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Author Topic: New unique items  (Read 442154 times)

Kg

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Re: New unique items
« Reply #540 on: January 21, 2011, 03:00 »

Voodoo Doll

You feel uneasy...

Yes, this is the ultimate weapon of death - if you use it on targeted monster in your LOS, it's dead instantly. Though is has only 10 charges! (Or maybe 1 charge which is replenished after you kill 13 monsters - needs to be in prepared slot to count deaths, and doesn't work on Cyberdemon or JC ofc... or does it? Mhwhahahah).
Other technical things: It works even if you use it over obstacles - It's like pin-point accuracy, you just need to have monster in LOS.

Source: Blood
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Deathwind

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Re: New unique items
« Reply #541 on: January 21, 2011, 03:31 »

Something like this was brought up a while ago, at the time we thought that 5 shots with no way to recharge was kind of over powered (personally I'd just use it for nothing but viles)
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Kg

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Re: New unique items
« Reply #542 on: January 21, 2011, 08:00 »

IMO considering it would be kinda rare, 5 shots wouldn't be op.. On higher difficulties/floors you encounter hordes of monsters anyway, so It would be used rather on Viles as you say... Maybe it should have increased fire time so it wouldn't be so easy to use it?
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Game Hunter

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Re: New unique items
« Reply #543 on: January 21, 2011, 11:29 »

Also... Weak?.... Check this out:

Shotgun (8d3) (average: 16/distance)
Combat shotgun (7d3) (average: 14/distance)
Double shotgun (8d3)x3 (average: 48/distance)
Lucky shotgun (1d7)x7 (average: 28/distance)

So its weak huh?
It's probably better to look at it from a per-shell perspective. Since (I assume that) you're using seven shells per shot, given the clip size, it's going to be (1d7)x7/7, which is just 1d7 = 4 average damage per shot, per shell. And, since armor reduces each hit, this thing would be hard to sell on lower floors.

Since the range of the normal shotgun is 8d3 = 8-24, you may want to go with something like 1d40, which has a great average damage per shot but low reliability. It'd be great for the Cyberdemon (since you're going to end up using a lot of shells on him anyway) but you'd want a more normal variant against packs of weaker enemies.
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rchandra

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Re: New unique items
« Reply #544 on: January 21, 2011, 12:38 »

Crossbow
exotic
Accuracy: +3, with +3 per Eagle Eye instead of +2
Damage: 3d6
Ammo: holds 1 quarrel
Reload: 1.5s

Pistol Crossbow
exotic (counts as a pistol)
Accuracy: +5, with +3 per Eagle Eye instead of +2
Damage: 2d6
Ammo: holds 1 quarrel
Reload: 1.0s

Autocrossbow
unique
Accuracy: +3, with +3 per Eagle Eye instead of +2
Damage: 3d8
Ammo: holds 5 quarrels, fires 1. needs to be pumped like the combat shotgun (a step or reload)
Reload: 0.5s to load a quarrel, 0.5s to pump. (an empty weapon would need both a reload and a pump)
Alt-fire: fire all quarrels, 3 seconds, with an accuracy penalty (-3)
Alt-reload: full reload, 2.5s.

Whenever a Quarrel hits an enemy, it gets added to that enemy's inventory.  If it misses, it appears on the floor.  The first time you pick up any crossbow, you get a stack of quarrels (10).

Alternately, half-life's sniper crossbow could be neat.  But there are a few auto-hit weapons already, and my main motivation was the idea of being able to recover your quarrels; molten steel doesn't make for good recovery. :)

I'm really not sure on the damage of these, could be too high or too low.  Their main drawback is the inability to keep shooting, like the shotguns but moreso since you'll never have many quarrels.
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metroidRL

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Re: New unique items
« Reply #545 on: January 21, 2011, 20:32 »

It's probably better to look at it from a per-shell perspective. Since (I assume that) you're using seven shells per shot, given the clip size, it's going to be (1d7)x7/7, which is just 1d7 = 4 average damage per shot, per shell. And, since armor reduces each hit, this thing would be hard to sell on lower floors.

Erm... no, what im saying is: each shell fired is multiplied by 7... the clip size has nothing to do with damage.
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Re: New unique items
« Reply #546 on: January 21, 2011, 21:38 »

Erm... no, what im saying is: each shell fired is multiplied by 7... the clip size has nothing to do with damage.

In every in-game case, having a weapon that comes with the "x" (for instance, chaingun with (1d6)x4) means that x shots are fired (in my previous post I meant seven shells per burst, sorry). Usually, this means using up that much ammo, as well (double/super shotgun is an exception with three bursts and two shells). The only difference between 1d7x7 and 7d7, ammo aside, is the effect the attack will have on armor.

That said, if you want a shotgun that effectively deals 7d7 per shell, I'd call that way too overpowered. 1d49 would probably be random enough to be balanced, though, given the damage scaling.
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metroidRL

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Re: New unique items
« Reply #547 on: January 21, 2011, 23:23 »

In every in-game case, having a weapon that comes with the "x" (for instance, chaingun with (1d6)x4) means that x shots are fired (in my previous post I meant seven shells per burst, sorry). Usually, this means using up that much ammo, as well (double/super shotgun is an exception with three bursts and two shells). The only difference between 1d7x7 and 7d7, ammo aside, is the effect the attack will have on armor.

That said, if you want a shotgun that effectively deals 7d7 per shell, I'd call that way too overpowered. 1d49 would probably be random enough to be balanced, though, given the damage scaling.

Ohh now i get it..... thanks for the info.

Ahem... ok another unique

Long pistol
"Whoa it has the double size of a common pistol!."
Type: Exotic

Acc:6+
Clip size:12
Damage: (4d3)
Alt fire: It tries to hit the head of an enemy (if it has a head, if not it will hit the body instead) changing the damage to (4d7) and ignores armor, but reduces the accuracy to:-3 and increases fire rate to: 1.45 seconds
Alt Reload: N/A
Reload time:1.20 seconds
Fire rate: 1.10 seconds

Description: A weapon made for landing critical hits
Well......
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Gargulec

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Re: New unique items
« Reply #548 on: January 22, 2011, 04:09 »

Azrael's Scythe
'Why do I find it so familiar?'

THE SECRET OF GETTING IT WILL NOT BE WIDELY KNOWN!

Statblock:
Damage: 9d9
Accuracy: autohit
Attack time: 0.7
Damage type: Ignores armor.
Special: Cleaves, as Butcher's Cleaver. All foes killed by it are automatically gibbed. Is cursed, can't be dropped or taken out from main weapon slot.

Why? To further spice AoB up! It is grossly OP, even more than LS in some fields, but on the other hand, I guess that getting to it would be a pretty amazing feat on it's own, well requiring a reward.
« Last Edit: January 30, 2011, 07:46 by Gargulec »
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ParaSait

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Re: New unique items
« Reply #549 on: January 22, 2011, 10:09 »

Mrazerty: hate to break it to you but all current shotguns ignore accuracy

metroidRL: It would just get insane with SoaB

It has the same damage distance as Assault shotgun.

Also... Weak?.... Check this out:

Shotgun (8d3) (average: 16/distance)
Combat shotgun (7d3) (average: 14/distance)
Double shotgun (8d3)x3 (average: 48/distance)
Lucky shotgun (1d7)x7 (average: 28/distance)

So its weak huh?

Well I guess I just don't get the whole "luck" concept. I thought it'd be something like, a shotgun randomly shooting around within a 180° range. That would be freaking weak.
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Fanta Hege

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Re: New unique items
« Reply #550 on: January 22, 2011, 12:20 »


But what about nightmare? 100% kills on N! is pretty impossible last I checked.
« Last Edit: January 30, 2011, 07:47 by Kornel Kisielewicz »
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Gargulec

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Re: New unique items
« Reply #551 on: January 22, 2011, 13:21 »

I guess it should drop on N! too, without the kill clause.
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Sihoiba

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Re: New unique items
« Reply #552 on: January 25, 2011, 02:51 »

Bandoleer
Increase ammo stack size by 10%.

They were definitely in quake 2, and a smaller exotic version of the backpack so you get a chance of finding it on Ao100.

I'm sure it has probably been suggested before, but couldn't find it with a search on the forums.
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Kashi

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Re: New unique items
« Reply #553 on: January 26, 2011, 14:22 »

Cerberus Left
"A weapon fit for those beyond the grave."
Type: Unique

Acc: 5+
Clip size: 12
Damage: (3d6)
Alt fire: Aimed Shot
Alt Reload: N/A
Reload time:1.00 seconds
Fire rate: 0.60 seconds

Anime/Game Reference: Gungrave

Casull
"You should be helluva strong to use this nasty gun."
Type: Unique

Acc: 6+
Clip size: 12
Damage: (3d4)x3
Alt fire: Chainfire
Alt Reload: N/A
Reload time:1.5 seconds
Fire rate: 0.75 seconds

Anime reference: Hellsing
« Last Edit: February 01, 2011, 09:20 by Kashi »
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Re: New unique items
« Reply #554 on: February 02, 2011, 06:08 »

The more i thought of it, sillier the idea sounded. But then, i remembered the other ideas in this thread.

Bubblegum
Exotic consumable

Use message: "You feel like kicking ass!"
Effect: resets running state; temporary +1 armor, -10% move speed, -10% knockback for 60 turns.
Effect depletion message: "Damn it! All out of gum!"
Reference: Meh. Too obvious.
« Last Edit: February 02, 2011, 12:38 by Simon-v »
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