for nuetral and a measly 17. Simply put, the explosion damage deal 200% more then the burn tick, and can be applied more readily, given that charge times are reduced by 7.5% for each level. Simply put, with max charge, I can place another bomb before the previous one even explodes.

Anyway, it deal significantly more damage on explosion for a bomber the on the tick, given that with the right placement, it can actually hit anywhere between 4-6 enemies. Besides, anyone with a DA (everyone) knows that an arena is a cake walk with DA charge spam as well. Gamebreak my foot. And qoute you "... entirety of PvE into a cakewalk for anyone with Ash of Agni."? Last time I checked, fire levels are heniously difficult with nothing but an Agni bomb. ESPECIALLY FSC. Please think before you post. I do agree on the LD comment I made though. I did intend to say it, but perhaps the syntax I used was not the best example of a well thought out comment. My apologies if that caused some confusion.

The point I was trying to get across is that Agni is very under-used in LD due to it not providing some form of crippling factor (e.g. shock can stall movements and damage, stun slows, poison makes you take and deal 50% more and less damage and freeze keeps you in place for a right spanking from a GF). Walking into a blast radius for LD makes you a fool? Try play a game with 2 shock bombers completly locking you out of a zone due to shock covering the entire place. Someone needs to walk out to stop them. Put some Agni there instead and skolver/vog users wouldn't give a single toss that day. If anything, Agni needs a slight buff from something and this provides it.

Merry Christmas all.

Sun, 12/25/2011 - 15:27
#8
Fradow's picture
Fradow
I agree with the proposed

I agree with the proposed change. It would make damage trinkets and mad bomber actually useful to status bombers. Perhaps tweak a little bit those bombs so that they don't become even more OP than they are now, but it would be great for people commiting to the bomber role.

If it could also impact vortex bombs in the meantime, it would be great. Those bombs could use a buff, and the first blast is laughable (I mean, 5 damage in jelly palace ? Seriously ?). And the end blast is not that great either, not much more than a haze bomb .... and often useless as people charge in out, pushing everything out of it. So if it could buff the sucking power of the bomb, it would be great.

Powered by Drupal, an open source content management system