###Ancient Spell: Detonate
Intro
My second item idea, when for something a bit more original, i was gonna do another idea, but it was too complex, so i put it on the back burner…
So, i was looking at Ancient Spell: Pierce . And i noticed how it has a category for ancient spells, yet there was only one. So i made this for it.
Basics
thanks Piggby for the Sprites
###Projectile
Here
The projectile looks basically the same as the UT/ST. I couldn’t change it in the dps calculator…
###Description
Patience is said to be the key to success
or
Accumulates massive amounts of energy…until it explodes…
###Stats:
- Tier: UT. Doesn’t really matter
- MP Cost: 80mp (same as T6 and ST)
- Damage: 110 Dmg
- Shots: 25
(total of 300 dmg more at 0 def)
The dps graph would look like this
image is just approximate, not actually to scale, just to get a sense
The green line is Ancient spell: Pierce and red is ele deto. Blue is mine. The two lines that are stuck together don’t mean anything.
- Range: 12
- Projectile Speed: 22 (faster than the average spell)
- Stat Bonus: +20 Hp, + 20Mp, + 2Atk, + 2Dex
- Special properties:
Activates 3 seconds after use (has a small symbol indicating the spot that the spell was used on)
1 Second cooldown
- Fame Bonus: 5-6%. Doesn’t really matter
- Feed Power: Doesn’t really matter
###Drops From (haven’t really thought much about it):
- Some Shatter’s boss or
- titanium / Abandoned switch or
- I dont really care that much
More info (why i did everything, and how to use)
###Pros
- Dragging onto the spell bomb (for lots of gods/strong gods eg. lod Dragons)
- Enemies with predictable movements (eg. How lod bosses will return to the center)
- Enemies that are invulnerable in that phase (Black Dragon, majority of bosses)
- Can adjust the enemies so they are on top of the spell bomb (unlikely, but still possible to use it better than the normal spells)
###Cons - Harder to use
- Hard to get the perfect spell-bomb
- No immediate defense (ie. An enemy is rushing you, this won’t immediate defend you)
###Why 3 seconds till exploding?
3seconds seems like the perfect timing, any shorter you could not drag onto the spell well, also would be to easy to get the timing right for the deactivation of invulnerability phases. Any longer, that would be too difficult too use. Predicting the movement of something more than 3 seconds in the future seems like a difficult task.
###Why 1 second cooldown?
Well if you didn’t have this, you could easily stack several spell bombs on top of each other and deal massive amounts of damage, especially useful with bosses and their invulnerability phases.
Why the faster projectile speed?
Since its called Detonate, it stores up so much power, then it explodes, exploding is thought to be very fast. Also, b/c I wanted to have the enemies to be in approximately the same location from the moment it exploded. This rewards the players who manage to the monsters as close as possible to the explosion point
###Reason for the damage/Number of shots
The spell has an advantage on bosses b/c of its nature (putting in predicted spots, as well as when waiting for the boss to become vulnerable).
Thus, I decided to reward people who used it against people of lower def. I wanted this spell to be a spell used for a certain situation, hence why it’s a ut. But, not one of those items that are “used for bosses, but never for minions). I wanted people who were willing to learn how to use this to be rewarded, hence it’s a spell for more skilled users. But it can also be used for people who think of them as less skill-full (acting as a landmine, which allows more distance between you and the enemies).
###Reason for the Lowered Range
Truth is, the range is not that important. But this spell to be more skillful/precise, thus the shorter range.
###Reason for the Mp cost
It has the same mp cost as the other two main spells (st and t6). Didn’t want to complicate things too much for the wearer by incorporating too much.
###Reasons for the stat buffs:
Since this spell has a big advantage for bosses who have an invulnable phase, i could not boost the damage to reward the people who wanted to use it anywhere else. The only solution was to boost the stats, b/c with the invulnerable thing, the user would be switching the spell, thus not benefiting from the stats fully.
Reason for the hp and mp boost, when you switch spells, the boost is gone and when its re-equipped, it needs to charge back. So that discourages switching spells, to make it not as advantageous for invulnerable enemies. Kinda like a “spell loyalty”.
Reason for the Dex and Atk boost, pretty much the same reason as before, if you dont switch during the invulnerable phase, you get a small dps boost. Also for immediate defence, when a monster is charging at you, you can kill it fast b/c your spell isn’t that useful.
###Some Problems
The only problem i see with this is, for invulnable enemies (often bosses with good loot) can be hit be one/two times of this along with the normal spell (when swap). This would be most evident for those enemies that have extremely long invulnable phases, and abnormally short vulnerable phases. Of course, you have to remember the expert timing and aim that is required for this.
Conclusion
So what you liked, didn’t like, constructive criticism. I had this idea thought out for like a few weeks, just was too lazy to write it down and get the stats.
Also my name/description are also a bit iffy…
Seems like the longest thing i have ever written