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Update damage of powerhouse lasers

pantagruel01pantagruel01 Posts: 7,091 Arc User
the biggest is 1500, which is a pretty small attack by modern standards. I suggest 200/1,000/5,000/25,000, and also change the interact message to say how much damage it does.

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    bluhmanbluhman Posts: 2,410 Arc User
    Considering why you'd want to test your damage-taking capability, there probably should just be a totally different system in place compared to slow interaction prompts with lasers. Maybe some kind of crash-test compartment room where holo-attacks come out and beat the crap out of you. The current implementation makes it difficult to see potential defense for three scenarios:
    • How invuln actually will affect damage taken based on subtraction (i.e. no rapidfire attacks)
    • Difficult to ramp up Defiance stacks on (slow attacks)
    • Difficult to see how defense will work in practice with effects such as Evasive Maneuvers or Defensive Combo, other potential defense abilities that require a target (since there's nothing to target).
    This'd still be a good change to have, though. The current damage scale used in the laser room is ridiculously outdated. Foxbat puts out 1500 damage by snoring.
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    aesicaaesica Posts: 2,537 Arc User
    More than that, I'd like to see them keep you in combat for about X seconds after going off so your out-of-combat regeneration wouldn't completely undo the damage of even the strongest laser.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    gradii said:


    But why?​​

    Test things like healing? Putting a dummy in there so you can test things like laser knight would also be handy, but I was thinking about minimalist changes.
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    aesicaaesica Posts: 2,537 Arc User
    gradii wrote: »
    But why?
    Have you ever wanted to test your self-healing rate, damage mitigation while affected by various effects, etc?​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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    bluhmanbluhman Posts: 2,410 Arc User
    Also, keeping track of damage done more easily than with just one pop-up number, as well as if you want to do iterative hits over time.

    Another issue, all the beams do fire damage which is going to skew your results if you're using cores that increase Fire defense or are using Fire form. Those beams have to do some kind of magical non-elemental damage or something.
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    aesicaaesica Posts: 2,537 Arc User
    The most comprehensive way to revamp the beams might be as follows:

    1) All beams do the same amount of damage and have the same options. This is so people don't have to wait in line in the off chance multiple people want to use them.

    2) Interacting with the beam opens a dialog:
    General
    [Repeat with previous settings] -> End dialog, use previously entered settings
    [Change settings] -> Continue dialog

    Select damage type
    [Slashing]
    [Piercing]
    [Crushing]
    [Fire]
    [Cold]
    [Electrical]
    [Sonic]
    [Particle]
    [Dimensional]
    [Magic]
    [Toxic]
    (Set appropriate damage type, continue dialog)

    Beam Duration
    [Single Shot]
    [Sustained: 5 sec]
    [Sustained: 10 sec]
    [Sustained: 15 sec]
    [Sustained: 20 sec]
    (Set appropriate duration, continue dialog)

    Beam Strength (Single)
    [50% max HP]
    [75% max HP]
    [99% max HP]
    (Set desired strength, end dialog, fire beam based on settings 3 seconds later)

    Beam Strength (Sustained - ticks every second for desired amount)
    [5% max HP]
    [10% max HP]
    [15% max HP]
    (Set desired strength, end dialog, fire beam based on settings 3 seconds later)

    Player is held in combat for the duration, as well as ~5 seconds after the beam ends.

    - - -

    That said, I fully understand that this might be beyond the scope of what our small dev team can reasonably do. I suppose the budget option would be this:

    1) Normalize all beams to use the highest (red) setting
    2) Give them different damage types, although there probably aren't enough for full damage type coverage :(
    3) Find some way to hold the player in combat for about 5 seconds after the beam hits them​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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