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    Magitech Dystopia: Offensive Variant- Mk. 1

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    Mark Baxter

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    Completed Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 17th July 2015, 8:27 pm



    Name: Magitech Dystopia: Offensive Variant- Mk. 1
    Rank: Legendary (+) and Strong (+)
    One weapon, but combines the abilities of a Legendary (+) and a Strong (+) weapon.
    Type: Hammer/Grenade Launcher
    Description:

    Magitech Dystopia:

    It is pure white, with gray accents, and fires gray projectiles when in grenade launcher form.

    Primarily, the weapon takes the form of a large hammer that the user can store on their belt, but with the push of a button, it can transform into a small grenade launcher.
    Strengths:

    The weapon can transform, therefore, it is great for surprise attacks.
    The weapon is powered fully by electricity and solar power, and requires no magical energy to be used.

    Weaknesses:

    If his with an electrical attack, the weapon will be unable to transform for two posts.
    Since the user must press a button to transform the weapon, they cannot transform it if they are bound.
    Weak to electric attacks due to tech (Takes 50% more damage).

    Abilities:

    Explosive Blow:

    Name: Explosive Blow
    Rank: User's rank (Scales to A-Rank).
    Duration: Until trigger is pulled.
    Cooldown: 3 Posts (increases by 1 post per rank)
    Description: In order to cast this spell, Dystopia must be in hammer mode, additionally, the user must press a button to activate this spell. Once activated, Dystopia will partially transform, remaining in hammer form but revealing a place where bullets are stored, and a trigger appears at the very top of the hammer's shaft. To use this spell, the user must smash their hammer into a target, dealing 50% damage equal to their rank, and once they smash it into the opponent, they should pull the trigger, releasing a massive blast of energy that deals 75% damage equal to their rank. However, they do not have to do this blow before they pull the trigger, they can pull the trigger without physical contact. This ranged blow has a range of twenty meters, but only deals 75% damage equal to the user's rank.
    Strengths:

    There are two different ways to effectively use this technique, the user can combine the 'Explosive Blow' with a melee attack, or simply use the 'Explosive Blow' as a ranged attack.
    This technique allows for the user to deal a melee attack much more devastating than a normal melee attack.

    Weaknesses:

    Dystopia must be in hammer mode for this technique to be used.
    The Explosive Blow attack doesn't deal as much damage as a normal spell.
    It has no elemental strengths, due to the fact that the Explosive Blow attack is not an elemental attack.


    Machine Grenade:

    Name: Machine Grenade
    Rank: User's rank (Scales to A)
    Duration: Until all shots are fired
    Cooldown: 3 posts (increases by one post per rank).
    Description: The weapon must be in grenade launcher form for this technique to be usable. This technique will supercharge four of the Magitech Dystopia: Offensive Variant- Mk. 1's grenades, allowing each grenade to deal 50% damage equal to the user's rank (Scales to A-Rank). However, each shot that the user fires deals 10% damage to them, and knocks them back one meter. Each grenade travels at 30 meters per second (increases by 10 m/s per rank) and has a range of 100 meters. The grenades explode upon contact with anything.
    Strengths:

    The user can choose when they fire the shots, they don't have to fire them all at one time.
    The grenades have a very large range, making them very good for long range combat.

    Weaknesses:

    Each shot the user fires deals a slight amount of recoil damage to the user themselves.
    Each shot the user fires knocks the user back one meter, which can be very inconvenient.
    The grenades explode upon contact with anything, meaning if the user aims incorrectly, the grenade will be useless.


    Kaboom:

    Name: Kaboom
    Rank: Users rank (Scales to B-Rank)
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: In order to cast this spell, the weapon must be in hammer form. Upon the pressing of a button, a trigger appears towards the bottom of Magitech Dystopia: Offensive Variant- Mk. 1's shaft. To activate this spell, the user must jump very high (or fly, if applicable) and stand on the part of the hammer that is normally used to attack. Then, the user must pull the trigger, and a blast of white light will be fired, propelling the user towards a nearby enemy at a speed of 30 meters per second. Once the are within melee range of the enemy, they must smash the hammer into the enemy, dealing 100% damage equal to the user's rank (scales to B-Rank). However, this attack deals 10% damage to the user, and  they are left vulnerable to attacks for a split second after utilizing this technique.
    Strengths:

    This spell shoots the user towards an enemy at very high speed, along with dealing damage to the enemy.
    This attack deals a melee blow that is much more damaging than your run of the mill melee blow.

    Weaknesses:

    Deals a slight amount of recoil damage to the user of this technique.
    The weapon must be in hammer form for this technique to be usable.
    The user if left vulnerable for a split second after the usage of this technique.




    Last edited by Dig Dug Champion on 24th November 2015, 6:26 am; edited 27 times in total

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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Guest on 17th July 2015, 9:45 pm

    Hello, Sky, I'll be helping you with your weapon application. : )

    Lightning Transcendence - Reduce the boost to 1.25 (or 25%).

    Power Jolt - A D-rank ability can only have one effect so you'll need to pick just one for now (and you can add more as you rank up).

    Bump this thread when you've finished editing your weapon application and send me a private message if you have any questions.
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    Mark Baxter

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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 17th July 2015, 9:56 pm

    Bump


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Guest on 17th July 2015, 10:02 pm

    Reduce the HP and MP regeneration to 1% per post.
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    Mark Baxter

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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 17th July 2015, 10:18 pm

    Bump


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Guest on 17th July 2015, 10:22 pm

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    Mark Baxter

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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 21st July 2015, 9:35 pm

    Bump, C-Rank edits complete.


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Guest on 21st July 2015, 9:56 pm

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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Daddy on 20th August 2015, 12:51 pm

    Spoiler:
    Skyllon wrote:Name: Gauntlet of Sparks

    Rank: Legendary (+)

    Type: Ring/Gauntlet

    Description:
    Ring Form:

    Gauntlet Form:


    Note: While in Ring Form, the weapon retains all of it's passive abilities, however, it cannot use any of it's spells.

    Strengths:

    • Surprise: The Gauntlet has a Ring Form, which can be used to surprise opponents, as it looks just like a normal ring.
    • Physical: The Gauntlet can use physical attacks, and can be used for close range combat.
    • Lightning: This weapon charges all physical attacks with Lightning, even those executed with weapons.

    Weaknesses:

    • Ranged: This weapon is not capable of using ranged attacks.
    • Earth: Because of it's Lightning element, this Gauntlet is weak against the element of Earth.
    • Melee: This weapon is only capable of using extremely close range attacks, making the user very vulnerable to long range attacks.
    • Blunt: Because the Gauntlet lacks any blades, it cannot cut anything, and can only use blunt attacks.

    Abilities:

    Name: Lightning Transcendence

    Rank: C

    Duration: 4 posts (Increases by 1 each rank; starting at 3)

    Cooldown: 5 posts (Increases by 1 each rank; starting at 4)

    Description: Once activated, this spell super-charges the user with lightning, allowing any attacks that they use to be to infused with the Lightning Element, increasing their effectiveness by 1.5x. As soon as this spell is activated, the user will charge at their opponent at a speed of 10 meters per second (increasing by 5 meters each rank) smashing into the opponent's stomach with their Gauntlet, dealing 150% C-Rank damage, and knocking them back 7.5 meters (increasing by 2.5 meters each rank).

    Strengths:

    • Lightning: This spell infuses any attacks with the Lightning element, increasing their effectiveness.
    • Melee: This attack can deal melee, close-range damage.
    • Knockback: This spell can knock opponents back allowing them the opponent to be further away from the user.

    Weaknesses:

    • Earth: Since this spell infuses all spells with lightning, giving them a weakness to Earth.
    • Range: The user must be close to their enemy to use the offensive part of this spell.
    • Knockback: Since the Knockback sends the users opponent flying back, so it is much harder to use any melee attacks.
    • Limb Reliance: The user cannot be incapacitated in any way in order to use the offensive part of this spell.


    Name: Power Jolt

    Rank: C

    Duration: 4 posts (Increases by 1 each rank; starting at 3)

    Cooldown: 6 posts (Increases by 1 each rank; starting at 5)

    Description: Once activated, this spell starts sending small bursts of lightning throughout the user's body, bringing their mana up by 1% each post, and their health up by 2% each post, until the duration ends. Any spells used on the user will cause the caster of the spell to take 10% C-Rank damage. However, while this spell is active, the weapon's other spell cannot be active. If the user is hit by an Earth spell C-Rank or above, this spell will deactivate and still have to go through the cooldown process.
    Strengths:

    • Healing: This spell helps increase the user's health, allowing for them to get out of tough situations.
    • Mana: This spell increases the user's mana, allowing for them to cast more spells if they are running out of mana.
    • Support: This spell can help support the user in times that they need it.

    Weaknesses:

    • Solo: This spell cannot be used in conjunction with the weapon's other spell.
    • Supportive: This spell does not directly deal any damage, it's supportive.
    • Earth: This spell is weak against earth, and it's effects and incapacitated if the user is hit by an Earth spell.
    • Cooldown: Because of this spells strength, it has a longer cooldown than most spells do.


    Moved back at Users request


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 20th August 2015, 7:53 pm

    Bump!



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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Daddy on 20th August 2015, 8:27 pm

    Skyllon wrote:Name: Ancient Orb of the Ocean

    Rank: Legendary (+)

    Type: Enchanted Glass Orb

    Description:
    Ancient Orb of the Ocean:

    The Ancient Orb of Earth deals damage by floating, and flying towards whoever the user commands it to fly towards. It is made of Enchanted Glass, which is tougher than normal glass. However, it can easily be broken by weapons and armor above the rank of the Orb itself. It is the size of a small glass marble, but automatically grows to the size of the user's palm when grabbed. It's effectiveness is increased by 25% when used at the same time as another Enchanted Glass Orb. So pretty much buffs all spells?

    Strengths:

    • Ranged: This weapon does not require the user to get up close, and, therefore, is not very risky to use.
    • Surprise: It is the size of a small marble, and can be easily hidden, which allows it to be used easily for surprise attacks.
    • Strength Boost: When used with other Orbs, this weapon becomes more powerful.

    Weaknesses:

    • Melee: This weapon is not capable of executing melee attacks, it can only perform ranged attacks.
    • Blunt: This weapon lacks blades, so it cannot cut things, only cause blunt force trauma.
    • Concentration: This weapon requires the user's concentration to use, which makes them prone to surprise attacks.
    • Earth: This weapon is of the water element, which makes it weak against earth attacks.

    Abilities:

    Aquatic Ripple:

    Name: Aquatic Ripple

    Rank: C

    Duration: 5 posts

    Cooldown: 6 posts

    Description: When this spell is activated, the orb turns into a floating ball of water, which automatically hones in on any attacks sent at the user. It completely cancels out attacks below the user's rank, cuts the damage of spells that are the user's rank in half, and decreases the damage of spells one rank above the user by 25%. However, if a spell two rank above the user, or higher, hits the orb in aquatic form, the water will disperse, deactivating the spell, and triggering the cooldown. Make the cooldown 7

    Strengths:

    • Block: This spell blocks other spells, making it extremely useful defensively.
    • Water: Since this turns into a ball of water, it is especially effective against fire spells.
    • Honing: This automatically hones in on spells, which makes it very hard to counter.

    Weaknesses:

    • High Rank: Spells 2 ranks above the user or higher completely obliterate the orb, causing it to enter it's cool down.
    • Earth Spells: Since the ball is of the water element, earth spells are more effective against it.
    • Dual-Casting: Both of the Orb's spells can be active at the same time, however, if this is the case, the effectiveness of both spells is slightly weakened.
    • Offense: While in this form, the Orb is a ball of water, which makes it incapable of using water attacks.


    Ancient Ocean Merge:

    Name: Ancient Ocean Merge

    Rank: C

    Duration: 5 posts

    Cooldown: 6 posts

    Description: In order to activate this spell, the user must envision the Orb on the item that they wish to merge it wish. The Orb will then turn to water, and spiral around the item. It will then envelop the item, creating a version of that item covered in water. The item's spells (if they have any) cannot be activated in that form, but it's damage is increased by 1.5x, and the item gains the ability to shoot aquatic bullets, which home onto sources of magic power, and deal C-Rank water damage. The item also gains the Water element.

    Strengths:

    • Aqua Bullets: The item can create bullets of water, that can deal Water Element damage and home in on their targets.
    • Damage Buff: The item's damage is buffed by 1.5x while merged with the Ancient Orb of Sand.
    • Water Element: The item gains the Water Element, which makes it strong against earth element attacks.

    Weaknesses:

    • Orb: The Orb is not usable in this form, as it is merged with another item.
    • Water Element: The weapon gains the Water Element, which makes it weak against wind element attacks.
    • Aqua Bullets: The Aqua Bullets can be easily deflected by wind element attacks, as they are made of water. If this happens, they will fly back, and hit the user.
    • Weapon Spells: If the Orb is merged with a weapon, the weapon's spells cannot be activated.


    Comments in light green


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 21st August 2015, 8:24 am

    Bump!



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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 15th September 2015, 8:41 pm

    Bumpity Bump Bump Bump!


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by King Elyx on 19th September 2015, 7:05 am

    Skyllon wrote:Name: Ancient Blade of Darkness

    Rank: Legendary (+)

    Type: Ancient Sword

    Description:

    Ancient Blade of Darkness:



    The Ancient Blade of Darkness can be combined with the Ancient Blade of Light in order to create the Chaotic Blade. The Chaotic Blade form lasts for 5 posts, uses the spells of both original weapons, and doubles the effect of any weapon spells, and doubles damage caused by melee attacks with the sword. However, after it deactivates, neither weapon can be used for the rest of the thread.

    Strengths:

    • One Handed: This weapon is one handed, allowing one other weapon to be used along with it.
    • Melee: This sword is very effective at dealing melee damage.
    • Elements: This sword, while having the darkness element, is immune to elemental weaknesses.

    Weaknesses:

    • Enchanted Steel: This sword is made of Enchanted Steel, which cannot be broken by weapons or armor below the rank of the weapon, but can be easily shattered by two blows or two blocks from a weapon or armor of a higher rank. If shattered, the sword takes 5 posts to regenerate.
    • Glow: The gems in this weapon are always glowing, which means that it is impossible for the user to be stealthy.
    • Deflecting: If used to deflect a spell of a rank higher than the user, the sword will shatter, and will take 6 posts to regenerate.
    • Two-Handed: One of the spells of this weapon requires two hands, making it impossible to use any other weapons.

    Abilities:
    Darkness Boom:

    Name: Darkness Boom

    Rank: C

    Duration: 1 post for immediate effect; 5 posts for passive

    Cooldown: 6 posts

    Description: The user holds the sword up in the air, they can use one hand, or both, and then, the gem in the blade will glow fiercely, and the entire area in a 30 meter radius will be covered in a black energy. Anyone in this area, except for the user will be dealt 100% C-Rank damage, and the blackness will disappear. However, a black fog will cover the area, obstructing the vision of everyone except the user, and dealing 10% C-Rank damage to everyone each post, except for the user. Throughout all this, the gem will still be piercing red light.

    Strengths:

    • Damage: This spell immediately deals damage to everyone in the area, which is very convenient.
    • Vision Obstruction: The spell obstructs the vision of everyone of all of the user's enemies.
    • Passive Damage: This spell deals passive damage, which can be very useful in many conditions.

    Weaknesses:

    • Damage: This spell immediately deals damage to everyone in the area, including allies.
    • Vision Obstruction: While this spell obstructs the vision of enemies, it also obstructs the vision of allies.
    • Passive Damage: This spell deals passive damage to the user's allies, even though it does damage to enemies too.
    • Light: The light on the sword's gem will still be burning brightly throughout the entire spell, which makes it easy to spot the usr.

    Threads of Darkness:

    Name: Threads of Darkness

    Rank: C

    Duration: 4 Posts

    Cooldown: 5 Posts

    Description: The blade of the sword glows a pitch black color, and then threads of black light will fly, creating a thread to the left, a thread to the right, a thread to the ground, and a thread towards the sky. Each thread is 100 meters long. The user can use these threads to move in their direction, making it extremely easy for the user to move in any one of these directions at a speed of 20 meters per second. Also, if the user does not need these threads for moving, they will reorient to the sword's blade, increasing its damage by 1.75 times, however, the user must use two hands to hold the sword when this spell is active.

    Strengths:

    • Movement: This spell makes it extremely easy for the user to move, and makes it very easy to dodge.
    • Versatility: The threads do not need to touch any solid surface in order to stay movable.
    • Buff: If versatility is not needed, the user can use this spell in order to buff the effectiveness of the sword.

    Weaknesses:

    • Damage: This spell is not capable of dealing damage, at least, not in conventional ways.
    • Two Hands: Two hands must be used for the spell to function properly.
    • Movement: While in movement mode, the user cannot use the sword to deal damage, it is just a movement device.
    • Speed: While twenty meters per second is fast, it is not nearly as fast as some mages are capable of moving.




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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Ninetails Derpfox on 21st November 2015, 9:09 pm

    unlocked at user's request:
    Dig Dug Champion wrote:Name: Ancient Blade of Darkness

    Rank: Legendary (+)

    Type: Ancient Sword

    Description:

    Ancient Blade of Darkness:



    The Ancient Blade of Darkness can be combined with the Ancient Blade of Light in order to create the Chaotic Blade. The Chaotic Blade form lasts for 5 posts, uses the spells of both original weapons, and doubles the effect of any weapon spells, and doubles damage caused by melee attacks with the sword. However, after it deactivates, neither weapon can be used for the rest of the thread.

    Strengths:

    • One Handed: This weapon is one handed, allowing one other weapon to be used along with it.
    • Melee: This sword is very effective at dealing melee damage.
    • Elements: This sword, while having the darkness element, is immune to elemental weaknesses.

    Weaknesses:

    • Enchanted Steel: This sword is made of Enchanted Steel, which cannot be broken by weapons or armor below the rank of the weapon, but can be easily shattered by two blows or two blocks from a weapon or armor of a higher rank. If shattered, the sword takes 5 posts to regenerate.
    • Glow: The gems in this weapon are always glowing, which means that it is impossible for the user to be stealthy.
    • Deflecting: If used to deflect a spell of a rank higher than the user, the sword will shatter, and will take 6 posts to regenerate.
    • Two-Handed: One of the spells of this weapon requires two hands, making it impossible to use any other weapons.

    Abilities:
    Darkness Boom:

    Name: Darkness Boom

    Rank: C

    Duration: 1 post for immediate effect; 5 posts for passive

    Cooldown: 6 posts

    Description: The user holds the sword up in the air, they can use one hand, or both, and then, the gem in the blade will glow fiercely, and the entire area in a 30 meter radius will be covered in a black energy. Anyone in this area, except for the user will be dealt 100% C-Rank damage, and the blackness will disappear. However, a black fog will cover the area, obstructing the vision of everyone except the user, and dealing 10% C-Rank damage to everyone each post, except for the user. Throughout all this, the gem will still be piercing red light.

    Strengths:

    • Damage: This spell immediately deals damage to everyone in the area, which is very convenient.
    • Vision Obstruction: The spell obstructs the vision of everyone of all of the user's enemies.
    • Passive Damage: This spell deals passive damage, which can be very useful in many conditions.

    Weaknesses:

    • Damage: This spell immediately deals damage to everyone in the area, including allies.
    • Vision Obstruction: While this spell obstructs the vision of enemies, it also obstructs the vision of allies.
    • Passive Damage: This spell deals passive damage to the user's allies, even though it does damage to enemies too.
    • Light: The light on the sword's gem will still be burning brightly throughout the entire spell, which makes it easy to spot the usr.

    Threads of Darkness:

    Name: Threads of Darkness

    Rank: C

    Duration: 4 Posts

    Cooldown: 5 Posts

    Description: The blade of the sword glows a pitch black color, and then threads of black light will fly, creating a thread to the left, a thread to the right, a thread to the ground, and a thread towards the sky. Each thread is 100 meters long. The user can use these threads to move in their direction, making it extremely easy for the user to move in any one of these directions at a speed of 20 meters per second. Also, if the user does not need these threads for moving, they will reorient to the sword's blade, increasing its damage by 1.75 times, however, the user must use two hands to hold the sword when this spell is active.

    Strengths:

    • Movement: This spell makes it extremely easy for the user to move, and makes it very easy to dodge.
    • Versatility: The threads do not need to touch any solid surface in order to stay movable.
    • Buff: If versatility is not needed, the user can use this spell in order to buff the effectiveness of the sword.

    Weaknesses:

    • Damage: This spell is not capable of dealing damage, at least, not in conventional ways.
    • Two Hands: Two hands must be used for the spell to function properly.
    • Movement: While in movement mode, the user cannot use the sword to deal damage, it is just a movement device.
    • Speed: While twenty meters per second is fast, it is not nearly as fast as some mages are capable of moving.


    Please remember to post on the Weapon's Registration thread to have your weapon re-approved.
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    Chelvaric
     
     

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    Primary Magic: Ragnarok Phoenix
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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Chelvaric on 24th November 2015, 1:57 am

    you can only ahve 3 abilitys


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    Mark Baxter

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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Mark Baxter on 24th November 2015, 6:27 am

    Sorry about that, I forgot. Bump!


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    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Rising Star- King of Darkness- Demon Slayer- A-Rank- Veteran Level 2- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Ninja- 1 Year Anniversary- Player -
    Lineage : Marksman's Aim
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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Chelvaric on 1st December 2015, 7:35 am

    approved


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    Completed Re: Magitech Dystopia: Offensive Variant- Mk. 1

    Post by Guest on 23rd March 2016, 6:48 pm

    Unlocked at user's request.
    Original:
    Brennan wrote:

    Name: Magitech Dystopia: Offensive Variant- Mk. 1
    Rank: Legendary (+) and Strong (+)
    One weapon, but combines the abilities of a Legendary (+) and a Strong (+) weapon.
    Type: Hammer/Grenade Launcher
    Description:

    Magitech Dystopia:

    It is pure white, with gray accents, and fires gray projectiles when in grenade launcher form.

    Primarily, the weapon takes the form of a large hammer that the user can store on their belt, but with the push of a button, it can transform into a small grenade launcher.
    Strengths:

    The weapon can transform, therefore, it is great for surprise attacks.
    The weapon is powered fully by electricity and solar power, and requires no magical energy to be used.

    Weaknesses:

    If his with an electrical attack, the weapon will be unable to transform for two posts.
    Since the user must press a button to transform the weapon, they cannot transform it if they are bound.
    Weak to electric attacks due to tech (Takes 50% more damage).

    Abilities:

    Explosive Blow:

    Name: Explosive Blow
    Rank: User's rank (Scales to A-Rank).
    Duration: Until trigger is pulled.
    Cooldown: 3 Posts (increases by 1 post per rank)
    Description: In order to cast this spell, Dystopia must be in hammer mode, additionally, the user must press a button to activate this spell. Once activated, Dystopia will partially transform, remaining in hammer form but revealing a place where bullets are stored, and a trigger appears at the very top of the hammer's shaft. To use this spell, the user must smash their hammer into a target, dealing 50% damage equal to their rank, and once they smash it into the opponent, they should pull the trigger, releasing a massive blast of energy that deals 75% damage equal to their rank. However, they do not have to do this blow before they pull the trigger, they can pull the trigger without physical contact. This ranged blow has a range of twenty meters, but only deals 75% damage equal to the user's rank.
    Strengths:

    There are two different ways to effectively use this technique, the user can combine the 'Explosive Blow' with a melee attack, or simply use the 'Explosive Blow' as a ranged attack.
    This technique allows for the user to deal a melee attack much more devastating than a normal melee attack.

    Weaknesses:

    Dystopia must be in hammer mode for this technique to be used.
    The Explosive Blow attack doesn't deal as much damage as a normal spell.
    It has no elemental strengths, due to the fact that the Explosive Blow attack is not an elemental attack.


    Machine Grenade:

    Name: Machine Grenade
    Rank: User's rank (Scales to A)
    Duration: Until all shots are fired
    Cooldown: 3 posts (increases by one post per rank).
    Description: The weapon must be in grenade launcher form for this technique to be usable. This technique will supercharge four of the Magitech Dystopia: Offensive Variant- Mk. 1's grenades, allowing each grenade to deal 50% damage equal to the user's rank (Scales to A-Rank). However, each shot that the user fires deals 10% damage to them, and knocks them back one meter. Each grenade travels at 30 meters per second (increases by 10 m/s per rank) and has a range of 100 meters. The grenades explode upon contact with anything.
    Strengths:

    The user can choose when they fire the shots, they don't have to fire them all at one time.
    The grenades have a very large range, making them very good for long range combat.

    Weaknesses:

    Each shot the user fires deals a slight amount of recoil damage to the user themselves.
    Each shot the user fires knocks the user back one meter, which can be very inconvenient.
    The grenades explode upon contact with anything, meaning if the user aims incorrectly, the grenade will be useless.


    Kaboom:

    Name: Kaboom
    Rank: Users rank (Scales to B-Rank)
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: In order to cast this spell, the weapon must be in hammer form. Upon the pressing of a button, a trigger appears towards the bottom of Magitech Dystopia: Offensive Variant- Mk. 1's shaft. To activate this spell, the user must jump very high (or fly, if applicable) and stand on the part of the hammer that is normally used to attack. Then, the user must pull the trigger, and a blast of white light will be fired, propelling the user towards a nearby enemy at a speed of 30 meters per second. Once the are within melee range of the enemy, they must smash the hammer into the enemy, dealing 100% damage equal to the user's rank (scales to B-Rank). However, this attack deals 10% damage to the user, and  they are left vulnerable to attacks for a split second after utilizing this technique.
    Strengths:

    This spell shoots the user towards an enemy at very high speed, along with dealing damage to the enemy.
    This attack deals a melee blow that is much more damaging than your run of the mill melee blow.

    Weaknesses:

    Deals a slight amount of recoil damage to the user of this technique.
    The weapon must be in hammer form for this technique to be usable.
    The user if left vulnerable for a split second after the usage of this technique.



      Current date/time is 24th September 2017, 9:24 pm