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I couldn't find a suggestion thread, probably because I just woke up, but if there is one I'll promptly delete/move this if possible.
Just another opening note, this isn't a "lolz dis wud be n awesum wepun nd u shoud make it for me" thread, while I would love to have these items in game and have them, I also feel that they would add to the mod, and balance the weapon catagories AWAY from swords. Really, I want a reason to have 30 in something else other than "I think this weapon is cool, even if low level/nothing compared to it's sword counterpart". Also, these are free to criticism, suggestion, and modification, I realize some of my ideas won't be realistic, this is why their ideas.
With that said, here we go:
Change logs:
Now taking ideas and submissions in this thread, expect them to be modified in order to make it to this list.
Now color coded, I know some of the colors just plain hurt, but bear with me.
*** = newest additions.
** = newly modified
**Frostlancer: Type: Bow
Modifications credit: Belmont
Normal attack, 1 mana, ice element arrow. Mid range damage (50's on normal unarmored, 70's on elementally weak), 20% chance to slow.
Charge one: Freezing shots:10 mana,Two bolts going in a tight "v" patter away from the player, Less damage, high chance to slow, 80% (think hoarfrost shard, only fast moving).
Charge two: Puncture lance: 25 mana, normal damage, 90% chance to slow, strikethrough (think, orion)
In depth description: Primary shot would have *straight* trajectory like the *orion* bow, 1st and second charge would *also* have a straight trajectory.
Purpose: We have an energy base (lightning) elemental bow, I hear we already have a firebow model, this would complete the trinity. Also, the idea of multi shot/charge shot bows is appealing to me and some others in the community. The high probability to slow your enemies down with this bow means you can keep the enemies off you while still doing damage, you can also play a support role in a group by slowing down all the enemies on the front lines from afar.
Prismatic Fists: Type..... fists?
Normal attack, mid range damage, neutral propery. (50-60 dmg on unarmored)
Charge 1: Elemental punch, Fire. 5 mana, 80dmg on unarmored, 120 on elementally weak. 20% chance to set ablaze for a 20dmg a second DoT, medium duration.
Charge 2: Elemental punch: Ice. 5 mana, see above for damage estimations, 20% chance to slow/dot for 10dmg/sec, medium/long length DoT.
Charge 3: Elemental punch, Lightning. 5 mana, see above for damage estimations, 80% chance to stun for 5 seconds and DoT for 25 dmg (also 5 seconds).
Charge 4: Elemental punch, Affliction. 10 mana, see above blah blah blah, 50% chance to DoT, 10 dmg, *long* DoT.
Charge 5: Elemental punch, Holy. 40 mana, 0 dmg against normal, 200 dmg against undead/unholy, high chance to cause undead fear (if undead hit with holy punch under 30% hp, 80% chance to fear)
Charge 6: Prismatic domination. 300 mana, 10% chance to do all above effects/elemental damages/DoT's separately, if multiple effects trigger, only the highest priority will take effect.(10 effects total, 5% chance each, I know, this is probably totally unreasonable, I'm just taken with the idea).
In depth description: A charge for every element, the charges add a degree of difficulty to using them, but using the right charges makes them very versitile in this elemental world.
Purpose: We have 3 MA weapons that I know of, and they're all made obsolete by other weapons. I want a reason to get my MA to 35+ to use all the charges on these beasts of gauntlets. This is a *top end* weapon, I wouldn't expect this to show up until we start hitting maps that are 60+ in range.
Swordbreaker Gauntlets: Type, gaunts.
Normal attack: mid/high neutral property damage (75 dmg on unarmored), fast attack rate, faster than F.gaunts which is 1 atk/sec.
Charge 1: Kick.
Description: These gauntlets are pretty standard, except for the jitte like prongs protruding from the knuckles made for catching swords, however, with enough skill, they can catch about anything coming your way and soften the blow. Wearing the gauntlets provides an extra 15% defense on top of your armor (I'm prolly wrong, but gold armor + these = 75% dmg resist).
Purpose: A defensive weapon, one hand weapons have shields, two hand swords have crazy parry, so I think something that can be as fast as armored gauntlets could deflect quite a lot when worn. Neutral damage property can really hinder what mobs these gaunts can damage, so I think this balances their great defensive property.
Axe of the Savage: Axe
(credit, Tradion, modification/specification by me)
Normal attack: Neutral property, high damage, slow attack speed. (150-220 dmg unarmored)
Charge one: Savage Flurry, 40 mana, 10hp, strikes 3-8 times on a target in two seconds, high miss rate, reduced damage per hit. (70% miss rate, 100-150 dmg per strike unarmored)
Charge two: Spiral Axe, 60 mana, 20hp, does an AoE attack at full damage on all targets within the axes normal attach range (about 3 person away range), spins around the player twice, potentially hitting all targets twice, increased hit rate ( normal hit rate, about 50%, spiral hit rate 70%, seeing at it's damn hard to doge a spinning flying axe if you're already in it's range).
In depth description: An axe imbued with a savage spirit, having a will of it's own it can hasten itself, and even attack around the user of it's own accord... if the price is right.
Purpose: Tradions reasoning for wanting this axe is that we don't have enough axes, I agree in a respect, specifically this axe would add a multi purpose weapon that actually fits the Slow, unweildy, but crazy powerful persona of an axe that MSC created. The hp drain of it's charges discourages spam of these potentially insanely powerful moves, and the miss rates on the attacks I feel balance it's otherwise unbalanced damage.
Prismatic Helm: ...helm?
40% stun resist, 15% elemental resist.
Purpose: I like options, I think it's appropriate to have options that sacrifice specificity for blanket usefulness.
Demon's Plate: Armor
Whatever % of your hp is gone, your attack is multiplied by that %. Half hp is 150% of total attack (+50%). Same defense as pheonix/AoB.
Purpose: Risk vs. Reward, this would be dumb to use against bosses, but potentially rewarding against normal monsters.
(Can we do requiered strength for armors...? We could make it obscenely heavy, but it doesn't have to be...)
Spell: Levitate
(Think: Everquest) This spell makes you hover slightly above the ground, if theres no ground to be spoken of, you slowly fall. I.E., if you are on a ledge, and try to run 7 ft to a ledge of the same height, you won't make it.
This may be game breaking/sploitable, so I'd understand if this one was instantly shot down.
SC req. 20. Self only.
Possible neck slot items/effects:
Rosary: undead resist +5%
Necklace of the Troll: +5%hp
Necklace of haste: move and attack speed +5%
All damages are estimations/desired ranges, some weapons and items are ramped for a higher end game than we currently have. All *constructive* opinions welcome, coding may be unrealistic, but I at least want to explore options. I really do think there are good ideas here, and I don't think these are just the creations of weapon lust, a lot of these would serve a good role in the game. What I want to talk about more so is the possibility to code these, realistic damages/ charges, level ranges, possible effects and such.
Just another opening note, this isn't a "lolz dis wud be n awesum wepun nd u shoud make it for me" thread, while I would love to have these items in game and have them, I also feel that they would add to the mod, and balance the weapon catagories AWAY from swords. Really, I want a reason to have 30 in something else other than "I think this weapon is cool, even if low level/nothing compared to it's sword counterpart". Also, these are free to criticism, suggestion, and modification, I realize some of my ideas won't be realistic, this is why their ideas.
With that said, here we go:
Change logs:
Now taking ideas and submissions in this thread, expect them to be modified in order to make it to this list.
Now color coded, I know some of the colors just plain hurt, but bear with me.
*** = newest additions.
** = newly modified
**Frostlancer: Type: Bow
Modifications credit: Belmont
Normal attack, 1 mana, ice element arrow. Mid range damage (50's on normal unarmored, 70's on elementally weak), 20% chance to slow.
Charge one: Freezing shots:10 mana,Two bolts going in a tight "v" patter away from the player, Less damage, high chance to slow, 80% (think hoarfrost shard, only fast moving).
Charge two: Puncture lance: 25 mana, normal damage, 90% chance to slow, strikethrough (think, orion)
In depth description: Primary shot would have *straight* trajectory like the *orion* bow, 1st and second charge would *also* have a straight trajectory.
Purpose: We have an energy base (lightning) elemental bow, I hear we already have a firebow model, this would complete the trinity. Also, the idea of multi shot/charge shot bows is appealing to me and some others in the community. The high probability to slow your enemies down with this bow means you can keep the enemies off you while still doing damage, you can also play a support role in a group by slowing down all the enemies on the front lines from afar.
Prismatic Fists: Type..... fists?
Normal attack, mid range damage, neutral propery. (50-60 dmg on unarmored)
Charge 1: Elemental punch, Fire. 5 mana, 80dmg on unarmored, 120 on elementally weak. 20% chance to set ablaze for a 20dmg a second DoT, medium duration.
Charge 2: Elemental punch: Ice. 5 mana, see above for damage estimations, 20% chance to slow/dot for 10dmg/sec, medium/long length DoT.
Charge 3: Elemental punch, Lightning. 5 mana, see above for damage estimations, 80% chance to stun for 5 seconds and DoT for 25 dmg (also 5 seconds).
Charge 4: Elemental punch, Affliction. 10 mana, see above blah blah blah, 50% chance to DoT, 10 dmg, *long* DoT.
Charge 5: Elemental punch, Holy. 40 mana, 0 dmg against normal, 200 dmg against undead/unholy, high chance to cause undead fear (if undead hit with holy punch under 30% hp, 80% chance to fear)
Charge 6: Prismatic domination. 300 mana, 10% chance to do all above effects/elemental damages/DoT's separately, if multiple effects trigger, only the highest priority will take effect.(10 effects total, 5% chance each, I know, this is probably totally unreasonable, I'm just taken with the idea).
In depth description: A charge for every element, the charges add a degree of difficulty to using them, but using the right charges makes them very versitile in this elemental world.
Purpose: We have 3 MA weapons that I know of, and they're all made obsolete by other weapons. I want a reason to get my MA to 35+ to use all the charges on these beasts of gauntlets. This is a *top end* weapon, I wouldn't expect this to show up until we start hitting maps that are 60+ in range.
Swordbreaker Gauntlets: Type, gaunts.
Normal attack: mid/high neutral property damage (75 dmg on unarmored), fast attack rate, faster than F.gaunts which is 1 atk/sec.
Charge 1: Kick.
Description: These gauntlets are pretty standard, except for the jitte like prongs protruding from the knuckles made for catching swords, however, with enough skill, they can catch about anything coming your way and soften the blow. Wearing the gauntlets provides an extra 15% defense on top of your armor (I'm prolly wrong, but gold armor + these = 75% dmg resist).
Purpose: A defensive weapon, one hand weapons have shields, two hand swords have crazy parry, so I think something that can be as fast as armored gauntlets could deflect quite a lot when worn. Neutral damage property can really hinder what mobs these gaunts can damage, so I think this balances their great defensive property.
Axe of the Savage: Axe
(credit, Tradion, modification/specification by me)
Normal attack: Neutral property, high damage, slow attack speed. (150-220 dmg unarmored)
Charge one: Savage Flurry, 40 mana, 10hp, strikes 3-8 times on a target in two seconds, high miss rate, reduced damage per hit. (70% miss rate, 100-150 dmg per strike unarmored)
Charge two: Spiral Axe, 60 mana, 20hp, does an AoE attack at full damage on all targets within the axes normal attach range (about 3 person away range), spins around the player twice, potentially hitting all targets twice, increased hit rate ( normal hit rate, about 50%, spiral hit rate 70%, seeing at it's damn hard to doge a spinning flying axe if you're already in it's range).
In depth description: An axe imbued with a savage spirit, having a will of it's own it can hasten itself, and even attack around the user of it's own accord... if the price is right.
Purpose: Tradions reasoning for wanting this axe is that we don't have enough axes, I agree in a respect, specifically this axe would add a multi purpose weapon that actually fits the Slow, unweildy, but crazy powerful persona of an axe that MSC created. The hp drain of it's charges discourages spam of these potentially insanely powerful moves, and the miss rates on the attacks I feel balance it's otherwise unbalanced damage.
Prismatic Helm: ...helm?
40% stun resist, 15% elemental resist.
Purpose: I like options, I think it's appropriate to have options that sacrifice specificity for blanket usefulness.
Demon's Plate: Armor
Whatever % of your hp is gone, your attack is multiplied by that %. Half hp is 150% of total attack (+50%). Same defense as pheonix/AoB.
Purpose: Risk vs. Reward, this would be dumb to use against bosses, but potentially rewarding against normal monsters.
(Can we do requiered strength for armors...? We could make it obscenely heavy, but it doesn't have to be...)
Spell: Levitate
(Think: Everquest) This spell makes you hover slightly above the ground, if theres no ground to be spoken of, you slowly fall. I.E., if you are on a ledge, and try to run 7 ft to a ledge of the same height, you won't make it.
This may be game breaking/sploitable, so I'd understand if this one was instantly shot down.
SC req. 20. Self only.
Possible neck slot items/effects:
Rosary: undead resist +5%
Necklace of the Troll: +5%hp
Necklace of haste: move and attack speed +5%
All damages are estimations/desired ranges, some weapons and items are ramped for a higher end game than we currently have. All *constructive* opinions welcome, coding may be unrealistic, but I at least want to explore options. I really do think there are good ideas here, and I don't think these are just the creations of weapon lust, a lot of these would serve a good role in the game. What I want to talk about more so is the possibility to code these, realistic damages/ charges, level ranges, possible effects and such.