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Old Weapon Changes

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Old 10-05-2008, 02:40 AM
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Weapon Changes

I'll update this post with new ideas: as well, I'll remove the ones either unreasonable or unworkable or totally unnessecary. Critique mine or add your own.

October 4th:
~~Parry, Dodge and Spirit Ward could arguably be moved to 3% a point. Purpose: to make the skills slightly more viable.

~~Endurance could arguably be moved to boost 40 hitpoints per point, its voodoo counterpart 10-12. Purpose: to make the skills slightly more viable.

~~The Bane Shot should do more damage to Davy's crew. Purpose: iunno.

~~Grave Shackles could either bind the Undead for less time, or more, depending how you decide it (but not really). Purpose: iunno.

~~Wound and Burn, and perhaps Acid, should do either percentile (x percent / x seconds) damage or cumile damage (either x+ x or x times x or x exponentially). Burn at the very least should do damage on percent, as I know of no flame-retardant pirate (though, I guess that as you're being burned, nerves would deaden, so the damage can be less and less); Wound should have a growing effect, though I don't know whether or not it should be equally effecive against stronger enemies; Acid should do more and more damage, and perhaps damage all equally percent-wise. Purpose: to increase the effectiveness of these effects.

~~Any attack that hits the back of an enemy should stun them for a second, unless of course they were just hit there or were in the heat of combat already. In that case, they should be made immune upon being stun from being stunned for 5 seconds. Purpose: to stop runners in PvP.

~~On Test I think we should have the "advanced stats" showing, as to allow us to monitor the changes made to weapons and to tell whether or not we like them, agree with them, have anything to say about them, etc. This should merely be, for the Cutlass and Dagger combo attacks, the amount of damage the attacks do, the effect durations, and any information about combo or any damage modifiers (which would technically be the only thing new); for the Cutlass special attacks this should be the damage the attack does, what the effect is, the duration of the effect, what the effect does (ex: Stun: Immobilizes an enemy*), and the recharge time of the attack; for the Dagger throws it should show the damage the attack does, the range of the throw, the effect of the throw, the duration of the effect, what the effect does*), and the recharge time of the attack; the Pistol shooting skills are good I guess*; for the Pistol shots, as to what the effects do should be included, and damage modifications should be known as well; as for the Grenades, the area and what the effects do should be included*, and the Shrapnel skill should show what application it makes; also, the effects of Demolitions should be known; for the Doll attacks, the recharge rates should be known, and the effects should be made clear*; for the Staff, the charge rates should be known, as well as the range, and area of the attack, and the exact damages of Desolation (ex: takes away 3/4 of your health and stuns you for x seconds, etc) and Banish should also be included. Purpose: to give testers accurate information.
Note: the asterick means that this can be solved with a little chart at the bottom. It could say in little type:
Quote:
*Stun-slows an enemy's movement and attacks by 30% during duration
**Anger (via Taunt)-reduces an enemy's accuracy by 50%, raises attack by 15% during duration
***Poison-deals 30 damage every 3 seconds during duration.
As for stuff like attack modifications, it could say it in the box:
Quote:
Cut
Deals 20-30 damage. Slows an enemy for 3 seconds. Attack the back of an enemy to increase damage by 10%. Upgrade to Improve damage to 25-38 damage and slow duration to 3.7 seconds!
Items like range and charge rates could be included in the box.

~~In SvS, all cannon skills with just a point in or two in them could be treated as if they have 3 in them, to balance the weaker levels into the mix. The notoriety of all pirates less than 25 could also be treated as 25, to again do the same. That being done, all damage against a ship should be reduced. Purpose: to level the SvS Ocean.

~~There should be a mast health meter: basicly, each mast should show up as a pole on the target meter and on the health meter of the ship you're on. In the simplest way possible, they could be a green, yellow, or red circle, or an X. As well, when you hit a mast, an orange number could come up. In SvS, a mast could be repairable to the point that it is not totally destroyed. Purpose: to show the health of masts. To diagram:
_
/O\
[[O]]
[[O]]
[[X]]

October 5th, 2008
~~The Cutlass and Dagger cutting attacks, Hack, Slash, Cleave, Flourish, Sweep, Blade Storm, Cut, Swipe, Eviscerate, should do increased damage to stumps, alongside Burning attacks. Throwing, piercing (like shots) and stabbing attacks should do less. Purpose: iunno.

October 6th, 2008
~~When drained, Witchdoctors, Gypsies, Molusks and the other guy should be able to poke. Not use Poke, but poke. A minimal, meagre, close-range attack. Purpose: to slightly enable the guys disabled.

October 13th, 2008
~~The Pistol, when used in PvP, should slow an enemy for 2 seconds (an additional 2 seconds when used with Take Aim) when that enemy is shot in the back. Seeing as Barbossa himself shoots you when cursed and you turn out alright, I guess the damage can be kept somewhat minimally. However, I think a shot should do full damage as it would in environment when fully aimed: hence, one opening shot should be able to do full damage in PvP, and one only, as it is unreasonable to fully aim two shots. Purpose: to boost Pistol in PvP; to give another way to counter Doll in PvP.

October 16th, 2008
~~I've come up with a tricky skill for the Voodoo Doll that can be similarly attained as Leadership. It's a skill called Share, and it is to be used with an ally: basicly, it takes 100 of your voodoo and gives it to an ally, and it splits between multiple allies when attuned. Purpose: to introduce a new quest; to give Doll users a way to assist a Staff user in combat.

October 18th, 2008
~~The Burn mechanic: every 3 seconds, the burn inflicts damage. The first 2 are the highest damage, the last one or two the lowest. The last one or two are alway 2% damage: the two before (if at all) are 3% damage. The two before those (if at all) are 4.5% damage: the two before that (if at all) are 5.5% damage each. The two before that are 7% damage (if at all). That'd be a total of 44% damage from an effect over 30 seconds, but that'd require a) your skill to not kill your enemy, b) your enemy to stay alive for 30 seconds, and c) a skill that could inflict a burn for 30 seconds. The lightest damage is the guaranteed damage, remember, but the heaviest damage is inflicted first. Keep that in mind. If the effect were 12 seconds, it be only 10% damage. Purpose: to make an effect combatively viable.

~~The Wound mechanic: every 2 seconds, the wound inflicts damage. The first is your 3 times your notoriety minus the notoriety of the target. The damage exponentially grows: Every two seconds, it inflicts damage equal to all the damage it did already times 1.5; at the midpoint of the wound, the wound stops doing damage--though at that moment, it does 2 times the damage it already previously inflicted. Say your noto is 29, your enemy's 13. When you throw a Sidewinder that wounds for 16 seconds (don't know if that is possible), your enemy takes 74 damage two seconds into the wound. Then, two seconds later, they take 111 damage. 2 seconds later, they take 167. The final burst is a rather big lump at 334 damage. In 8 seconds, a rather impressive damage at 686. All the while, in a new added effect, the wound decreases damage from all attacks they do except the Pistol. Purpose: to make an effect combatively viable.

~~The Acid mechanic: every second, the acid inflicts damage. The first is a measly two percent. Every second after, the damage decreases by a quarter. Reason for this minimal damage is that the Pestilence spell has an incredibly high buffer effect. Purpose: to make an effect combatively viable.

~~To balance the recently-boosted Dagger, there should be a waiting time after a throw of 3 seconds (as it relates to the Dagger, not movement). Purpose: to not make the Dagger an overbearing weapon.

~~The Fire Bomb can do less opening damage, seeing as the Burn is boosted. Purpose: to not make Fire Bomb's overwhelming.

~~Flaming Skull can be more effective as a one-time attack: damage should be reduced. Boosted burn damage though would help the damage dealt though: to go along with this change, the charge time could be slightly reduced. Purpose: to not make Flaming Skull an overwhelming attack.

November 1st, 2008
~~Voodoo should be replenished as health is: at current, it is a much slower exponential rate, albeit a faster one at first. Anytime it is deplenished, even if by Hex-eater Shot, there should be a given time that it takes to start to reload. This would help alot for in-game enemies. I like the opposite: a faster exponential rate, albeit a slower one to start.

~~I have the idea in mind for the Staff: Charge. It takes x seconds to charge up; however long it is charged, that's how much it replenishes your voodoo. It is obtained in a Leadership-style manner when you hit level 25.

Last edited by League; 11-02-2008 at 02:00 AM..
 


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