Weapons & Equip Multiclass gear

Cave Cultist

The Destroyer
Gear (armour/equipables/weapons) that contribute/benefit from multiple classes at once.

For example:
- Star shuriken, throwable that benefits from magic and ranged, gear and uses a tiny amount of mana when thrown.
you can craft 10 with a fallen star

- Crystal ball, flail that releases magic projectiles that target enemies when the main flail orb hits enemies.
Craftable by combining the blue moon and the sunfury at a crystal ball

As well as changing some pre-existing items to suit this:
- Enchanted sword now does both magic and melee damage
- Boomerangs are now both melee and ranged
- Ninja armour now benefits ranged and melee
- Star cannon is now ranged and magic
- Terraprisma and blade staff benefit from melee gear (which synergises with whips as they also benefit from melee gear)
 
I will first ask: is it the higher or a combination? If I have 10% melee boost and a 15% ranged boost, will I get +15% damage or +25%?
- Enchanted sword now does both magic and melee damage
What about Starfury?
- Boomerangs are now both melee and ranged
- Ninja armour now benefits ranged and melee
Then you would have to have a magic/summoner alternative.
- Terraprisma and blade staff benefit from melee gear (which synergises with whips as they also benefit from melee gear)
You just named some of the most important Summoner weapons. Keep those out of it.
 
I will first ask: is it the higher or a combination? If I have 10% melee boost and a 15% ranged boost, will I get +15% damage or +25%?

What about Starfury?

Then you would have to have a magic/summoner alternative.

You just named some of the most important Summoner weapons. Keep those out of it.
yeah starfury would work too, i just listed some examples. I agree in retrospect that the super powerful weapons shouldn't be multiclass like the terraprisma
 
Not sure about this one. I like the idea of multiclassing, but I wouldn’t make weapons deal both damage types simultaneously. Rather, I think it would be better to have these work similarly to the Butcher’s Chainsaw. The magic output is small, but is justified by lack of cost. You just proposed giving summons melee output, and that doesn’t seem balanced. Melees getting additional auto output, the summoner’s unique gimmick, on top of their natural tankiness just doesn’t feel right. This is just an example. The ninja armor seems fine, as long as the numbers make sense.
 
This would be way too strong.

Anything with Cross-Melee would gain:
Flask buffs (Ichor-Applying Terraprisma anyone?)
Sharpening station buffs (+12 AP)
Werewolf Buffs (+5% Damage)

Anything with Cross-Magic would gain:
Magic Power Potion (+20% Damage)
Crystal Ball (+5% Damage, +2 Crit Chance)


This mechanic would also likely conflict with Melee Speed buffs and Reforges.
 
This would be way too strong.

Anything with Cross-Melee would gain:
Flask buffs (Ichor-Applying Terraprisma anyone?)
Sharpening station buffs (+12 AP)
Werewolf Buffs (+5% Damage)

Anything with Cross-Magic would gain:
Magic Power Potion (+20% Damage)
Crystal Ball (+5% Damage, +2 Crit Chance)


This mechanic would also likely conflict with Melee Speed buffs and Reforges.
yeah it would require alot of tweaking and would only be able to be applied to some things
 
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