Post by Maxine on Nov 10, 2020 1:03:38 GMT -8
Since there's been some talk about improving Energy Blast weapons to compare with Strike weapons from around the community, I sat down and put together some drafts - at first they were just vague ideas, but since then I've reworked a lot of them to fit the rest of the site better. The main focus was improving the 'Antique' weapons, since they don't compare to the rest of the weapons, but I've also put some suggestions for other Energy Blast weapons in as well; to even the number of Energy Blast and Strike weapons out.
I have also removed the term 'Ranged Energy Blast' for just 'Energy Blast' in these weapons, to make them fully equivalent with the Strike weapons - I hope someday to see some cool uses of them by Ki Blade users!
I will warn I'm biased as I play a Energy-focussed Techie, but I tried to approach them from the angle of 'what hasn't been done with the other weapons' or 'what would be fun to make a build around', rather than whatever would be nice for me.
Rare
Antique Pistol
Carefully preserved by collectors or circumstances, this archaic pistol still utilizes classic kinetic ammunition. As it uses such cartridge based ammunition, its bullets can easily be customised to cause considerably more than just entry wounds.
Type: Weapon - Sidearm
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn have a 50% chance to afflict ‘Wound’ on their target(s). Additionally, deal direct damage equal to their highest stack of ‘Wound’, ‘Burn’, ‘Poison’, ‘Chill’, or ‘Shock’ to each target successfully hit by your Energy Blasts this turn. This damage applies only once to each target, not once per successful hit.
Limit: 3 uses per thread.
Keeps the original effect while adding a bit more focus on it. As only Witches get major results for damaging Status Effects, I think this will give an extra incentive for other classes to consider using status effects if they go for an Energy build as well. It also scales from the highest stack, so it won’t be as efficient for a variety-focussed Witch, so it may appeal more for grenade-based Techies, Mystics with a mean streak, or sword-wielders who want to throw Snapshot into their plans.
Antique Firearm
Carefully preserved by collectors or circumstances, this archaic rifle utilizes armor-piercing kinetic ammunition. Though once swept aside for being hard to maintain and use compared to energy weapons, these old firearms have proven quite effective against ki-based shields and deflector technology.
Type: Weapon - Assault
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal additional damage based on the target's THP and Defensive Techniques. For each of the following that apply at the start of the Defender's turn, they deal +3 damage:
- Target has THP
- Target has higher than 10 THP
- Target has used a Defensive Technique against this attack
- Target has used a second Defensive Technique against this attack
Limit: 2 uses per thread.
Keeps the focus on Temporary HP and breaking defences, but in a much more useful manner. The original meant you either had to build your whole sheet around Special Techniques with Penetrate so you could just slay your target through their temporary HP, or otherwise you could only ignore it for at best two turns and then you’d just have to deal with it anyway.
This way you can just push through it far quicker and possibly get some extra damage in on their actual HP, which both makes it more handy and also makes its smaller number of uses more logical. It also gives some extra damage against those who rely on Defensive Techniques a lot, but only if they're forced to call your bluff. Could lead to some pretty big numbers, though, so it may need some adjustment.
And, on to the other, considerably less well thought out suggestions:
Common
Ki Bolas
An ingenious weapon that uses a pair of weights connected by a cord, which is then spun and thrown to tie up and topple a target. Though usually used for capturing Ostriches and other bigger game, these have proven popular among bounty hunters as well as regular hunters; particularly when ki arts can allow for far heavier versions of the original design.
Type: Weapon - Martial
Zeni Value: 10,000
Zeni Cost: 40,000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn gain +5 Accuracy, and a 30% chance to inflict Immobilise on their target.
Limit: 3 uses per thread.
I think the other common Energy weapons are quite good, so this just fills out the roster. I’d say it’s comparative to the Steel Sword, but it trades damage for accuracy and a bit of utility. Might need the number of uses reduced though, depending on how good Immobilise is considered compared to Wound.
Rare
Saiyan Bow
A primitive but carefully constructed longbow that leverages Saiyan physical strength and ki control to fire arrows at velocities comparable to firearms; once used to breach Tuffle war machines and armour. While it is still powerful in this era, the time it takes to tense the string and the accuracy it demands can come at a steep cost in a fast-paced battle.
Type: Weapon - Martial
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: When you activate this weapon, you may reduce your Defence by 5 up to four times during this turn. For each 5 Defence you sacrifice, Energy Blasts you perform on this turn gains +1 damage.
Limit: 3 uses per thread.
A simple trade-off effect. Not as sure about this one – maybe it could be something more critical-focussed? But, I think this effect is decent and offers a bit of useful utility, and nothing much reduces your own Defence in return for anything. I originally had it ignore DR in return for it, but ignoring DR is basically the same as having extra damage; just less practical.
Mythic
Gatling Laser
The sledgehammer of the world of firearms; this weapon packs immense punch alongside a massive magazine. With multiple barrels to keep up the rate of fire without causing overheating, this style of laser machine gun has often proven that sometimes enough sheer firepower can overwhelm even the most agile of foes.
Type: Weapon - Assault
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: Energy Blasts you perform this turn have a 80% chance to afflict the target with the Special Status Effect ‘Suppression’, even if they miss; but their Damage is reduced by -3. ‘Suppression’ stacks last one turn each like regular Status Effects, but reduce the target’s Defence by 10 for each stack on the target. However, all stacks of ‘Suppression’ are removed if the target is not attacked by at least one Energy Blast each turn.
Limit: 3 uses per thread.
Really happy with this one! Sounds cool, plays cool, and is very useful. I think accuracy is where Energy builds should shine, and this really does the trick. Does lean into Energy Blast spam a bit, though.
Dinosaur Hunting Rifle
Prized in the South Lands as both a weapon and a status symbol, this is one of a range of oversized rifles used to hunt dinosaurs. With enough power to breach a massive lizard’s scales, these rifles prove just as dangerous against smaller targets.
Type: Weapon - Sniper
Zeni Value: 40,000
Zeni Cost: 120,000
Activation: Bonus Action
Effect: Energy Blasts you perform this turn gain a ‘Mini-Crit’ range that is 25 higher than your normal Critical range (for example, if you could normally critically hit on 95+, you could get a ‘mini-crit’ on 70+). On a mini-crit, the hit is still guaranteed and other critical effects will still trigger, but with only a +2 damage bonus.
Limit: 2 uses per thread.
Sort of a counterpart to the Katchin Sword – less reliable, but offers more damage. A strategist could really love this, or anyone else who can push up their critical range a fair bit. Since mini crits still offer a guaranteed hit, this should also add to the accuracy focus of Energy attacks. The mini crit range could be tinkered with a bit, though.
Disposable Launcher
Once used to even the odds between Tuffle weapons teams and Saiyan ki artists, these simple throw-away rocket launchers are still feared by ki artists who think themselves untouchable by those outside the martial arts community. Though inelegant, their blast radius makes them miserable to dodge compared to a bullet or arrow.
Type: Weapon - Launcher
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: When you perform a Energy Blast this turn, roll for its Accuracy twice. If only the first is successful, treat it as normal. If only the second is successful, deal only the attack’s dice damage. If both are successful, the attack gains +3 damage. The second roll cannot cause Critical Hits.
Limit: 3 uses per thread.
Fun one! Another accuracy-focussed Energy weapon, with a bit more flavour to it. Sort of like Wide-Striking, but with a simple drawback. I think it’ll be a good choice for people going for Energy builds who don’t want to invest too much into their Basic Techniques.
I have also removed the term 'Ranged Energy Blast' for just 'Energy Blast' in these weapons, to make them fully equivalent with the Strike weapons - I hope someday to see some cool uses of them by Ki Blade users!
I will warn I'm biased as I play a Energy-focussed Techie, but I tried to approach them from the angle of 'what hasn't been done with the other weapons' or 'what would be fun to make a build around', rather than whatever would be nice for me.
Rare
Antique Pistol
Carefully preserved by collectors or circumstances, this archaic pistol still utilizes classic kinetic ammunition. As it uses such cartridge based ammunition, its bullets can easily be customised to cause considerably more than just entry wounds.
Type: Weapon - Sidearm
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn have a 50% chance to afflict ‘Wound’ on their target(s). Additionally, deal direct damage equal to their highest stack of ‘Wound’, ‘Burn’, ‘Poison’, ‘Chill’, or ‘Shock’ to each target successfully hit by your Energy Blasts this turn. This damage applies only once to each target, not once per successful hit.
Limit: 3 uses per thread.
Keeps the original effect while adding a bit more focus on it. As only Witches get major results for damaging Status Effects, I think this will give an extra incentive for other classes to consider using status effects if they go for an Energy build as well. It also scales from the highest stack, so it won’t be as efficient for a variety-focussed Witch, so it may appeal more for grenade-based Techies, Mystics with a mean streak, or sword-wielders who want to throw Snapshot into their plans.
Antique Firearm
Carefully preserved by collectors or circumstances, this archaic rifle utilizes armor-piercing kinetic ammunition. Though once swept aside for being hard to maintain and use compared to energy weapons, these old firearms have proven quite effective against ki-based shields and deflector technology.
Type: Weapon - Assault
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal additional damage based on the target's THP and Defensive Techniques. For each of the following that apply at the start of the Defender's turn, they deal +3 damage:
- Target has THP
- Target has higher than 10 THP
- Target has used a Defensive Technique against this attack
- Target has used a second Defensive Technique against this attack
Limit: 2 uses per thread.
Keeps the focus on Temporary HP and breaking defences, but in a much more useful manner. The original meant you either had to build your whole sheet around Special Techniques with Penetrate so you could just slay your target through their temporary HP, or otherwise you could only ignore it for at best two turns and then you’d just have to deal with it anyway.
This way you can just push through it far quicker and possibly get some extra damage in on their actual HP, which both makes it more handy and also makes its smaller number of uses more logical. It also gives some extra damage against those who rely on Defensive Techniques a lot, but only if they're forced to call your bluff. Could lead to some pretty big numbers, though, so it may need some adjustment.
And, on to the other, considerably less well thought out suggestions:
Common
Ki Bolas
An ingenious weapon that uses a pair of weights connected by a cord, which is then spun and thrown to tie up and topple a target. Though usually used for capturing Ostriches and other bigger game, these have proven popular among bounty hunters as well as regular hunters; particularly when ki arts can allow for far heavier versions of the original design.
Type: Weapon - Martial
Zeni Value: 10,000
Zeni Cost: 40,000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn gain +5 Accuracy, and a 30% chance to inflict Immobilise on their target.
Limit: 3 uses per thread.
I think the other common Energy weapons are quite good, so this just fills out the roster. I’d say it’s comparative to the Steel Sword, but it trades damage for accuracy and a bit of utility. Might need the number of uses reduced though, depending on how good Immobilise is considered compared to Wound.
Rare
Saiyan Bow
A primitive but carefully constructed longbow that leverages Saiyan physical strength and ki control to fire arrows at velocities comparable to firearms; once used to breach Tuffle war machines and armour. While it is still powerful in this era, the time it takes to tense the string and the accuracy it demands can come at a steep cost in a fast-paced battle.
Type: Weapon - Martial
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: When you activate this weapon, you may reduce your Defence by 5 up to four times during this turn. For each 5 Defence you sacrifice, Energy Blasts you perform on this turn gains +1 damage.
Limit: 3 uses per thread.
A simple trade-off effect. Not as sure about this one – maybe it could be something more critical-focussed? But, I think this effect is decent and offers a bit of useful utility, and nothing much reduces your own Defence in return for anything. I originally had it ignore DR in return for it, but ignoring DR is basically the same as having extra damage; just less practical.
Mythic
Gatling Laser
The sledgehammer of the world of firearms; this weapon packs immense punch alongside a massive magazine. With multiple barrels to keep up the rate of fire without causing overheating, this style of laser machine gun has often proven that sometimes enough sheer firepower can overwhelm even the most agile of foes.
Type: Weapon - Assault
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: Energy Blasts you perform this turn have a 80% chance to afflict the target with the Special Status Effect ‘Suppression’, even if they miss; but their Damage is reduced by -3. ‘Suppression’ stacks last one turn each like regular Status Effects, but reduce the target’s Defence by 10 for each stack on the target. However, all stacks of ‘Suppression’ are removed if the target is not attacked by at least one Energy Blast each turn.
Limit: 3 uses per thread.
Really happy with this one! Sounds cool, plays cool, and is very useful. I think accuracy is where Energy builds should shine, and this really does the trick. Does lean into Energy Blast spam a bit, though.
Dinosaur Hunting Rifle
Prized in the South Lands as both a weapon and a status symbol, this is one of a range of oversized rifles used to hunt dinosaurs. With enough power to breach a massive lizard’s scales, these rifles prove just as dangerous against smaller targets.
Type: Weapon - Sniper
Zeni Value: 40,000
Zeni Cost: 120,000
Activation: Bonus Action
Effect: Energy Blasts you perform this turn gain a ‘Mini-Crit’ range that is 25 higher than your normal Critical range (for example, if you could normally critically hit on 95+, you could get a ‘mini-crit’ on 70+). On a mini-crit, the hit is still guaranteed and other critical effects will still trigger, but with only a +2 damage bonus.
Limit: 2 uses per thread.
Sort of a counterpart to the Katchin Sword – less reliable, but offers more damage. A strategist could really love this, or anyone else who can push up their critical range a fair bit. Since mini crits still offer a guaranteed hit, this should also add to the accuracy focus of Energy attacks. The mini crit range could be tinkered with a bit, though.
Disposable Launcher
Once used to even the odds between Tuffle weapons teams and Saiyan ki artists, these simple throw-away rocket launchers are still feared by ki artists who think themselves untouchable by those outside the martial arts community. Though inelegant, their blast radius makes them miserable to dodge compared to a bullet or arrow.
Type: Weapon - Launcher
Zeni Value: 30,000
Zeni Cost: 80,000
Activation: Bonus Action
Effect: When you perform a Energy Blast this turn, roll for its Accuracy twice. If only the first is successful, treat it as normal. If only the second is successful, deal only the attack’s dice damage. If both are successful, the attack gains +3 damage. The second roll cannot cause Critical Hits.
Limit: 3 uses per thread.
Fun one! Another accuracy-focussed Energy weapon, with a bit more flavour to it. Sort of like Wide-Striking, but with a simple drawback. I think it’ll be a good choice for people going for Energy builds who don’t want to invest too much into their Basic Techniques.