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New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons
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Promethus
Posted 11/6/2009 9:56 PM (#279736)
Subject: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



King of Darkness

Posts: 8506
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Decided to try weapon designing now. Be as harsh as you can on this. Mercs are at lvl 100 upgrade w/ lvl 60 skills and PVP stats.

-----------------------------------------

Totem Weapons (Physical Combo weapons):

A weapon designed to not be used. The main purpose of a totem is to request divine aid. While the are large and fragile, the bequeath extreme strength unto the wielders. The wielders of these weapons have trained with their weight to the point where they can move easily, nimbly, and quickly with them on.

Spirit Totem:
Atk Pwr 10-15
+1 Combo rate
+1 Accuracy

Dragon Totem:
Atk Pwr 200-350
+8 Combo rate
+8 Accuracy
+40 Crit rate
+8 Physical Attack Evasion rate

Can only hit one target in the very front of each column.

-----------------------------

Godhand (C rank Totem)

Str Low-Mid
Dex High
Def Mid
Vit Mid
Int Low
MDef Low-Mid
AP 60-80

Shadow Step: Passive. From the training the Godhand has went through, he is able to move quickly enough to leave after images. The speed training augments all of his body, not just his feet. +10 Combo rate, +10 Accuracy, +50 Crit rate, +10 Physical Attack Evasion rate

Replication: God has given the power of extreme mobility to his chosen. His mobility has increased to the point where even his after-images can cause physial harm. All physical attacks hit twice. The second hit only does 40% damage. Crit rate calcs are separate for each hit. E.x. If the Godhand does 2 normal attacks, it will show 4 hits, each with its own accuracy calc, crit calc, and combo addition. In other words, if the first 3 attacks miss, the last one can still hit. THis merc can potentially deal 8-hit combos. All attacks done by replication will add combo counters. CD 4 Dur 6 AP 200

Aura Projection: By gathering ambient energy, the Godhand to amplify his aura to the point where it becomes tangible. He then uses the aura to amplify his attack range. Allows the Godhand's attacks to hit one merc behind the initial target. CD 3 Dur 3 AP 150

---------------------------------

Gaia (C rank Cannon)

Str Mid
Dex High
Vit Mid
Def Low
Int Mid
MDef Mid
AP 60-90

Frozen Comet: Call upon the Earth's frost to freeze a cannonball then send it crashing back down to the ground and into enemy mercs in a cross pattern. Can only target a merc in the first 2 rows. Will only freeze the primary target. All mercs hit by the attack take 2k damage. Frozen merc suffers 500 DOT per turn and -100 MDef. CD 3 Dur 2 AP 150

Explosive Shot: Converts the normal attack into a fire-based column attack. Normal attack does not add stun counters or knock scrolls for the duration of this skill. +800 Atk. All targets hit by this attack take 400 DOT damage for 2 turns. Any merc hit by a ice-based attack then suffer 1k additional damage. Attacks can now hit fliers. Damage from DOT does not stack on itself, so two hits does not make 1k DOT damage. CD 2 Dur 3 AP 100

Lightning Pierce: Strike one target and dispel all buff or debuff effects on that merc. Does 2k damage to the target. Can only hit mercs in the first two rows. CD 3 Dur 1 AP 175.

---------------------------------

Psykeeper (C rank staff+orb)

Str Low
Dex Low
Vit Low
Def Low
Int High
MDef High
AP 50-70

Ensnare: The psykeeper strikes at the enemy's mind. Paralyzes the target with extreme fear. Can only hit the first row. Target can not move, guard, attack, use items, or use skills for duration of this skill. The target merc can not swap formation spots with another merc. CD 3 Dur 1 enemy turn AP 200

PsyWave: Strikes at the entire enemy team to drain their Mana. Does 2k damage to all enemies and 2k Mana Drain, regardless of their MDef. CD 3 Dur 1 AP 250.

PsyStorm: Targets enemy staff mercs. All enemy staffs lose 500 more Mana for every spell they cast. Passives count as casting spells. CD 3 Dur 5 AP 150.

PsyRejuvenation: Regenerates the body and the mind of allies. All mercs in a Cross pattern recover 750 HP and 3k Mana. CD 2 Dur 1 AP 150.

----------------------------------

Have fun critiquing them.

Edited by Promethus 11/9/2009 10:10 PM
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SeductaSC
Posted 11/6/2009 10:27 PM (#279743 - in reply to #279736)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons


Philanthropist

Posts: 437
10010010010025
spelling fail.

inb4excuses
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Tusi
Posted 11/6/2009 10:31 PM (#279746 - in reply to #279736)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons


Cursed Swordsman

Posts: 80
252525
For totem.. its a bit too weak (the weapon)

Explosive shot, might be a bit too strong maybe +800 dmg is beter, and 300-400 dot? and does the dot stack if he atatcks saame row? if so.. make it 150 ap and 4 CD

Lightning pirce hits any merc in the formation? if so then op.

Psyrejuv is too.op.
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Caylen
Posted 11/7/2009 2:30 AM (#279782 - in reply to #279736)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons


Assassin

Posts: 122
100
Maybe make Psy Rejuvenation into a single/row/cross skill, but not all.

Just my 2 cents. :D
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Promethus
Posted 11/7/2009 7:40 AM (#279836 - in reply to #279736)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



King of Darkness

Posts: 8506
500020001000500
@SeductaSC: Shush you.

@Tusi: Changed the numbers on Rejuv and Explosive Shot. Totems are weak because oyu have a much higher chance to combo and crit than any other merc. Heck, the monk on War Cry combos and crits as much as an Un-War Cried Hwarang using a lvl 125 Crit Necklace with Maxed Aura and full Dex gear.

@Caylen: Changed target range to Cross.

Edited by Promethus 11/7/2009 7:45 AM
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MoonApollo
Posted 11/7/2009 8:40 AM (#279846 - in reply to #279836)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



Deathproof

Posts: 2815
2000500100100100
Location: Argos
Wow what boring skills for an otherwise very interesting sounding weapon.

Also the skills are so boring as they are basically just simple, self-stat modifiers.

Make each skill affect all players, perhaps regardless of HG or not.

Or do something with debuffs like debuff hardening

Or phuck up HG

Or somethin!

===


Frozen Comet should do some light damage too... perhaps another name would work though besides comet since it only affects one person. Maybe it should do very light damage to a cross but freeze the primary target.

Lightning Pierce would also be cool if it could also break HG :D

I like the PsyMerc :D -- more mana affecting abilities will make mana depletion a more viable strategy


Edited by MoonApollo 11/7/2009 8:42 AM
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Promethus
Posted 11/7/2009 2:54 PM (#279926 - in reply to #279846)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



King of Darkness

Posts: 8506
500020001000500
MoonApollo - 11/7/2009 8:40 AM

Wow what boring skills for an otherwise very interesting sounding weapon.

Also the skills are so boring as they are basically just simple, self-stat modifiers.

Make each skill affect all players, perhaps regardless of HG or not.

Or do something with debuffs like debuff hardening

Or phuck up HG

Or somethin!

===


The animation for his attack changes with each new modifier. That's the flashiness.

Replication will show multiple Godhands attacking one target at a time. Remember, the Godhand attacks with his fists, so you'll see multiple people just beating down on one person from various angles.

Aura covers the Godhand's body with a glowing blue aura. When he moves, he'll start leaving behind blue trails. His attacks now also launch energy balls every time he hits and the pierce the target's body. Basically, if you've seen DBZ, picture Vegeta's Energy blitz thing, but with punches and the blasts actually going through a person's body and htiting the target behind.

Also, this is the first merc for that weapon, and the weapon is designed to augment physical attacks. Of course the skills will be all about normal attack triggers. Totem skills will mainly revolve around passives and buffs. If they don't then they'll be proc skills. The flashiness comes with the normal attacks.



Frozen Comet should do some light damage too... perhaps another name would work though besides comet since it only affects one person. Maybe it should do very light damage to a cross but freeze the primary target.


I forgot to add damage XD. And yeah, your suggestion for it is better than a one-shot target.


Lightning Pierce would also be cool if it could also break HG :D


It does. -_- ALL buffs/debuffs. It's like a single target dispel scroll.


I like the PsyMerc :D -- more mana affecting abilities will make mana depletion a more viable strategy


Any suggestions on it? Not sure if the skills actually are all viable.
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MoonApollo
Posted 11/9/2009 7:11 PM (#280974 - in reply to #279926)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



Deathproof

Posts: 2815
2000500100100100
Location: Argos
Promethus - 11/7/2009 2:54 PM

MoonApollo - 11/7/2009 8:40 AM

Wow what boring skills for an otherwise very interesting sounding weapon.

Also the skills are so boring as they are basically just simple, self-stat modifiers.

Make each skill affect all players, perhaps regardless of HG or not.

Or do something with debuffs like debuff hardening

Or phuck up HG

Or somethin!

===


The animation for his attack changes with each new modifier. That's the flashiness.

Replication will show multiple Godhands attacking one target at a time. Remember, the Godhand attacks with his fists, so you'll see multiple people just beating down on one person from various angles.

Aura covers the Godhand's body with a glowing blue aura. When he moves, he'll start leaving behind blue trails. His attacks now also launch energy balls every time he hits and the pierce the target's body. Basically, if you've seen DBZ, picture Vegeta's Energy blitz thing, but with punches and the blasts actually going through a person's body and htiting the target behind.

Also, this is the first merc for that weapon, and the weapon is designed to augment physical attacks. Of course the skills will be all about normal attack triggers. Totem skills will mainly revolve around passives and buffs. If they don't then they'll be proc skills. The flashiness comes with the normal attacks.


Whether or not the weapon is flashy is not the issue, the issue I have is with the actual utility. While it's a different/unique idea for a new weapon, I feel like playing as that weapon (in the long run) would be boring, or at least not any more interesting than what is currently out there which is maybe what you were going for?



I like the PsyMerc :D -- more mana affecting abilities will make mana depletion a more viable strategy


Any suggestions on it? Not sure if the skills actually are all viable.


Oh I didn't say mean that YOU need to include more... i'm just saying that the merc is good because he provides more mana affecting abilities, thus making mana depletion a more viable strategy.
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Promethus
Posted 11/9/2009 10:01 PM (#281023 - in reply to #280974)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



King of Darkness

Posts: 8506
500020001000500
MoonApollo - 11/9/2009 7:11 PM

Whether or not the weapon is flashy is not the issue, the issue I have is with the actual utility. While it's a different/unique idea for a new weapon, I feel like playing as that weapon (in the long run) would be boring, or at least not any more interesting than what is currently out there which is maybe what you were going for?


Yep. He's a basic point and click merc for people to get familiar with Totem weapons. The next C rank I'm making for it right now will be far more complicated, interesting, and useful instead of just being a raw damage dealer.
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MoonApollo
Posted 11/9/2009 10:35 PM (#281032 - in reply to #281023)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



Deathproof

Posts: 2815
2000500100100100
Location: Argos
Promethus - 11/9/2009 10:01 PM

MoonApollo - 11/9/2009 7:11 PM

Whether or not the weapon is flashy is not the issue, the issue I have is with the actual utility. While it's a different/unique idea for a new weapon, I feel like playing as that weapon (in the long run) would be boring, or at least not any more interesting than what is currently out there which is maybe what you were going for?


Yep. He's a basic point and click merc for people to get familiar with Totem weapons. The next C rank I'm making for it right now will be far more complicated, interesting, and useful instead of just being a raw damage dealer.


Oh ok, I guess he is Ok then if he is just a merc. I'm just thinking if you are creating a new weapon u should also create the main for that weapon and make the main interesting, not boring like a cannon main lol
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Promethus
Posted 11/15/2009 11:02 PM (#283483 - in reply to #279736)
Subject: Re: New Mercs and New Weapon type: Godhand, Gaia, Psykeeper, and the Totem weapons



King of Darkness

Posts: 8506
500020001000500
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