Alright, that title was something of a lie. I wasn't thinking of weapon drops, just weapon recipe drops. I'm going to have to post names, mat lists?, descriptions of the models later
Here's the idea:
-Each series of monster drops a line of weapon recipes rarely when you kill it in the clockworks.
-Bosses don't get these because they already have their own weapons
-Monster series that have status variants have separate lines for the statused versions. The damage drops about 15% in exchange for chance to status. I indicate which parts of the normal combo status, and everything statuses on the charge. The chance of statusing is inversely proportional to the number of hits on which statusing can occur. Freeze versions only status on the last hit but have a higher chance to balance that.
-The lines go from 2* to 5*.
-2* is found in stratum 3, 3* in stratum 4, etc
-Recipes and the crafted weapons are not tradable.
-Everyone in the party gets a copy of the recipe.
-What recipes you can get depend on what other recipes you already have (so you can't get a 3* lumber arm without having the 2*). If you can't the recipes, you get 4 tokens (of the appropriate type to craft that weapon)
-All weapons have normal attacks based on other weapons, but the charges are unique.
-Neutral damage should be in line with other weapons of the same type of normal attack. Charge attacks are given relative to existing weapons.
-Status damage should be in line with other weapons of the same type.
-Crafting a weapon requires 4 spark tokens (in addition to a normal set of mats). 2 depend on the family (grim = fiend /ghost, forge = gremlin/construct, primal = slime/beast) and the other two depend on the status (grim = poison, forge = shock/fire, primal = freeze). If the weapon isn't a status version, it's the same as the family.
-The series of monster must be able to drop all the mats needed to craft it.
--Beast family:
Chromalisk:
Alchemer-type normal attack (except no ricochet on the higher *s) (status on both shots)
Piercing damage
Charge: one bullet that goes up to 14 squares and then deposits a status mist (r = 1.5 for all *s) (neutral version does stun only on charge)
Neutral Damage same as a mist bomb.
Wolver:
Cutter-type normal attack (status only on the last two ghost hits)
Piercing damage
Charge: three powerful lunges, each propelling the wielder forward 3 squares.
Neutral Damage same as a Calibur line charge
Alpha wolver:
Cutter-type normal attack (status only on the last two ghost hits)
Piercing damage
Charge: The wielder stabs forward, the hitbox three squares long, then burrows and pops up six squares ahead, facing backward relative to how they were facing, making an identical strike, then burrows again and pops up three squares forward and three squares right of the start, facing to the left, makes another strike, burrows and pops up three squares forward and three squares left of the start, making a fourth, final strike, before burrowing back to the original location.
TL;DR: The user burrows and pops up in a X with the starting point on one of the corners, making a strike that reaches the center on each location.
Total Neutral Damage 20% higher than a Calibur line charge, due to the difficulty in getting all four strikes to hit due to knockback.
--Construct family:
Gun puppy:
Blaster-type normal attack (status only on the last two shots)
Split elemental-normal damage
Charge: Star number of big bullets (OK, I lied about the cool charges for everything. I just wanted to make the turret weapon lines more normal-ish so people would use the other types of weapons) Total attack time is the same as a blaster charge for all *s
Total Neutral Damage same as Antigua charge total. for 2* I need to do the math for that (check back later)
Lumber:
Troika-type Normal attack (status only on the last hit)
Split elemental-normal damage
Charge: A lunge of two squares and a slam down two squares ahead of that. An AOE r = 3 deals high damage and interrupts everything up to and including turrets. Beyond that, to the radius of the equivalent blast bomb, a quarter the damage is done and the interrupt will not interrupt turrets.
High Neutral damage same as a blast bomb
Mecha Knight:
Calibur-type normal attack (status only on the last hit)
Elemental damage
Charge: Two Cali spins and (2* - 1, 3* - 4, 4* - 8, 5* - 16) evenly spaced bullets are launched. Bullets range = 6, spins are same size as Cali's
Spin Neutral Damage same as Calibur
Bullet Neutral Damage same as BTB spines
Retrode:
Blaster-type normal attack (status on all three shots)
Elemental damage
Charge: Six pulsar type bullets, except the first explodes at range 7 (which is when they all expand) and each consecutive bullet detonates another square along (so the last one detonates at range 12)
Bullet Neutral Damage 25% higher than normal pulsar shots
Rocket puppy:
Magnus-type normal attack (no status)
Elemental damage
Charge: (2 * star number - 1) shots, one shot from the gun, the other shots being fired in a line perpendicular to the shooter at the same time, symmetrical about the shooter, converging 10 squares ahead of the user. May inflict fire
Total Neutral Damage same as blitz needle
Red Rover:
Elemental damage
Charge: Shoots out a shard bomb pattern of flame (range double a same star mist bomb (possibly not that much higher on 4 & 5*))
Neutral Damage same as Shard bomb line (RSS after the line splits)
What? It's too long-ranged to be a sword, but too short ranged to be a gun.
Scuttlebot:
Troika-type normal attack (no status)
Split Elemental-Neutral damage
Charge: Three jabs, one straight ahead, and the others at 45 degree angles. Each has a reach of 3 squares, but they are narrower than you might expect for a troika-type weapon (about .8 squares)
Neutral Damage the same as a Calibur charge
--Fiend Family
Devilite:
Magnus-type normal attack (status on both)
Shadow damage
Charge: Wielder fires one normal(+ 50% dmg) shot, then dodges devilite fast three squares to the left, fires another ten squares in front of the original location, dodges three squares to the right of where they started, fires a third, and dodges back to the start.
Overtimer:
WRH-type normal attack (slightly less damage but faster) (status only on last hit)
Split Shadow-Normal damage
Charge: A WRH charge attack followed by a throw of the rake.
WRH Normal damage 80% of WRH hit (I need to do math on this one as well)
throw normal damage same as GF projectile
Yesmen and Pit Bosses don't get any weapons because they don't attack
Greaver:
Spur-type normal attack (status only on third attack)
Split Shadow-Normal damage
Charge: A two square lunge followed by three first spur combo swings followed on 4&5* with three projectiles, range = 4
Swing neutral damage same as Spur first hit
Projectile neutral damage same as BTB spines
Trojan:
Troika-type normal attack (no status)
Split Shadow-Normal Damage
Charge: A 6 square lunge followed by an AOE r = 3 with chance of stun 2 squares ahead of the user. May inflict stun.
Neutral Damage same as WRH charge
--Gremlin Family:
Thwacker:
Troika-type normal attack (no status)
Normal Damage
Charge: Two Calibur spins, during a continuous lunge of 4, followed by throwing the hammer. The hammer ghosts through enemies, but does not knockback. Can hit moderately sized enemies twice and large enemies such as giant lichen colonies and battlepods four times. May inflict stun
Spin damage same as Calibur line
Projectile damage same as brandish explosions.
Scorcher:
Split Elemental-Normal Damage
Charge: Radius same as blast bomb line, multiple explosions all with same damage, taking the same time as brandish explosions between each one. Each explosion has radius one more than the previous. Each explosion has little knockback, so it is possible to hit an enemy on all the explosions
Total Neutral Damage 60% higher than blast bomb (but that's only with all hits (not sure how to calculate potential damage like Luguiru does to check that this is balanced))
Demo:
Elemental Damage
Charge: Throws four bombs out, evenly spaced. Bombs will go until they hit a wall, or until the blast radiuses only intersect at where the bomber was standing. Total radius is about 150% of a blast line
Neutral Damage 33% of a blast bomb
Knocker:
Elemental Damage
Charge: Three blasts, right after one another. Radius same as mist line.
Neutral Damage 10% more than a mist line
--Slime Family:
Jelly cube: (has freeze and poison variants only)
Piercing damage
Charge: Sends up a radial array of spikes like the giant lichen colony for .5 seconds. Can hit enemies up to two times. Radius same as mist line
Neutral Damage 110% blast bomb
Blast cube:
Alchemer-type normal attack (except no ricochet on the higher *s)
Normal Damage
Charge: Sends a big bullet range = 14, that when it hits explodes r = 1.5 and releases 8 mini blast cubes, which travel 5 squares in a shard bomb pattern before exploding r = 1
Main bullet damage 80% of blast bomb
Secondary shots damage 20% of blast bomb
Rock Jelly cube
Troika-type normal attack
Normal Damage
Charge: A normal troika charge, except followed by a lunge backward 4 squares
Damage 95% troika charge
Lichen:
Catalyzer-type normal attack
normal damage
Charge: A normal catalyzer charge, except the bullet will stay there at the end of its range = 12 for as long as a normal tagging. Other catalyzer charges can stick onto this first shot.
Damage: 70% catalyzer shot
Lichen Colony / Toxilargo:
Alchemer-type normal attack (no status)
Split Piercing Normal Damage
Charge: Sends a giant bullet up to 10 squares, with massive knockback. no ricochet
Damage same as Alchemer charge
Giant Lichen Colony:
Calibur-type normal attack
Split Piercing Normal Damage
Charge: A lunge of 1, with a swing, followed by spikes going out from the wielder like brandish line explosions (dependent on * number)
Swing Neutral Damage same as Brandish/Nightblade charge swing
Spike Neutral Damage same as Brandish/Nightblade explosion
Oiler:
Calibur-type normal attack (no status)
Split Piercing Normal Damage
Charge: Two Calibur spins, followed by a fire mist deployed r = 3
Spin Neutral damage same as Calibur spin.
Mist does not inflict direct damage. Fire does twice the number of hits
Quicksilver:
Alchemer-type normal attack (shock on both shots)
Split Elemental Piercing Damage
Charge: A single bullet that ricochets a dozen times, for full damage.
Neutral Damage 80% alchemer
Polyp:
See Gun Puppy Entry, simply replace elemental with piercing
--Undead Family:
Howltizer:
See Gun Puppy Entry, simply replace elemental with shadow
Kat:
Spur-type normal attack (status on third attack)
Shadow Damage
Charge: User teleports 8 squares ahead and does one big slash.
Neutral Damage 80% full Calibur charge
I hesitate to seriously consider this one because the SK dev team will have to entirely rework the maps in order to prevent people from abusing this horribly by say, jumping back to the health pads during DFV or jumping onto the roofs that were put in for cosmetic effects and then sniping everything in sight or just plain skipping sections.
Zombie:
Flourish-type normal attack. (status on second and third hits)
Split Shadow Normal Damage
Charge: A WRH dash of 6, followed by a swing and laying down a mist r = 2
Swing Neutral Damage same as brandish/nightblade charge swing
mist inflicts no direct damage
I will now open the floor to your soul-crushing criticism :) Did I miss anything?
I could go on to tell you about how half of the weapons in the game don't work, and that the devs have a hard enough time at balancing things, but instead I'm going to get to a bigger point- This would slow things down.
I want to see a new enemy. Look at how much effort it takes to make an enemy, and compare that to making a new boss. Shadow lairs doubled the amount of time it took to make bosses- it now requires 2 sets of the levels, a reskin of the boss to fit a theme, etcetera. If this happened, it would mean that there would potentially be less enemies coming out- and there are almost no enemies that come out ever as it is, so I'm against them coming from enemies directly. What I'd rather see instead, is them being found in "special levels" in the clockworks, where players would have to control the clockworks to form said levels… although being that that is a rather intense idea, it might be nice to instead see them from treasure boxes in the non-missions.
As far as the weapons, they sound pretty awesome. I absolutely love the shadow spur from the kat, that sounds awesome… mostly because I love teleportation as an idea. All are decent ideas for weapons, all could be balanced, and all could fit into the game somewhat well.