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Post by secret on Aug 17, 2010 9:48:32 GMT
So far we have
Fire Thunder Ice Freeze Poison Physical
How about
Light: Effect: Removes one type of resistant on enemies (15% those on boss) Enemy side: Causes damage which increases by 1 for each hit (instead of random)
Dark: Effect: Damage all enemies of the same type, 1/8 the HP of the bosses, regardless of how much HP it has Enemy side: Damage all fighters regardless of who is being hit. 5% chance of 1/2 the HP of the weakest fighters
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Post by RubiksMaster123 on Aug 17, 2010 22:22:41 GMT
We do need a new type. but the 1/8 of hp of boss is kind of cheap.
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Post by ganondorfchampin on Aug 30, 2010 20:03:32 GMT
Light is already grouped under thunder, and the effects should be the same for stickmen and bosses.
Dark: Temporarily lowers defense or attack of what it hits.
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Post by Yonder on Aug 30, 2010 21:06:37 GMT
Do you mean "weakest" with the character who has the lowest LP?
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Post by Rabidbadger on Aug 31, 2010 7:38:56 GMT
I would believe so.
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Post by Artifact123 on Aug 31, 2010 7:45:15 GMT
What about: Earth Wind Water
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Post by Rabidbadger on Sept 3, 2010 15:32:35 GMT
Earth is pretty much physical. Wind could specialise in moving enemies a bit, I guess... What would be so special about water?
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++NNW++
Newbie
I used to be +NNW+...
Posts: 12
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Post by ++NNW++ on Oct 28, 2010 6:23:48 GMT
Water weapons would be... water staff water 1 and rain 4 I got the pictures from danball wiki. There are a lot more fan arts there... Credit to Fransisco25 for pictures
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Post by zaryan on Dec 12, 2010 18:32:50 GMT
We do need a new type. but the 1/8 of hp of boss is kind of cheap. If it were 1/8 of current health instead of maximum health of the boss, it'd be a lot less cheap. And a lot more like Diablo II (Static Field). If it were to deal 1/8 of the boss's current health to it, it would behave like this: Boss's starting health: 10000 Player deals 1/8 damage: 1250 damage on first hit Boss then has 8750 health. Player deals 1/8 damage: 1093.75 damage on second hit. Boss then has 7657 health (after rounding the damage down) Player deals 1/8 damage: 957.125 damage on third hit. Etc. So each subsequent hit would deal less and less damage. Although I think 1/8 is still to powerful for SR. Maybe 1/15? But of course, other weapons with this type of attack found later in the game could have higher ratios of damage.
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Post by zelkova on Dec 13, 2010 4:48:51 GMT
the effects should be the same for stickmen and bosses. This... I like how the game is simple...I don't want to learn that the same dark effect that I am using is not the same that the boss is using. There a light staff which seem disappointing. I was hoping it will turn damage into LP or something. To this day that item still stand out and yet one of the most useless weapons in the game. I don't think we need effects that you speak of. Fire = low fast damage thunder = low min and high max (random) fast damage poison = poison =P slow = slow effect with ton of time freeze = frozen effect with hardly any time physical = nothing special I only see damage, a slowing effect, and a poison effect. (Time based and damage based effects). I believe Light should have a minor vampire effect with a slow and yet powerful attack. Dark have a vampire effect but with a fast and weak attack. vampire effect exist, it is time based, and lately it is damage based. Everything is already in the game and it is still simple.
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Post by clockwork on Dec 21, 2010 2:59:46 GMT
If we have light, we need Strong Weak and Gravity. xD
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Post by zaryan on Dec 21, 2010 23:30:37 GMT
Light isn't one of the four forces... You want electromagnetism to go with strong force, weak force, and gravity.
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Post by Chuanqi on Dec 22, 2010 21:48:25 GMT
Light=electromagnetic waves (w/e that means lol)
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Post by zaryan on Dec 22, 2010 22:49:47 GMT
Light and electromagnetic waves aren't the same... does a magnet generate light? Does a light bulb attract certain (ferrous) metals?
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Post by Elmach on Jan 30, 2011 2:05:35 GMT
*facepalm*
Light waves are a certain frequency of electromagnetic radiation.
The reason light bulbs don't attract certain ferrous metals is that light attracts, then repels, then attracts, then repels, on and on and on, so you can't see any effect.
You need to spin a magnet fast enough (a few million rotations a second, I think. Ask Microfarad.) to make it emit light.
</derail thread>
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Post by danegony on Feb 3, 2011 20:30:49 GMT
Just want to decrease the defence of the enemies. The LP of the enemies are going too high.
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Post by darkraii99 on Dec 19, 2011 0:48:11 GMT
I think light staves are meant for the cavern stages since the floating pellet attacks provide "light" for the cavern.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 19, 2011 0:59:57 GMT
I personally think Wind is a good idea... Wind weapons should have a "Hurl Range" statistic in the Special AT that determines how far enemies can be repelled by it.
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Post by Alphaepic on Dec 19, 2011 1:14:05 GMT
Wind would be cool because it would have a specific action that differs from other types. 'Hurl Range' sounds cool, and there could be jewels to increase it. 10 month necropost...
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Post by koolguydude2 on Dec 23, 2011 0:07:42 GMT
Alright.. First post time! So, my Idea is the element Slime (or whatever name you choose.) Slime decreases an enemy's accuracy. Or, you know, whatever. It could work as an applied black crystal (the enemy's attack doesn't do damage.) Or the attacks just fly somewhere other than at your stickman. Instead of decreasing accuracy, slime could nullify or weaken an enemy. Whether it lowers elemental resistance,creates elemental weakness, lowers an enemy's attack, or stops/weakens an effect (poison or slow doesn't occur/ is weakened,) It doesn't really matter because I just think slime could be a useful, new effect. Of course, slime could be a weakened mixture of any of these ideas too. I hope I contributed well!
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Post by Likep on Dec 23, 2011 0:19:04 GMT
Welcome to the DBF, KGD2,
Anyways, Slime sounds nice, though it sounds like it should be a slow-type thing, which already exists. So basically, "Slime" is a defense? What if we named it "Distraction", or "Shield".
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Post by Alphaepic on Dec 23, 2011 0:59:50 GMT
'Slime' would be kind of OP and we have items and a few types that could combine to do the same effect.
Wind still sounds pretty original to me. It would be silver/white colored and would have the effect of pushing back enemies a little. It would be dependent on a stat which determines how far the enemy is pushed back and could also be increased using jewels.
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