Post by shadowsrandom on Feb 6, 2010 13:53:44 GMT -5
I was given permission to make a new thread and organize it.
A couple new ideas HAVE been added.
If you do not understand the class, please say so and I will do my best to help you understand.
If you have any ideas as well, PLEASE DO NOT HESITATE to help.
(Original thread here > danballforums.proboards.com/index.cgi?board=idea&action=display&thread=7079 )
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New Class:Whipper Lasher
Style: semi-ranged-melee
Ability - Knock-back (Certain % chance)
Description: The "Whipper" is a semi-ranged melee class, it's range would be a little more then the gladiators longest sword/average sword. The whip would be dragged on the ground while moving or being dragged (Ragdoll effect). His primary ability would be that he is the only class that has a percentage chance to knock back (5-10%, being that the Whipper would be attacking fairly "quickly", every knock back would have a "critical" effect as well. (25% STR if K.B.)
Certain whips have different Knock-backs, and there own critical damage. (Sliding, small jump, far jump, high jump, etc)
K.B. length/crit damage is lowered in water, and so is the chances.
Unless a boss/enemy is a reasonable size, it will not be knocked back.
_____________________________________________
Basic understanding/Code for the weapon:
Ragdoll effect.
Tip of the whip flies towards said enemy.
Hits only one enemy, unless there is a special weapon for such.
5-10% chance of K.B.
after hitting said enemy, whip would fly back and go back into ragdoll "mode".
____________________________________________
Weapon Ideas: (So far)
((- Name, Knockback effect, percent chance of Knock back, description.))
- Whip - (below average jump effect) 5-10% - Starter weapon, nothing else to say.
- Freeze whip - (Small Slide effect) - 5-10% - when knocked back, the freeze element would kick in and cause the "sliding frozen" effect.
- Explosion whip - (High jump effect) - 3-8% - when knocked back, the explosion element would kick in and cause even more damage then normal criticals.
- Steel whip - (average jump effect) - 5-10% - High damage whip, however the draw back is that it doesn't have a high critical K.B. or large K.B. distance.
- Long whip - (small jump effect) - 5-10% - longest range of all whips(Until updates come out) and due to it's huge length it would have below average damage and small Knock back.
- Ice whip - (Small Slide effect) - 5-10% - Instead of the freeze effect this will give the enemy a slow effect, therefore since it's not completely freezing the opponent it will be a slightly stronger with average damage/critical damage.
- Thunder whip - (average jump effect) - 5-10% - 1-# attack, and a chance of a huge critical K.B. (instead of 25% critical, it is a 25% chance of a 50% critical, it will still have a 25% critical, but it will also have a 25% chance to do 50% more damage instead. (quite a bit of math will be required for this weapon)
- Multi whip - (small jump effect) - 5-10% - Alright this class is an original weapon, persay, so it might not be a good idea. Basically you would hold two whips and have the ability to knock away x2 enemies. however since such a thing is possible, there should be major drawbacks: average damage, NO critical, small knock-back). This idea is still being worked out so feel free to discuss it.
- Grip whip - (no effect at all) - N/A% - Another original idea, this whip does no damage but instead grips the opponent, not allowing it to shoot or move. After holding said enemy for 2 seconds(?), the whip would release and the whipper would have to wait 5 seconds before attacking again. This weapon will be downgraded in V.S. : 1 second and wait time 3 seconds. Idea is being worked on as well, so feel free to discuss it.
______________
Cards that would work with the Whipper:
Quick's Card - Increased whipping
Long Sword's Card - Increased length of whip
Explosion's Card - Increased chance of K.B.
Critical's Card - Increased chance of AT
Berserk Card - Increased AT, decreased DF
Vampire's Card - LP recovery per hit
ONIGIRI's Card - Chance of ONIGIRI drop
Gold Rush's Card - Chance of GOLD drop
_____________
Crystals that would work with the Whipper:
(No desc. needed)
Black Crystal
Silver Crystal
Red Crystal
Yellow Crystal
Purple Crystal
A couple new ideas HAVE been added.
If you do not understand the class, please say so and I will do my best to help you understand.
If you have any ideas as well, PLEASE DO NOT HESITATE to help.
(Original thread here > danballforums.proboards.com/index.cgi?board=idea&action=display&thread=7079 )
________________________________________________
New Class:
Style: semi-ranged-melee
Ability - Knock-back (Certain % chance)
Description: The "Whipper" is a semi-ranged melee class, it's range would be a little more then the gladiators longest sword/average sword. The whip would be dragged on the ground while moving or being dragged (Ragdoll effect). His primary ability would be that he is the only class that has a percentage chance to knock back (5-10%, being that the Whipper would be attacking fairly "quickly", every knock back would have a "critical" effect as well. (25% STR if K.B.)
Certain whips have different Knock-backs, and there own critical damage. (Sliding, small jump, far jump, high jump, etc)
K.B. length/crit damage is lowered in water, and so is the chances.
Unless a boss/enemy is a reasonable size, it will not be knocked back.
_____________________________________________
Basic understanding/Code for the weapon:
Ragdoll effect.
Tip of the whip flies towards said enemy.
Hits only one enemy, unless there is a special weapon for such.
5-10% chance of K.B.
after hitting said enemy, whip would fly back and go back into ragdoll "mode".
____________________________________________
Weapon Ideas: (So far)
((- Name, Knockback effect, percent chance of Knock back, description.))
- Whip - (below average jump effect) 5-10% - Starter weapon, nothing else to say.
- Freeze whip - (Small Slide effect) - 5-10% - when knocked back, the freeze element would kick in and cause the "sliding frozen" effect.
- Explosion whip - (High jump effect) - 3-8% - when knocked back, the explosion element would kick in and cause even more damage then normal criticals.
- Steel whip - (average jump effect) - 5-10% - High damage whip, however the draw back is that it doesn't have a high critical K.B. or large K.B. distance.
- Long whip - (small jump effect) - 5-10% - longest range of all whips(Until updates come out) and due to it's huge length it would have below average damage and small Knock back.
- Ice whip - (Small Slide effect) - 5-10% - Instead of the freeze effect this will give the enemy a slow effect, therefore since it's not completely freezing the opponent it will be a slightly stronger with average damage/critical damage.
- Thunder whip - (average jump effect) - 5-10% - 1-# attack, and a chance of a huge critical K.B. (instead of 25% critical, it is a 25% chance of a 50% critical, it will still have a 25% critical, but it will also have a 25% chance to do 50% more damage instead. (quite a bit of math will be required for this weapon)
- Multi whip - (small jump effect) - 5-10% - Alright this class is an original weapon, persay, so it might not be a good idea. Basically you would hold two whips and have the ability to knock away x2 enemies. however since such a thing is possible, there should be major drawbacks: average damage, NO critical, small knock-back). This idea is still being worked out so feel free to discuss it.
- Grip whip - (no effect at all) - N/A% - Another original idea, this whip does no damage but instead grips the opponent, not allowing it to shoot or move. After holding said enemy for 2 seconds(?), the whip would release and the whipper would have to wait 5 seconds before attacking again. This weapon will be downgraded in V.S. : 1 second and wait time 3 seconds. Idea is being worked on as well, so feel free to discuss it.
______________
Cards that would work with the Whipper:
Quick's Card - Increased whipping
Long Sword's Card - Increased length of whip
Explosion's Card - Increased chance of K.B.
Critical's Card - Increased chance of AT
Berserk Card - Increased AT, decreased DF
Vampire's Card - LP recovery per hit
ONIGIRI's Card - Chance of ONIGIRI drop
Gold Rush's Card - Chance of GOLD drop
_____________
Crystals that would work with the Whipper:
(No desc. needed)
Black Crystal
Silver Crystal
Red Crystal
Yellow Crystal
Purple Crystal