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Weapon Suggestions: Healer's Arsenal
#1
This is so we can have a non-magic way of healing people that is not music or potions. I've been thinking about making a whole-ass class suggestion but why do that when the addition of one (or maybe more) new weapon types can fix the problem I'm having? Check it out, bros!

Quote:Daily Apple
Power: 10
Accuracy: 80
Critical: 0
Critical Damage: 110%
Weapon Type: Bow
Sub-Type: Crossbow
Damage Type: Pierce
Range: 3

Item Description:
A modified crossbow that fires syringes full of goodies (or baddies). Like an apple a day, it can be a blessing (for you, or allies) and a curse (for doctors, or enemies).

Item Effects:
- Weapon's Basic Attack costs 4M.
- Weapon can target allies, dealing only 50% of its damage, but applying Regenerating LV X for 3 rounds (X = 75% of Scaled Weapon ATK).
- On-Hit: Deals 50% of your Acid ATK as bonus Acid magic damage.

Scaling Tags:
Cunning (70% SKI, 40% GUI)
[Image: image.png?ex=6591f39e&is=657f7e9e&hm=75d...cd31b550b&]

Quote:Last Aid
Power: 3
Accuracy: 80
Critical: 0
Critical Damage: 110%
Weapon Type: Gun
Sub-Type: Handgun
Damage Type: Pierce
Rounds: 1
Range: 3

Item Description:
A modified pocket pistol that can fire both poisoned bullets and syringe-like darts. While this weapon can still gun down the bad guys, it suffers a loss of potency due to the fragile attachment below.

Item Effects:
- Grants skill: Healing Dart
- On-Hit: Inflicts or powers up Poison by LV3 and 1 duration.

Scaling Tags:
Firearm, Tool (40% SKI, 40% GUI)

Healing Dart - 3M. Costs 4 durability, and cannot be used if durability is 0. Target one ally (cannot target self) with the lowest HP in your weapon's attack range, and fire a healing dart on them, healing them for (Scaled WIL + Scaled GUI/2) HP, increased by 2% per 1% missing HP. This weapon has 60% reduced effectiveness if the target is afflicted with Potion Sickness or Badly Beaten, and is not affected by Healer's Legacy.
[Image: image.png?ex=6591f398&is=657f7e98&hm=ad7...a24611315&]


.zip   crossbruh.zip (Size: 641 bytes / Downloads: 87)
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
[-] The following 1 user Likes Snake's post:
  • caliaca
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#2
The second one would likely be pretty nuts overpowered as a swap weapon. Imagine a ghost tank that had 300/1500 (from afflicted specter) left. We're talking 470 hp heal on them in that case, which is definitely way too much. This into malmelo (which is easily done as it doesn't scale SWA) can basically heal 1k on a tank.

I'd prefer it not be missing HP and a flat amount or a scaling amount. Something like 100 + 100% Light attack.

For the other, if you have 110 SWA you'll do 55 instantly and then... 330 over 3 turns. That's 275 effective over 3 turns which is more reasonable. Still might be a bit much though.
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#3
Damn you Ghost!

But the point is mainly for those to not scale on Light ATK, but moreso over Guile to give a more atheist vibe to it.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#4
Acid attack instead would probably be fine, just missing HP scaling is probably too much. Keeps thematics and all!
[-] The following 1 user Likes caliaca's post:
  • Snake
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#5
Yeh, removed that and made it just gain more healing as the target nears death, similar to Enma's Summons. It's still a flat number from stats that do not influence (greatly) the weapon's scaling.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
[-] The following 1 user Likes Snake's post:
  • caliaca
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