2012-08-09, 11:36 PM (This post was last modified: 2012-08-10, 04:49 PM by Sorien.)
I'll try to think of something for Archers and Thieves, but for now I'll give my ideas as for what I think would make Corsairs much more interesting.
For those who don't know, Corsairs need to have bullets for their skills and basic attacks to work, which is logical. The problem is that bullets take up a massive amount of space in the Useable Items section of the inventory, and Nexon has already proven that they know how to make projectiles equipable so that they won't waist space for the user. Why they don't make the switch for the older ranged classes is beyond me. After all, they could just make the stacks into consume items that, when used, give the player a corresponding equip item; however, that seems boring, so I've spent some time thinking of a much more unique way of making ammunition for a character.
The system I've been thinking of involves a new type of equip item, some new Beginner Skills as well as new type of item crafting, separate from the profession system that is given as a Beginner Skill to Pirates when they advance.
First off, the new equip item:
Bullet Chambers: These items, while equipped, bring up a new menu on the UI that shows a number of chambers (the number of chambers depends on the equip). The most basic Chamber and an assembled projectile is awarded for advancing to a Pirate at level 10; the Chamber is also available from the Nautilus Weapons Merchant for 1000 Mesos along with an already assembled projectile to go in it for 500 Mesos. Dragging bullets to the chambers allows for the player to use those bullets, and using the "Revolve" skill will rotate the chambers clockwise; however, the player also has the option of simply clicking on the desired bullet to rotate the chambers directly to the desired ammo if needed.
Spoiler
[indent] Recycled Chamber: Required Level: 10. Number of chambers available, 1.
Double Barrel: Required Level: 30. HP: +150, MP: +100. Number of chambers available, 2.
Three Shooter: Required Level: 60. HP: +300, MP: +150. Number of chambers available, 3.
Expert's Chamber: Required Level: 100. HP: +600, MP: +200. Number of chambers available, 4.
Master's Chamber*: Required Level: 100. HP: +1200, MP: +250. Number of chambers available, 5.
Legendary Gunslinger*: Required Level: 140. HP: +2000, MP: +500. Number of chambers available, 6.
*The Master's and Legendary chambers must be crafted, the rest are rewarded to the player upon Job Advancement.
[/indent]
Now for the skills that are awarded upon advancing to the second job of Gunslinger:
Revolve: This skill rotates the chambers clockwise, allowing for quick selection of each bullet depending on the situation; however, the player also has the option of simply clicking on the desired bullet to rotate the chambers directly to the desired ammo if needed.
Ammunition Workbench: While in a town, using this skill brings up a menu for crafting bullets, cartridges, and powder, which are all used to create the ammunition. Depending on the different combinations of bullets, cartridges and powder, the resulting ammunition can come with many different bonuses.
Ok, now here are the components that can be crafted and then put together in order to make the ammunition that goes into the Chambers.
Cartridges: These are much less diverse than the other components that make up the ammunition, and all give about the same bonuses that simply get better as the quality of the cartridge increases. Better Cartridges have more slots to hold Powder (thus more bonuses) and higher caliber Bullets (more attack power). Incidentally, the cartridge is what determines which type of bullet shows up on screen.
Spoiler
[indent] Cartridges that can be crafted:
- Basic Cartridge: Powder Slots: 0. Attack: +0. Bullet used in attacks:
- Standard Cartridge: Powder Slots: 1. Attack: +5. Bullet used in attacks:
- Improved Cartridge: Powder Slots: 2. Attack: +10. Bullet used in attacks:
- Superior Cartridge: Powder Slots: 3. Attack: +15. Bullet used in attacks:
- Journeyman's Cartridge:Powder Slots: 4. Attack +20. Bullet used in attacks:
- Expert's Cartridge: Powder Slots: 5. Attack +15. Bullet used in attacks:
- Master's Cartridge: Powder Slots: 6. Attack +30. Bullet used in attacks:
[/indent]
Bullets: These provide the most standard bonuses. While a bit unrealistic, the bullets fit any caliber cartridge (I doubt this system needs to get any more complicated).
Spoiler
[indent] Types of Bullets and their bonuses:
- Basic Bullet: No special effects.
- Hollow Point: Damage Multiplier: 1.15x. Enemies Hit: -1.
- Armor Piercing: Damage Multiplier: 0.90x. Defense Ignore: +15%. Enemies Hit: +1.
- Blaze Capsule: Damage Multiplier: 1.25x to Fire weak enemies, 0.75x to Fire resistant enemies. Changes Blunderbuster into Flame Thrower: Damage: 700% (Fire elemental). Hits: 1. Enemies Hit: 6. Status: Burning effect of 100% DoT for 10 seconds, only deals 75% damage to bosses for 10 seconds.
- Glaze Capsule: Damage Multiplier: 1.25x to Ice weak enemies, 0.75x to Ice resistant enemies. Changes Blunderbuster into Ice Splitter: Damage: 800% (Ice elemental). Hits: 1. Enemies Hit: 6. Status: Freezes monsters for 10 seconds, can Freeze bosses for 5 seconds every 40 seconds.
- Pellet Round*: Damage Multiplier: 0.55x. Hit Multiplier: 2x. Changes Blunderbuster and Eight Legs Easton to have a 15% shorter horizontal reach, while gaining a 30% increase to their vertical reach.
- Slug Shot*: Damabe Multiplier: 2.2x. Hit Multiplier: 0.50x. Changes Blunderbuster's animation to shoot only one large bullet with a 50% longer reach horizontal reach, while suffering an 80% decrease in it's vertical range. Changes Eight Legs Easton to have a 15% smaller vertical reach, while gaining a 30% bonus to its horizontal reach.
*These rounds change the animations of most skills to have double (Pellet Round) or half (Slug Shot) the number of bullets displayed when using skills. The minimum number of bullets that can be shown is 1.
[/indent]
Gun Powder: Gun Powder provides variations of the different Potential bonuses, as well as a few bonuses that benefit specific skills or skill delays. Each powder takes up a certain number of slots within the Cartridge, so stacking the best ones is impossible.
Spoiler
[indent]
- Basic Gunpowder 0: Slots Taken: 0. No special effects.
- Brown Gunpowder: Slots Taken: 2. 5% Chance to restore 1% of damage dealt as Hp. Can only restore up to 10% of the character's Hp at once.
- Green Gunpowder: Slots Taken: 2. 5% Chance to restore 1% of damage dealt as Mp. Can only restore up to 10% of the character's Mp at once.
- Red Gunpowder 1: Slots Taken: 1. Attack: +1%.
- Red Gunpowder 2: Slots Taken: 2. Attack: +3%.
- Red Gunpowder 3: Slots Taken: 3. Attack: +5%.
- Black Gunpowder 1: Slots Taken: 1. Total Damage: +2%.
- Black Gunpowder 2: Slots Taken: 2. Total Damage: +5%.
- Black Gunpowder 3: Slots Taken: 3. Total Damage: +10%.
- Black Gunpowder 4: Slots Taken: 4. Total Damage: +15%.
- Purple Gunpowder 1: Slots Taken: 1. Damage to Bosses: +5%.
- Purple Gunpowder 2: Slots Taken: 2. Damage to Bosses: +10%.
- Purple Gunpowder 3: Slots Taken: 3. Damage to Bosses: +15%.
- Purple Gunpowder 4: Slots Taken: 4. Damage to Bosses: +25%.
- Sonic Gunpowder 1: Slots Taken: 2. Decreases skill delays by 2%.
- Sonic Gunpowder 2: Slots Taken: 3. Decreases skill delays by 6%.
- Sonic Gunpowder 3: Slots Taken: 4. Decreases skill delays by 10%.
- High Explosive Gunpowder: Slots Taken: 2. Increases the level of Recoil Shot by 2 (can go over the max). Range of Basic Attacks, Double Shot, Triple Shot, and Rapid Fire increased by 20%.
- Flash Powder: Slots Taken: 1. Grants all attacks a 40% chance of Blinding enemies, decreasing their accuracy by 30% for 20 seconds. Can decrease boss monsters' accuracy by 20% for 10 seconds. No more than two of this Powder can be used for making a projectile.
- Poison Powder: Slots Taken: 1. Grants all attacks a 40% chance of Poisoning enemies, causing them to take 50% damage every second for 10 seconds, bosses take 40% damage for 5 seconds. This effect can stack with itself one time (for a total of 100% DoT to normal enemies and 80% DoT to bosses). No more than two of this Powder can be used for making a projectile.
- Stun Powder 1: Slots Taken: 2. Grants all attacks a 20% chance of Stunning enemies for 10 seconds. Bosses can be stunned for 5 seconds once every 60 seconds. This Powder cannot stack with Stun Powder 2 or itself. No more than one of this Powder can be used for making a projectile.
- Stun Powder 2: Slots Taken: 2. Grants all attacks a 30% chance of Stunning enemies for 10 seconds. Bosses can be stunned for 5 seconds once every 40 seconds. This Powder cannot stack with Stun Powder 1 or itself. No more than one of this Powder can be used for making a projectile.
[/indent]
Alright, here are some of the recipes I've been thinking of, but keep in mind that it's a work in progress. I'm thinking of making the best components take some rather hard to get materials to try and reward the hard working and patient over others.
Chamber Recipes:
Spoiler
[indent] Master's Chamber: 1 Rock of Time, 15 Pieces of Time, 20 Dark Crystals, 20 Lidium Stones. Legendary Chamber: 1 Master's Chamber, 1 Dream Stone, 5 Dream Fragments, 15 Gallant Emblems.
[/indent]
[indent] Basic Gunpowder: 1 Ore Fragment. Brown Gunpowder: 5 Magic Powders (brown). Green Gunpowder: 5 Magic Powders (green). Red Gunpowder 1: 5 Magic Powders (red). Red Gunpowder 2: 1 Red Gunpowder 1, 5 Garnets. Red Gunpowder 3: 1 Red Gunpowder 2, 5 Power Crystals, 5 Intermediate Item Crystals. Red Gunpowder 4: 1 Red Gunpowder 3, 10 garnets, 10 Power Crystals, 5 Advanced Item Crystals. Black Gunpowder 1: 10 Magic Powders (black), 5 Gallant Emblems. Black Gunpowder 2: 1 Black Gunpowder 1, 5 Dark Crystals, 5 Gallant Emblems, 10 Intermediate Item Crystals. Black Gunpowder 3: 1 Black Gunpowder 2, 10 Black Crystals, 5 Gallant Emblems, 20 Advanced Item Crystals. Black Gunpowder 4: 1 Black Gunpowder 3, 15 Black Crystals, 10 Lidium Stones, 5 Gallant Emblems, 5 Superior Item Crystals. Purple Gunpowder 1: 15 Magic Powders (Purple), 6 Gallant Emblems, 5 Intermediate Item Crystals. Purple Gunpowder 2: 1 Purple Gunpowder 1, 5 Luck Crystals, 6 Gallant Emblems, 10 Advanced Item Crystals. Purple Gunpowder 3: 1 Purple Gunpowder 2, 10 Wisdom Crystals, 6 Gallant Emblems, 5 Superior Item Crystals. Purple Gunpowder 4: 1 Purple Gunpowder 3, 15 Lidium Stones, 6 Gallant Emblems, 5 Philosopher's Stones. Sonic Gunpowder 1: 15 Magic Powders (yellow), 5 Magic Powders (black), 5 Magic Powders (purple). Sonic Gunpowder 2: 1 Sonic Gunpowder 1, 10 Pieces of Time. Sonic Gunpowder 3: 1 Sonic Gunpowder 2, 1 Rock of Time. High Explosive Gunpowder: 10 Magic Powders (red), 10 Powder Crystals, 15 Topazes. Flash Powder: 10 Magic Powders (yellow), 10 Topazes. Poison Powder: 10 Magic Powders (green), 10 Aquamarines. Stun Powder 1: 1 Flash Powder, 1 Poison Powder, 5 Pieced of Time, 5 Gallant Emblems. Stun Powder 2: 1 Stun Powder 1, 5 Pieces of Time, 5 Gallant Emblems.
[/indent]
Alright! Got the recipes in there. I appreciate all of the opinions I've been getting guys, and a special thanks to Razmos for pointing out some of the glaring flaws in my ideas.
I really like this idea, it would definitely make it more interesting, especially if the Revolve skill can be used in combat to randomly change bullets with a cooldown. It kinda builds more on the gambling aspect of pirates, like the dice skill.
And I wouldn't say it's overpowered, i'm guessing that getting a 20% Boss Damage, 6% total damage bullet would take some pretty rare materials.
Though I would say that the Attack bonuses are laid on pretty thick. A Master's Cartridge with 6 Red Gunpowder 4 would be a total of 78 attack... which is a lot for an ammunition to have.
This is brilliant.
The only thing is, that nexon won't do anything about it, because the system takes more time than slamming in a bullet with potential on it.
Razmos Wrote:Though I would say that the Attack bonuses are laid on pretty thick. A Master's Cartridge with 6 Red Gunpowder 4 would be a total of 78 attack... which is a lot for an ammunition to have.
That's what I get for neglecting to proofread after Copy Pasting so many times. I'll get to editing that right away.
On that note, I just realized that there's no difference between using four of some of the low grade powders and using one of the high grade ones. I'm going to need to change that as well.
You say that all pirates level 10+ get the revolve skill and the Recycled Cartridge, but you might want to limit that to 2nd Job Gunslingers. It would ultimately be a pointless beginner skill for a Brawler to have. And there are no real bonuses at that low a level anyway. It's also too complicated a system for 1st job, but fits in nicely in later jobs (kinda like how 3rd job pirates used to need advanced elemental bullets)
^ Good point. I mostly put those basic items in there so that first job gunslingers would have something to use as a projectile. I guess I could have it so the Basic Cartridge, Basic Bullet, and Basic Gunpowder are all auto-assembled and given to starting Pirates and have the chamber and assembled projectile available from the Nautilus Weapons Merchant for those who drop it.
This is an amazing idea. So you basically are able to create your own ammunition? E.g. : i combine masters cartridge, pellet round and Black Gunpowder 4.
Interesting idea. It just seems like too much overhead for a single class to use (Chambers, Cartridges, Bullets, Gunpowder). If there was somehow a unified system for all of the classes that consume Use items for attacks, it may be warranted.
Yukiko Wrote:Interesting idea. It just seems like too much overhead for a single class to use (Chambers, Cartridges, Bullets, Gunpowder). If there was somehow a unified system for all of the classes that consume Use items for attacks, it may be warranted.
Once the system is developed, it can just be reskinned for other jobs. For example, archers would have a Quiver (Chambers), Shafts (Cartridges), Arrow Heads (Bullets), and Fins (Gunpowder). As far as the game data goes, they'd just need three new types of items for the "parts" and a single UI reskin to make it look like a revolver / quiver. Afterall, they lump a lot of the secondary weapons together as "Equippable Projectiles" according to the extractions (merc arrows, mech magnum, phantom cards, etc.)
ElderTree Wrote:Once the system is developed, it can just be reskinned for other jobs. For example, archers would have a Quiver (Chambers), Shafts (Cartridges), Arrow Heads (Bullets), and Fins (Gunpowder). As far as the game data goes, they'd just need three new types of items for the "parts" and a single UI reskin to make it look like a revolver / quiver. Afterall, they lump a lot of the secondary weapons together as "Equippable Projectiles" according to the extractions (merc arrows, mech magnum, phantom cards, etc.)
McAwesomesauce Wrote:How would this work with Soul Arrow, Shadow Stars and Infinite Bullet?
I'd imagine the buffs could be taken out and replaced with real skills. Maybe have Shadow Stars replaced with Advanced Dark Sight, and I'm sure Archers wouldn't complain if they were to get Power Knockback as a replacement for Soul Arrow if they were to get this system. As for Wild Hunters, I personally wouldn't complain if they were to give us a passive buff that would make Call of the Hunter into a more useful skill. Not sure about what Gunslingers would get as a replacement for Infinite Bullets... Maybe give them Grenade again, but make it charge 3x faster and have actually large and powerful explosion?
Why would we want Power Knockback back? We don't have a minimum range anymore and we can easily KB monsters with our regular skills. Also Snipers get Dragon's Breath.
Dark Sight isn't really all that useful for NLs really, especially since it offers no defense against Magic Attacks and can't be used offensively.