Suggestions wanted for combat implant

razor777

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May 12, 2017
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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

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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
389
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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
389
252
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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.
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

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Nov 8, 2018
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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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razor777

Well-Known Member
May 12, 2017
389
252
28
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>!"))


I know they have formulas for how much stats something should have, but I don't know if it extends to Implants.


Given the two Dragon TFs in the works, I think a Fire breath is a good idea.
After bouncing around ideas of the discord chat, I think I've decided on stats for this that wouldn't just make it an Entropic Whip clone.

25 energy cost, freeze chance, bypasses shields, and restores 10 energy every time it is used(compared to entropic leech's 5 energy per use).

How does this sound?
 

Theron

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Nov 8, 2018
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1. Entropic Leech restores 5*(factor depending on your missing Energy)=(Max 25)
2. If it costs 25, but restores 10 on use, why not just have it cost 15? Can it miss? Is it per target?
3. Does the damage bypass Shields or just Freeze Chance? (Entropic Leech/Whip damage does not bypass Shields, but Freeze Chance does.)
 

razor777

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May 12, 2017
389
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1. Entropic Leech restores 5*(factor depending on your missing Energy)=(Max 25)
2. If it costs 25, but restores 10 on use, why not just have it cost 15? Can it miss? Is it per target?
3. Does the damage bypass Shields or just Freeze Chance? (Entropic Leech/Whip damage does not bypass Shields, but Freeze Chance does.)
1. the 10 energy restore is flat, it doesn't scale the more energy your missing.
2. it does have a miss chance and the 10 energy is per target(am willing to knock it down to 5 if this is too much)
3. both the damage and the freeze are intended to bypass shields
 

Theron

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Nov 8, 2018
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-25 Energy +10(*Targets hit): -5 if two targets, +5 if three. +15 if you manage to get four.
Less efficient as you defeat enemies in a given fight.
What's the accuracy based on?

As far as I can tell, Shield Bypass is considered a major part of a weapon's budget. (See: Sunsetter). I have noticed a lot of enemies on Phaedra don't actually use Shields and simply have a lot of health. Potentially very strong on Dhaal, however.

Not sure why a Breath Weapon would restore Energy. Entropic Leech is absorbing form the target, but a Breath Weapon is usually depicted as exhaling, not inhaling.
 
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razor777

Well-Known Member
May 12, 2017
389
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-25 Energy +10(*Targets hit): -5 if two targets, +5 if three. +15 if you manage to get four.
Less efficient as you defeat enemies in a given fight.
What's the accuracy based on?

As far as I can tell, Shield Bypass is considered a major part of a weapon's budget. (See: Sunsetter). I have noticed a lot of enemies on Phaedra don't actually use Shields and simply have a lot of health. Potentially very strong on Dhaal, however.

Not sure why a Breath Weapon would restore Energy. Entropic Leech is absorbing form the target, but a Breath Weapon is usually depicted as exhaling, not inhaling.
Accuracy will be based on reflexes(because this is a breath attack)
I'll just drop the energy restore entirely then.
 

Theron

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Nov 8, 2018
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Right, but what's the attacker's side? Or is it flat (based on Level)? If you're nixing the Energy refund, might be better to let it auto-hit, maybe with a Reflexes save for half.

Also, how does damage scale? You could potentially do Damage: Physique, Accuracy(/Save): Aim.
 
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