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Hooked Spearhead
#1
Hooked Spearhead is too effective when paired with Charge Bash or Hirazuki due to how many times the effect triggers. While you can wear Spiked Treads to completely stop it, I think it's still too effective.

Charge Bash w/ Hooked Spearhead (50% STR unresistable Pierce Damage 5 times):
Quote:Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.

Hirazuki w/ Hooked Spearhead (75% STR + WPN Power + 3-15 Damage physical Pierce Damage + 50% STR unresistable Pierce Damage 6 times):
Quote:Jammer takes 79 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.

I think it should only deal it's bonus damage once per 'push/pull' motion, no matter how many tiles you push/pull them along with you.
[Image: 95e2774f19.png]
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#2
Yep, this has been silly for quite some time now. I agree with changing it to one iteration of damage.
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#3
Matador has done well with keeping it down, although one iteration is enough even if it'll be missed for easy rage.
[Image: zo2BdSr.pngp]
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#4
While it has total counters in the form of Spiked Treads, Mighty Wall and especially Know No Pain, it's way too strong against anything without them.

Limiting the procs is obviously a far better solution than just lowering the scaling, but I think once per skill might be slightly too much of a nerf. Maybe once every three tiles instead?
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#5
I'd say to lower the damage formula from STR/2 (iirc) to STR/4 or STR/5.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#6
That would just make it useless for characters without giant push/pulls.

I think making it only proc once per skill use is the best choice.
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#7
"[url=http://neus-projects.net/viewtopic.php?p=10306#p10306 Wrote:Chaos » Wed Nov 11, 2015 5:36 pm[/url]"]I'd say to lower the damage formula from STR/2 (iirc) to STR/4 or STR/5.
[Image: PntomFd.png]

have you learned nothing
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#8
Damage now gets divided by the number of tiles the knockback has that you will deal damage on. It's a pretty sloppy solution, and if there are any other examples where it deals damage each step, I'll need to be informed. But it seemed like a better one than restricting it to once per skill per round.
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#9
Rest in pizzaroni.
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