SuperLucas335
Terrarian
Ok, let's face it. There are only three things that count when fighting (PvP/PvM). They are;
~Raw damage output (damage of a weapon as described in the tooltip)
~Defence (the amount of defence an enemy has)
~Critical hit chance (as described in the weapon's tooltip)
I plan on a way better combat system that requires more skill (only if you want, and is not just a click-and-dodge), more gear, more ways to damage enemys, bosses/mini-bosses have 'weak points' (areas with reduced defence; and vice-versa).
Let's begin:
Any more suggestions/tweaks are welcome.
~Raw damage output (damage of a weapon as described in the tooltip)
~Defence (the amount of defence an enemy has)
~Critical hit chance (as described in the weapon's tooltip)
I plan on a way better combat system that requires more skill (only if you want, and is not just a click-and-dodge), more gear, more ways to damage enemys, bosses/mini-bosses have 'weak points' (areas with reduced defence; and vice-versa).
Let's begin:
I think that the shields are a little bit underpowered, rare and; there are only four shields.
Now, who said shields have to remove 100% of knockback? (well, I guess the developers kinda said it by implementing it )
So, I think that the cobalt shield should reduce knockback by around 50%. Though, to make up for it, when equipped, you could press a key (I'm thinking V, because its right above the spacebar and is easy to access). Pressing it will reduce knockback further, increase defence and gives a 25% chance to score a "block" (where defence gets multiplied by 1.5 for one hit taken)
Though, blocking reduces movement speed and you can't turn.
New shields will be created, link will go here:_____________ when done.
Now, who said shields have to remove 100% of knockback? (well, I guess the developers kinda said it by implementing it )
So, I think that the cobalt shield should reduce knockback by around 50%. Though, to make up for it, when equipped, you could press a key (I'm thinking V, because its right above the spacebar and is easy to access). Pressing it will reduce knockback further, increase defence and gives a 25% chance to score a "block" (where defence gets multiplied by 1.5 for one hit taken)
Though, blocking reduces movement speed and you can't turn.
New shields will be created, link will go here:_____________ when done.
The big fat orange critical hit number that we all know and love is about to get some freinds! I will list all of the different colours of numbers, along with what they mean, below: (Images coming soon!)
Standard- Your typical everyday damage indicator. Nothing special here
Critical- A rare critical hit. Does double the damage.
Lucky- A Sort-of-rare hit. Defence is ignored. (Does not apply to Dungeon Guardian)
Combo- A very rare hit. Combines Lucky with Critical and Shock.
Blocked- Rarity depends on enemy. Defence gets increased for the target.
LOL hit- Rarer than Critical. Combines critical with Blocked.
Shock hit- Sort-of-rare. Knockback is ignored and increased.
Standard- Your typical everyday damage indicator. Nothing special here
Critical- A rare critical hit. Does double the damage.
Lucky- A Sort-of-rare hit. Defence is ignored. (Does not apply to Dungeon Guardian)
Combo- A very rare hit. Combines Lucky with Critical and Shock.
Blocked- Rarity depends on enemy. Defence gets increased for the target.
LOL hit- Rarer than Critical. Combines critical with Blocked.
Shock hit- Sort-of-rare. Knockback is ignored and increased.
To top everything off, there will be a tiny bit more controls for the game. Those are listed below with an accurate description:
V= Block. (Hold) It makes the character block, either by using current weapon to block, their hands (with a new animation), or, if equipped, a shield. Shield has priority, then tool/weapon that you are currently holding, then hands
F= +Attack power (optional) slightly increases all stats apart from the player's chance to block incoming attacks and defence. That gets reduced instead. Def. gets reduced by 10%, block chance goes down to nil.
V= Block. (Hold) It makes the character block, either by using current weapon to block, their hands (with a new animation), or, if equipped, a shield. Shield has priority, then tool/weapon that you are currently holding, then hands
F= +Attack power (optional) slightly increases all stats apart from the player's chance to block incoming attacks and defence. That gets reduced instead. Def. gets reduced by 10%, block chance goes down to nil.