A trap, dagger and katana


#1

Time Bomb (trap)
Timer%20bomb

a bomb infused with magic and the wonders of science alike. Goes off when the user wants to, courtesy of Dr. Terrible. No creature could survive at point blank and any armor would get vaporized.

Damage: 250-300
AoE: 5 x 5 Square Tiles
Damage 2: 650-700
AoE 2: 3 x 3 Square Tiles
Maximum Potential Damage: 900-1000
Duration: 10 seconds
Effect: Hit >hotkey for ability< again to detonate
Effect 2: At the center in an area of 1 x 1 square tiles, ignores armor and exposes enemy for 3 second.
Condition: can only arm one at a time
Condition 2: Bomb explodes automatically after duration
Condition 3: No trigger radius
Arm Time: 1 Seconds
Cool down: 2 seconds
Mp Cost: 110
Drop: Dr Terrible

+5 Att

Overview: The dps of this trap is 950 average when compared to the vile traps (866). However, due to the cool down this trap’s true dps is cut in half (475) since you can only arm once every 2 seconds then detonate. Pros would be that this gives more control of when the bomb explodes to the player, although it can be argued that spamming a trap is much more effective but using this one grants true damage and the expose effect at the center.

Nightmare Tooth (dagger)

Nightmare%20Talon

A dagger made from the tooth of Feargus. Enchanted with the soul of Feargus, it cuts with dark magic that incinerates foes. Its angular design, and other forces, can also allow the dagger to be thrown and boomerang back to the user, though leaving the user unarmed in the process.

Nightmare%20tear Nightmare Tear

Damage: 95-170
Range: 5
Effect: Aim the cursor past 6 tiles from the character to throw the dagger as a projectile.
Nightmare%20Talon (Spirite shoots out like a projectile but spinning)
Damage 2: 350-450
Effect: Dagger boomerangs back, dealing damage to and from its course.
Effect 2: Dagger can hit multiple enemies while in its projectile form.
Condition: Player cannot attack nor unequip or switch weapons during throw.
Condition 2: Projectile cannot go past obstacles (or anything as such) and will instead ricochet off of it at a 45 degree angle from its flight, travel its remaining distance and return to the user at that point.
Condition 3: In order for the dagger to be reset, dagger must “return” to the user.
Condition 4: Maximum duration of thrown dagger in mid-air is 5 seconds, then it will reset
Condition 5: if player teleports during flight, dagger will not track the player and will return to the point of which it was initially thrown instead, then reset.
Initial Throwing Range: 9
Projectile Speed: 20
Drop: Feargus

+2 speed

Overview: A very mechanical weapon. Base damage is comparable to a T11 dagger. The fun part is throwing it. Can potentially deal 700-900 damage in its flight under normal circumstances, but the player can choose to run away from the returning dagger to extend its flight or run towards it to cut time in its return. The player, if fast enough, they can drag the dagger through a number of enemies or even to the same enemy. The added range might be powerful, but the user can only have one shot out at a time, reducing the potential damage of a player who continuously shoots at an enemy. Its ability to ricochet adds a whole new layer of versatility. To limit exploitation of keeping the dagger out forever, it is limited to 5 seconds of flight and teleporting will cut its regular return mechanic. Honestly this dagger might as well be an ability but its just an idea.

Ignite Striker (katana)
Hell%20blaze
A blade itching to cut its enemy into pieces. The more it strikes, the more powerful it becomes until it is engulfed in a hellish blaze. Its blood lust even effects the user.
Blood%203 Bloodlust Thrust

Blood%201 Bloodlust Swipe

Blood%202 Blood lust horizontal strike
(attacks alternate through these projectiles like a combo to repesent a flurry of desperate-bloodlust attacks)

Damage: 75-125
Range: 4.75 (edited)
Effect: After 10 consistent hits on an enemy in the span of 3 seconds, Blade ignites and shots become stronger

Ignite Damage: 175-200
Ignite Ignition Strike
Effect 2: After 20 consistent shots in 4 seconds, Blade transcends into a hellstorm dealing insane damage
Hellstorm Damage: 200-225
Heavy%20Blood Hellstorm Strike
Ignite Condition: Effect lasts 3 seconds. Additional hits adds a .1 second to the timer.
Hellstorm Condition: Effect will last 5 seconds then reverts to Ignite mode and its conditions.
Condition: only applicable to enemies. Attacking obstacles, the wall or any such thing will either make the blade wear off and won’t count towards consistent attacks. It knows when it is drawing blood.
Drops: Malphas

+3 att

Overview: The regular damage is abysmal, but when in its “ignite” state it out damages even the T13 katana and in its Hellstorm mode becomes extremely powerful. It rewards the player for accurate shots and rewards hellstorm for players with absolute precision. If you miss even one shot during its process of ignite and hence, hell storm, the count resets so its hard to reach these states in the heat of battle not only for its hit quota but its time condition as well. Especially useful for things like a crystal. To limit its power, the abilities will only last a certain amount of time then the user will have to build it up again. Hitting shots during ignite will prologue its effect but not for hellstorm. The stacked effects will last a whole 8 seconds under normal circumstances, which is a viable amount of time for the ninja to deal insane dps. Inspired by Balrog from DMC. Now that i think about it, its pretty hard to make a weapon like this balanced in a game like rotmg where the player can shoot their weapons off like a machine gun. The timer will keep the player from strategically planning when they will ignite. The consistent shots will punish the players for reckless attacking. Earning the hell storm is pretty hard since the ninja pretty much needs to hit most of they’re shot in the span of 4 seconds and even more so for the samurai, but earning it will reward the player with 8 seconds to go wild. Doesn’t hit multiple targets in order to keep hit count to 1 at a time, plus in my opinion it would make this weapon too strong. Decided on a range of 5 at first but adding extra range might make it too good not only in igniting the blade but also during it, especially hellstorm. Changed the range to match conventional katanas so nothing is taken or given to the player and is a weapon based on player skill. +3 att is icing on the cake.


#2

First off, the sprites are pretty awseome, and unique…

For the trap, I think the idea is pretty unique and actually quite cool. Two questions: 1. is cooldown after arming or after detonation? 2. Does it only ignore armor only in the 1x1 radius?

Dagger is also interesting but it appears to entirely remove dex. Perhaps make it so that the projectile speed is dex based so that the dagger travels faster and therfore reaches you faster if you have more dex

Katana seems pretty well designed. Might want to limit to normal katana range though


#3

Yes. Enemies Hit within 1 x 1 tiles in the center out of the 5 x 5 AoE will take armor piercing damage along with the exposed effect while enemies outside of the 1 x 1 center will not. It is the cooldown after initiating the arming. Cooldown after detonation would result in a far too slow “fire rate” in comparison to other conventional traps.

The dagger can still attack regularly, complimenting the dex as long as the cursor is within a 6 tile radius, which is already above its regular attack range so you don’t accidentally throw it. I feel the projectile speed should be uniform, as anything that might scale with its special ability might make it too powerful. A rogue or trickster with this range is already skating on thin ice when it comes to balance. It is a tool and not the main attack. And besides, the speed of the character already indirectly effects its return speed as you can run away from the projectile or to it.


#4

Those look really good, but the dagger kinda looks like the blade of ages but with darker colors ngl


#5

Love the trap idea it makes it so that its not just another poison and now a real trap.

DECA LISTEN TO THIS MAN


#6

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