New unique items

Started by Angle of Death, January 25, 2009, 00:22

Krok

August 20, 2009, 11:19 #150 Last Edit: August 20, 2009, 11:30 by Krok
That sound powerful with such a low firing time and no reload and low health consumption. Altho I like it. Need to be tweaked just a little probably.

1s base fire time is fine if damage is pumped up, or let it be but decrease damage by 2 pts or so (so it'd still 1 shot most weak monsters but be far less effective against bigger ones).

Edit : Well, thinking back, I like it as it is.

Arakune

Although my idea, the GBE, sounds similar to the railgun it would only be one shot since it's a pistol. And the different power levels would do more damage for more of a health penalty on the user. Also, it destroys walls with it's bullets (continuous shot until it hits the end of the stage). I'm just trying to think of what ammo it would use....either Power Cells or self charging like the Blaster....

But over all I think the GBE would be a great addition with the game considering it's story and and usage.

I just need someone to make some stats for it cause I'm really bad at making balanced weapons and I don't understand damage dice. :(

Melon

Quote from: Zi on August 20, 2009, 10:25Well the +20% move speed is tremendously useful, especially on a permanent item like a weapon (i.e. not armor).

Maybe if the necrogun drained life with each shot, but restored it with each kill?  That could be interesting.  It could even lead to situations when players softened up targets with regular weapons, then switched to the necrogun to finish them off and even come out with more health than he started with.

Costs 1 hp to fire (0.5s firing time).  No need to reload.  Deals 5d5 (maybe a bit less) damage with radius of 2.  For every kill directly from the shot and its blast radius, gain 1hp.  Perhaps +3 accuracy.

10% bonus to movement speed
25% with Necro Armour

0.5s base fire time, takes 2d2 health and deals (health_taken + SoB + 3*necro_armour_present)*3
Ignores armour
Every direct kill gives you 1hp
No splash damage [;

Necro Armour would get extra +10% movement speed if Necro Gun is present
Ludzie, którzy piją, są dla mnie niczym...

... niczym bracia!

Zi

Let's suppose you have SoaB 3 (but not Necroarmor - it'd probably be really rare to get two specific uniques in the same game)
2d2 = 3 average, so 6*3, 18 damage average, or 36 dps average
Now a regular vanilla chaingun with SoaB 3 - 1d6 = 3.5 average, so 6.5 * 5, or 32.5 dps average.

So compared to a chaingun, your weapon is marginally better (and yes the armor piercing adds a bit more too), but drains a rather large chunk of health.  Draining 1-4 health is actually pretty large, and the possibility of gaining 1 back doesn't offset the cost by much.

The way you've set things up I wouldn't even use it if I found it, a health penalty is a huge drawback, it needs a powerful benefit to make it worthwhile.  Furthermore, uniques are supposed to be superior to ordinary weapons, this one clearly is not.

And really, comparing it to a plasma rifle is the final straw.
1d8 = 4.5 average, so 7.5 * 8, or 60 average dps!
Even the new nerfed plasma at *6 is still 45 average dps, better than your design and with no health loss to boot.

Melon

August 20, 2009, 23:23 #154 Last Edit: August 20, 2009, 23:25 by Melon
Quote from: Zi on August 20, 2009, 19:13Let's suppose you have SoaB 3 (but not Necroarmor - it'd probably be really rare to get two specific uniques in the same game)
2d2 = 3 average, so 6*3, 18 damage average, or 36 dps average
Now a regular vanilla chaingun with SoaB 3 - 1d6 = 3.5 average, so 6.5 * 5, or 32.5 dps average.

So compared to a chaingun, your weapon is marginally better (and yes the armor piercing adds a bit more too), but drains a rather large chunk of health.  Draining 1-4 health is actually pretty large, and the possibility of gaining 1 back doesn't offset the cost by much.

The way you've set things up I wouldn't even use it if I found it, a health penalty is a huge drawback, it needs a powerful benefit to make it worthwhile.  Furthermore, uniques are supposed to be superior to ordinary weapons, this one clearly is not.

And really, comparing it to a plasma rifle is the final straw.
1d8 = 4.5 average, so 7.5 * 8, or 60 average dps!
Even the new nerfed plasma at *6 is still 45 average dps, better than your design and with no health loss to boot.
Even with no reload, shorted firing time and bigger accuracy? Okay, I think the damage could be risen a little... Any proposistion?
And besides, the idea is to get the full set [;
Ludzie, którzy piją, są dla mnie niczym...

... niczym bracia!

Generic

How about instead of 1HP per kill, you get 20% of the monster's health per kill? So taking out, say, a wimpy former human (which is attempting to wield a BFG10K I bet :P) would give you 2 health, but taking out a mancubus would give you 12 HP for your troubles. Special reload would have you sacrifice two health to increase the damage dice by 1d1 (so 6d6, 7d7, 8d8 etc) at no time penalty, or would that be too overpowering? :P

Floyd

Quote from: Generic on August 20, 2009, 23:32How about instead of 1HP per kill, you get 20% of the monster's health per kill? So taking out, say, a wimpy former human (which is attempting to wield a BFG10K I bet :P) would give you 2 health, but taking out a mancubus would give you 12 HP for your troubles. Special reload would have you sacrifice two health to increase the damage dice by 1d1 (so 6d6, 7d7, 8d8 etc) at no time penalty, or would that be too overpowering? :P

It would certainly reduce the amount of med-kits used, especially in Hell. Killing a mancubus with the gun would net you over 20% of your total health back (with no points in Ironman). I'd say abit overpowered. I like the general idea about Necrogun though.

Aki

Quote from: Zi on August 20, 2009, 10:25Well the +20% move speed is tremendously useful, especially on a permanent item like a weapon (i.e. not armor).

Maybe if the necrogun drained life with each shot, but restored it with each kill?  That could be interesting.  It could even lead to situations when players softened up targets with regular weapons, then switched to the necrogun to finish them off and even come out with more health than he started with.

Costs 1 hp to fire (0.5s firing time).  No need to reload.  Deals 5d5 (maybe a bit less) damage with radius of 2.  For every kill directly from the shot and its blast radius, gain 1hp.  Perhaps +3 accuracy.

Sshhh.
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Generic

Can we have a unique that does this?

Aki

Dragonslayer, my friend. Kornel sadistically hints that it's the most powerful unique in the game.

Wouldn't surprise me if on wielding it it makes you SHOOP DA WHOOP anything in sight.
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Melon

Quote from: Generic on August 21, 2009, 01:09Can we have a unique that does this?

Flashlight of Annihilation?
Ludzie, którzy piją, są dla mnie niczym...

... niczym bracia!

Generic

August 21, 2009, 03:17 #161 Last Edit: August 21, 2009, 03:51 by Generic
Sure, as long as the cyberdemon stops existing in the end. :D

Edit: Less flashlight, more laser. Yes I am doing this for the hell of it.

Krok

We always need more laz0rs to fire.

Arakune

Poop. No one enjoyed my idea. Oh well. *whimper*

Aki

Quote from: Arakune on August 18, 2009, 18:02I suggest the Gravitational Beam Emitter from "Blame!".

http://en.wikipedia.org/wiki/Gravitational_Beam_Emitter (scroll down until you see the section about the gun)

I don't know what the stats would be since I'm not really good with old school RPG attack formulas, but it would be incredibly strong and it has to be able to go through multiple targets just like in the manga. It could have multiple power levels too.

Beta Railgun's been upped to 8d8, making this totally useless, unless you wanted it to be something 10d8 (Bfg Level), which would be over-powered.
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