Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Essokinesis made weaponry - Part 1

    Raiza
    Raiza

    The Red Player


    The Red Player

    Moderator- Developer/GFX Artist- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Skill: The Reckoning
    Second Skill: Death's Game
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Essokinesis made weaponry - Part 1

    Post by Raiza 31st May 2016, 4:57 pm

    Name: Mizu- APWL (Mizunaka - Air Pump Water Launcher)
    Rank: Weak
    Type: Weapon - Gun
    Description: Out there, is a certain individual that deserves to be shot by this. This ultimate weapon does ZERO damge despite the hurt feelings that may occur when shot by such an embarassment of a weapon. This fully auto, infinate(while filled) launcher is designed like an M16A4 but with a few differences. First off, the magazine(which holds 2 gallons) is on top of the weapon for a smoother liquid flow. Second, the gun is extremely light in general, able to shoot water at the most non-deadly rate of 20mph, with the possibility of 'splash' damage. Warning, may induce water fights. Only use with extreme caution as this can cause fun. Keep out of the reach of children unless you have one of your own. The company that makes this is not responsible for any possible negative outcome if you use this incorrectly, such as but not limited to: Shooting old people, shooting animals that hate water, shooting electrical equipment, shooting women with white shirts on, shooting Raiza with his own weapon.
    Strengths:
    -its fun
    Weaknesses:
    -Not exactly a weapon
    -no damage?

    Name: R-HGM011 (Raiza Hand gun Model 11)
    Rank: Weak
    Type: Weapon - Gun
    Description: In all honesty, the gun looks exactly like the Glock 21SF in appearance but major changes have been made to this model. Magazine is a standard 10 round clip with a .45 round. The barrel is slightly longer by half an inch. The grip is customized to be non-slip. The trigger has been set to a 3.0KG pull. Even the sight has been customized to a ring point. Each round of the bullet is (Base melee + weak weapon damage) -25%. These fire at 50mph. To penetrate. 30 meter range.
    Strengths:
    -Custom made for a nice fit.
    -Quick reload & Fire action
    Weaknesses:
    -Accuracy is dependent on weather/wind
    -Reloading means the gun cannot be used during reload.
    -Low penetration chance.

    Name: R-SMPM032 (Raiza Sub-machine Pistol Model 32)
    Rank: Weak
    Type: Weapon - Gun
    Description: Designed around a Micro Uzi sub machine gun, but designed for more accuracy for the trade of a smaller clip with rapid fire. Each clip has 18 rounds that may be fired in a 3 shot burst, or full auto burst. The speed is 45MPH, and the damage is (Base melee + weak weapon damage) -35%. However the effective accuracy cannot reach further than 20meters before accuracy goes out the window. Uses 9mm Parabellum
    Strengths:
    -While it is a smaller than normal clip, it is still fairly big
    -Rapid fire.
    Weaknesses:
    -Accuracy is dependent on weather/wind
    -Reloading means the gun cannot be used during reload.
    -No chance to penetrate with this gun

    Name:  R-FAAM291 (Raiza Full Auto Assualt Model 291)
    Rank: Weak
    Type: Weapon - Gun
    Description: By far, a gun that took hundreds of remakes to perfect. The Mizu-Faam291 was designed around the FN F-2000 full auto assault rifle and the FN P90 PDW. This weapon retains the 5.56×45mm NATO rounds that the FN F-2000 uses, and while the core remains the same, it comes customized with many features. First, the optical sight is a 1.7x instead of the standard 1.6x. Effective range is up to 150meters(100meters if using burst fire), and speed is 40mph. The clip size is slightly modified and increased from the standard, now holding 40 and can be shot in only two  forms of firing modes, that is a 5 round bursts or a single shot burst. Damage per round is as follows (Base melee + weak weapon damage) -50%
    Strengths:
    -Highly accurate with burst fires
    -Built in sight for added range.
    Weaknesses:
    -Accuracy is dependent on weather/wind
    -Reloading means the gun cannot be used during reload.
    -No chance to penetrate with this gun
    -weaker base dmg, due to clip size.


    Last edited by Raiza on 1st June 2016, 7:57 am; edited 2 times in total


    _____________________________________________________________________________________

    Essokinesis made weaponry - Part 1 YdfXSKP
    Anastasia Isayev
    Anastasia Isayev

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Valkyrian
    Position : None
    Posts : 2446
    Guild : Black Sails GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116

    Character Sheet
    First Skill: Mechanized REquip
    Second Skill: Dragons' Champion
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Anastasia Isayev 31st May 2016, 8:45 pm

    Hello.  You know who I am so let's get started.
    Anything you see in this color are things I request to be fixed.
    Let's get this going, shall we?
    Raiza wrote:Name: Mizu- APWL (Mizunaka - Air Pump Water Launcher)
    Rank: Weak
    Type: Weapon - Gun
    Description: Out there, is a certain individual that deserves to be shot by this. This ultimate weapon does ZERO damge despite the hurt feelings that may occur when shot by such an embarassment of a weapon. This fully auto, infinate(while filled) launcher is designed like an M16A4 but with a few differences. First off, the magazine(which holds 2 gallons) is on top of the weapon for a smoother liquid flow. Second, the gun is extremely light in general, able to shoot water at the most non-deadly rate of 20mph, with the possibility of 'splash' damage. Warning, may induce water fights. Only use with extreme caution as this can cause fun. Keep out of the reach of children unless you have one of your own. The company that makes this is not responsible for any possible negative outcome if you use this incorrectly, such as but not limited to: Shooting old people, shooting animals that hate water, shooting electrical equipment, shooting women with white shirts on, shooting Raiza with his own weapon.
    Strengths:
    -ahahahhahahahahhaa Strengths? Right?
    While I understand this strength is a joke, as well as this weapon is -- Can I get an actual strength for this weapon?
    Weaknesses:
    -plot?  Same as above, but for a weakness.  It being part of a plot isn't a weakness, sorry
    -no damage?

    Name: R-HGM011 (Raiza Hand gun Model 11)
    Rank: Weak
    Type: Weapon - Gun
    Description: In all honesty, the gun looks exactly like the Glock 21SF in appearance but major changes have been made to this model. Magazine is a standard 10 round clip with a .45 round. The barrel is slightly longer by half an inch. The grip is customized to be non-slip. The trigger has been set to a 3.0KG pull. Even the sight has been customized to a ring point. Each round of the bullet is (Base melee + weak weapon damage) -25%. These fire at 50mph. To penetrate. Each bullet ignores 3 points of damage resistance(Defender may roll a defend dice per hit and any successful block ignores the penetration). Range is dependent on the situation, but never can it be accurate past 200 meters
    1:  Due to this being a weak weapon, it doesn't gain any abilities.  The ability to ignore 3 points of damage resistance is, what I would consider, a passive ability.  Weak weapons also do not gain access to abilities.  Please get rid of that part.
    2:  I cannot allow you to have 200 meters as your range.  While I'm aware that the actual effective range of a .45 ACP is around 100m, due to the site, I would have to ask you to lower the range to 20m

    Strengths:
    -Custom made for a nice fit.
    -Quick reload & Fire action
    Weaknesses:
    -Accuracy is dependent on weather/wind
    -Reloading means the gun cannot be used during reload.
    -Low penetration chance.

    Name: R-SMPM032 (Raiza Sub-machine Pistol Model 32)
    Rank: Weak
    Type: Weapon - Gun
    Description: Designed around a Micro Uzi sub machine gun, but designed for more accuracy for the trade of a smaller clip with rapid fire. Each clip has 18 rounds that may be fired in a 3 shot burst, or full auto burst. The speed is 45MPH, and the damage is (Base melee + weak weapon damage) -35%. However the accuracy cannot reach further than 100meters before accuracy goes out the window. Uses 9mm Parabellum
    The damage is actually dependent on how many bullets you let out in 1 attack.  If you let out 1 bullet, it should do 100% of the weapon's damage while if you squeeze out 5 rounds in a single attack, each bullet would do 20% of the weapon's damage.  All in all, your damage per bullet would vary depending on how many bullets you put down-range.
    Strengths:
    -While it is a smaller than normal clip, it is still fairly big
    -Rapid fire.
    Weaknesses:
    -Accuracy is dependent on weather/wind
    -Reloading means the gun cannot be used during reload.
    -No chance to penetrate with this gun

    Name:  R-FAAM291 (Raiza Full Auto Assualt Model 291)
    Rank: Weak
    Type: Weapon - Gun
    Description: By far, a gun that took hundreds of remakes to perfect. The Mizu-Faam291 was designed around the FN F-2000 full auto assault rifle and the FN P90 PDW. This weapon retains the 5.56×45mm NATO rounds that the FN F-2000 uses, and while the core remains the same, it comes customized with many features. First, the optical sight is a 1.7x instead of the standard 1.6x. Effective range is up to 300meters(150meters if using burst fire), and speed is 40mph. The clip size is slightly modified and increased from the standard, now holding 40 and can be shot in only two  forms of firing modes, that is a 5 round bursts or a single shot burst. Damage per round is as follows (Base melee + weak weapon damage) -45%
    1:  The damage is actually dependent on how many bullets you let out in 1 attack.  If you let out 1 bullet, it should do 100% of the weapon's damage while if you squeeze out 5 rounds in a single attack, each bullet would do 20% of the weapon's damage.  All in all, your damage per bullet would vary depending on how many bullets you put down-range.
    2:  Same as before, I cannot allow such a high range for a weak weapon.  I can allow for 20 meters, which is actually pretty high for a weak weapon.  Yes, in reality it can go further, I understand.

    Strengths:
    -Highly accurate with burst fires
    -Built in sight for added range.
    Weaknesses:
    -Accuracy is dependent on weather/wind
    -Reloading means the gun cannot be used during reload.
    -No chance to penetrate with this gun
    -weaker base dmg, due to clip size.


    _____________________________________________________________________________________

    [Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
    Wave your banner!  
    Join the Black Sails today!
    The Guild is Set to OPEN!  -- This means, feel free to join!
    Raiza
    Raiza

    The Red Player


    The Red Player

    Moderator- Developer/GFX Artist- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Skill: The Reckoning
    Second Skill: Death's Game
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Raiza 1st June 2016, 8:09 am

    Edited most/changed a lot.

    However I'd like to ask about the ranges & bullet damages. Ranges (as far as I can see) should be fair. If we take into account I'm not using a bullet's real speed, in fact they're going slower than even a normal bow or crossbow(yes I realize it carries more ammo and fires faster...till you get into repeating bows, or someone that uses multi-arrows in their shots.) Ranges. I've lowered substantially either way. I do wish to keep my assault one at at least 75 to 100m for even relatively effective sake, hence the damage per bullet reduction. I'm even willing to state I may only reload one clip from one gun a post if this helps any. (I actually meant 20 meters for the HG so no prob lol... idk why 200 was put. However due to an idea. I've increased to 30, and made the SMG into 20M range. As for the rifle. Again, I'd ask for at least 75 to 100meter effective range. After all, I do compensate for a lower speed.)


    As for the bullet damage. They only do physical(non magical) melee damage. A sword or a bow is not reduced in damage for per swing or per arrow that is shot correct? I weakened each bullet substantially to compensate the ranges I'm asking for, as well as the potential rapid firing technique. I do not wish each gun to do damage based on the # of shots I fire in the post, as that seems highly unfair if i use it to it's fullest. I rather it do a flat # which is part of why I lowered all the damages in general. Good?


    _____________________________________________________________________________________

    Essokinesis made weaponry - Part 1 YdfXSKP
    Anastasia Isayev
    Anastasia Isayev

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Valkyrian
    Position : None
    Posts : 2446
    Guild : Black Sails GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116

    Character Sheet
    First Skill: Mechanized REquip
    Second Skill: Dragons' Champion
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Anastasia Isayev 1st June 2016, 12:36 pm

    Raiza wrote:Edited most/changed a lot.

    However I'd like to ask about the ranges & bullet damages.  Ranges (as far as I can see) should be fair. If we take into account I'm not using a bullet's real speed, in fact they're going slower than even a normal bow or crossbow(yes I realize it carries more ammo and fires faster...till you get into repeating bows, or someone that uses multi-arrows in their shots.)  Ranges. I've lowered substantially either way. I do wish to keep my assault one at at least 75 to 100m for even relatively effective sake, hence the damage per bullet reduction. I'm even willing to state I may only reload one clip from one gun a post if this helps any. (I actually meant 20 meters for the HG so no prob lol... idk why 200 was put. However due to an idea. I've increased to 30, and made the SMG into 20M range. As for the rifle. Again, I'd ask for at least 75 to 100meter effective range. After all, I do compensate for a lower speed.)
    These are weak weapons so they should have similar speed/distance as a D Rank spell.  I was being generous to allow you to have certain speeds and certain distances.  25 meter distance is far for a weak weapon/D Rank spell


    As for the bullet damage. They only do physical(non magical) melee damage. A sword or a bow is not reduced in damage for per swing or per arrow that is shot correct? I weakened each bullet substantially to compensate the ranges I'm asking for, as well as the potential rapid firing technique.  I do not wish each gun to do damage based on the # of shots I fire in the post, as that seems highly unfair if i use it to it's fullest. I rather it do a flat # which is part of why I lowered all the damages in general.  Good?
    No, not good.  What I mentioned about rapid fire stays. There are similar rules for multi-hit spells.  Those rules also apply for weapons when it comes to damage as well.  Even if you squeeze out 1 bullet or 4 in a single attack, the total damage will still total up to 100% of the weapon's damage.
    Considering with the way you modeled your uzi, you could easily just deal 198 damage will a full clip with the formula you suggested, which roughly 4x X Rank Melee damage and equivalent to X Rank spell damage. And that can technically be seen as a single attack with how you modeled the damage.


    _____________________________________________________________________________________

    [Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
    Wave your banner!  
    Join the Black Sails today!
    The Guild is Set to OPEN!  -- This means, feel free to join!
    Raiza
    Raiza

    The Red Player


    The Red Player

    Moderator- Developer/GFX Artist- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Skill: The Reckoning
    Second Skill: Death's Game
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Raiza 1st June 2016, 3:05 pm

    25meters is indeed long for normal D-rank spells, which deal a lot more damage than a single shot anyways. I'd be cool with 25 meters for most weaponry, till we get to assault or heavens if I make a sniper rifle.  How would it be fair that something like that would be limited to a low range? Even a normal crossbow(repeating) can fire faster and further than these weapons. Remember this is an anime world, and considdering we have people that at C-rank run fast as usion bolt. While I've seen others top 100mph with ease. At that point, why even use a range weapon? The close range melee will be able to do full damage per swing, and easily get multiple swings off in one post.

    If its that big of a problem for damage I can nerf it further. However, limiting damage to the # of shots I make in that post is highly unrealistic. It makes the bullet damage change and vary by a post to post basis, hence I will wish to keep it a flat dmg per bullet.

    Also, comparing the damage to as if every single bullet hit, would be kind of unfair. Thats like saying if I was a D-rank mage, using a 'weak' sword & hit 18 slices I'd be doing 126 damage

    Using that uzi, if all 18 bullets hit. 81dmg would be going through. (again, D-rank stuff)

    if someone is using even 1 piece of 'weak' armor. That damage for the sword becomes 72 & the gun becomes 46dmg (if... every single bullet hits) No offense, who is gonna let every bullet hit. (but what about point blank? Well yeah sure... harder to bs around, but harder to hit too, since you can easily grab onto a gun (not so much a sword)

    I'm even willing to cut the ammo down, though I've seen it done people making a ton of swings 5-10-15swings.

    Lets also not mention, strength... increases melee damage, while it doesn't increase bullets/ranged.

    or light/medium/heavy attacks can be used for melee but not ranged. (Less the actual wep says that)


    _____________________________________________________________________________________

    Essokinesis made weaponry - Part 1 YdfXSKP
    Anastasia Isayev
    Anastasia Isayev

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Valkyrian
    Position : None
    Posts : 2446
    Guild : Black Sails GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116

    Character Sheet
    First Skill: Mechanized REquip
    Second Skill: Dragons' Champion
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Anastasia Isayev 1st June 2016, 4:56 pm

    Raiza wrote:25meters is indeed long for normal D-rank spells, which deal a lot more damage than a single shot anyways. I'd be cool with 25 meters for most weaponry, till we get to assault or heavens if I make a sniper rifle.  How would it be fair that something like that would be limited to a low range? Even a normal crossbow(repeating) can fire faster and further than these weapons. Remember this is an anime world, and considdering we have people that at C-rank run fast as usion bolt. While I've seen others top 100mph with ease. At that point, why even use a range weapon? The close range melee will be able to do full damage per swing, and easily get multiple swings off in one post.
    There is a difference between damage per attack and damage per post.   You can swing your weapon once per attack and have it deal 100% of the damage.  Or you can have a single attack swing 5 times, which will still result in each slash for that single attack dealing 20% of the damage done in that attack.  I am already giving you a generous amount for speed and distance.  If you want more, you'll have to have a weakness that would good enough to give you more.

    If its that big of a problem for damage I can nerf it further. However, limiting damage to the # of shots I make in that post is highly unrealistic. It makes the bullet damage change and vary by a post to post basis, hence I will wish to keep it a flat dmg per bullet.
    As mentioned above, there's a difference between #of swings/shots per attack and the # of attacks you make per post.  What I'm requesting is that if you shoot 5 shots per attack, that each shot deals 20% of your attack's damage.  Where-as, if you have a weapon with semi-automatic fire which fires 1 shot at a time, that 1 shot will deal 100% of your weapon's damage.  The way you have it framed was:
    Base Melee + Weak Weapon damage
    B Rank's Base Melee:  15
    Weak Weapon Damage:  +2
    Total damage:  17
    Handgun:  Well, if you want lowered damage, that's on you.  Semi-Auto
    Uzi:  Full Auto @ (Base melee + weak weapon damage) -35%// 11.05 dmg per bullet
    ----11.05 x 18 bullets = 198.9 damage for a full clip
    Assault Rifle:  5 Round Burst @ (Base melee + weak weapon damage) -50% // 42.5 damage per burst.
    As you can see, it can be used to deal FAR more damage than necessary.  That is the rationale behind why I requested the change to damage.


    Also, comparing the damage to as if every single bullet hit, would be kind of unfair. Thats like saying if I was a D-rank mage, using a 'weak' sword & hit 18 slices I'd be doing 126 damage
    This is also assuming the person makes 18 individual attacks instead of going in for an 18 hit combo. If they went in for an 18 hit combo, then it should be divided by 18. If they made 18 separate attacks, however, then that's fine. Which you could also do.

    Using that uzi, if all 18 bullets hit. 81dmg would be going through. (again, D-rank stuff)
    That's not quite how the damage formula you wanted works.  

    if someone is using even 1 piece of 'weak' armor. That damage for the sword becomes 72 & the gun becomes  46dmg  (if... every single bullet hits) No offense, who is gonna let every bullet hit. (but what about point blank? Well yeah sure... harder to bs around, but harder to hit too, since you can easily grab onto a gun (not so much a sword)

    I'm even willing to cut the ammo down, though I've seen it done people making a ton of swings 5-10-15swings.

    Lets also not mention, strength... increases melee damage, while it doesn't increase bullets/ranged.

    or light/medium/heavy attacks can be used for melee but not ranged. (Less the actual wep says that)
    Sure, it says Melee, but this site also associates melee with just weapon damage for some reason
    Either way, I gave you the ranges, speeds, and how damage is to be dealt.  While I can work with you on how far/fast the weapon can go (depending on your weapon's weaknesses).  Also, there is a difference between a single attack and a single round.


    _____________________________________________________________________________________

    [Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
    Wave your banner!  
    Join the Black Sails today!
    The Guild is Set to OPEN!  -- This means, feel free to join!
    Raiza
    Raiza

    The Red Player


    The Red Player

    Moderator- Developer/GFX Artist- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Skill: The Reckoning
    Second Skill: Death's Game
    Third Skill:

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Raiza 1st June 2016, 7:30 pm

    I'mma add that, there is No where on the site, saying if you swing more than once for an attack, each attack is divided by the number of swings. That alone is ridiculous. Never have I seen such a thing done like that, and in all my fights, and all the threads I've read. When someone swings more than once in a post, or an attack for that matter. Its full damage per swing. I do not know where you're getting this from at all. I really feel like you're just being unfair since never has there been a reference to such a thing. Even asking another mod (you may confirm this in your mod chat) That a sword's swing never changes damage.

    Also, you're bringing up my character's rank as a determining factor on this. I suppose if I was H-rank I'd have to make them even weaker because H-rank melee damage is larger than B-rank?  So far. I've already made these weaker than repeating crossbows and weaker than heck... throwing multiple rocks since with this site people being super-human, where C-rank is as fast as the fastest runner irl currently. We can only imagine the other physical feats of FTRP(like... the number of times people can leap from building to building or... lift giant debris from the ground)


    If I were to nerf them to be damage divided by # of shots. It'd be pointless even as an H-rank to ever go full auto, since even using my uzi alone with a small clip, would make each bullet do so little damage that a weak grade armor could easily block the entire bit of it and then some. In fact... if I were to try going full auto with my rifle each round would do less than a single damage. & thats if... someone even got hit by even a fraction of them or wore no armor at all, since I'm fairly certain less than 1dmg is not even enough to break the skin for most characters on the site. My weakening of the damage alone is why I have increased ranges.


    In fact... I think you're trying to apply the multi-hit rule of a spell onto this.


    If you're that adamant about rendering all ranged weapons that useless. Fine, please trash this and I'll repost it at a later date with a different mod. Sorry I'm trying to be nice. (Please do not respond to this, as if you do.  please refer to the next statement. As I do not feel you will not be willing to work with me on this)


    "Trash this"





    P.S I already ran this through with another mod to ensure I was 'nice' in my post. Thanks. Also, I give free reign for any mod reading this to trash it anyways.


    _____________________________________________________________________________________

    Essokinesis made weaponry - Part 1 YdfXSKP
    avatar
    Guest
    Guest

    Essokinesis made weaponry - Part 1 Empty Re: Essokinesis made weaponry - Part 1

    Post by Guest 1st June 2016, 7:33 pm

    Archiving upon request.

      Current date/time is 2nd May 2024, 1:47 am