Suggestions wanted for combat implant

razor777

Well-Known Member
May 12, 2017
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080e58fbf2454f511b6eb3fe30f475c9.jpg
Self-explanatory title. The main draw of this Implant would be a cryo-breath ability that costs 25 energy(it wouldn't have a cooldown), it's intended to do moderate freezing damage, be able to give the deep freeze effect, and mini-crit sundered targets.

Looking for suggestions for the secondary stats. Ideally I'd want all classes to benefit from and be able to use this(it's not intended to be a psionic ability, hence all classes are meant to be able to use it).
 
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TheShepard256

Well-Known Member
Honestly, having the ability by itself would probably be enough. I suppose you could also have different variants, for different damage types and associated secondary effects, whether as separate implants or as different operational modes for the same implant - e.g. Burning or Poison damage plus their respective DoT, Electric with a chance to Paralyse, Corrosive plus Sunder.
 

Theron

Well-Known Member
Nov 8, 2018
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1. Can it Deep Freeze through Shields? Entropy Leech/Whip can, weapons can't.
2. Does it scale with any stat? Level? Or not at all?
3. Classes are not created equal when it comes to Energy.
4. Classes have different access to Sunder.
Kineticists: Thermal Sunder
Mercenary: Rending Attacks + Power Strike/Vaulting Strike
Smuggler: Can Opener, but only on Melee critical hits
Tech Specialist: None?
Any Class: Shoulder Grunch (Accessory)
No weapon has a 'Sunder Chance', not even Custom Psi Weapons.
5. As a 'breath weapon', is it disabled in Airtight armor? It should probably be unusable vs Janeria (underwater) and Excavation Robot (in vacuum).
6. Deep Freeze is most useful on a Melee-oriented character, because there is only one Crushing Ranged weapon.

If you want secondary stats, I'd suggest looking at Freezing/Burning resistance.
 

razor777

Well-Known Member
May 12, 2017
376
249
28
Honestly, having the ability by itself would probably be enough. I suppose you could also have different variants, for different damage types and associated secondary effects, whether as separate implants or as different operational modes for the same implant - e.g. Burning or Poison damage plus their respective DoT, Electric with a chance to Paralyse, Corrosive plus Sunder.
I might do a sister implant to this that gives you a Superman/homelander heat vision type ability.
 

razor777

Well-Known Member
May 12, 2017
376
249
28
1. Can it Deep Freeze through Shields? Entropy Leech/Whip can, weapons can't.
2. Does it scale with any stat? Level? Or not at all?
3. Classes are not created equal when it comes to Energy.
4. Classes have different access to Sunder.
Kineticists: Thermal Sunder
Mercenary: Rending Attacks + Power Strike/Vaulting Strike
Smuggler: Can Opener, but only on Melee critical hits
Tech Specialist: None?
Any Class: Shoulder Grunch (Accessory)
No weapon has a 'Sunder Chance', not even Custom Psi Weapons.
5. As a 'breath weapon', is it disabled in Airtight armor? It should probably be unusable vs Janeria (underwater) and Excavation Robot (in vacuum).
6. Deep Freeze is most useful on a Melee-oriented character, because there is only one Crushing Ranged weapon.

If you want secondary stats, I'd suggest looking at Freezing/Burning resistance.
I'm definitely going to make it unusable in airtight armor and it will ignore shields like the entropic moves do.
I'm also thinking the move should scale with willpower, and do less damage if the targets physique is higher than the players willpower.

Hows 20% freezing and burning resistance sound for the secondary stats? Can knock them down to 15% if that's too much.
 

Theron

Well-Known Member
Nov 8, 2018
4,480
1,686
46
I'm definitely going to make it unusable in airtight armor and it will ignore shields like the entropic moves do.
I'm also thinking the move should scale with willpower, and do less damage if the targets physique is higher than the players willpower.
It sounds like you're really just reinventing Entropic Whip, right down to the Energy cost. You might want to be a little more creative if you want it to be accepted.
For reference, here's the code.
Code:
var i = 20 + 3 * a.level + Math.ceil(2 * a.psiWillpower());
                        n.isSundered() && (i = Math.ceil(1.5 * i),
                        combatAppend(" <b>Sundered mini-crit!</b>")),
                        applyDamage({
                            baseDamage: (0,
                            I.eX)(new O.x({
                                freezing: i
                            },B.G.PSIONIC), 15),
                            attacker: a,
                            target: n,
                            outputMinimal: !0,
                            alwaysShowCrit: !0,
                            melee: !0
                        }),
                        n.physique() / 2 + rand(20) + 1 < a.psiWillpower() / 2 + 10 && (e.applyFreeze(n, 4),
                        combatAppend(" Afflicted by <b>Deep Freeze</b>!"))

Hows 20% freezing and burning resistance sound for the secondary stats? Can knock them down to 15% if that's too much.
I know they have formulas for how much stats something should have, but I don't know if it extends to Implants.

I might do a sister implant to this that gives you a Superman/homelander heat vision type ability.
Given the two Dragon TFs in the works, I think a Fire breath is a good idea.
 
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