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Weapon & Armor bonuses

Started by Chedburn [1] Admin on in Suggestions.

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Chedburn [1] Admin Developer

Special weapons & armour among three classes (Superior, Epic, Legendary) will have a chance of spawning inside rare caches. These caches will sometimes be credited to factions for winning competitive wars, but may also be available to buy abroad in the future.

Caches will include most of the basic weapons already in Torn today, with a few new ones thrown in. There is a chance that one of the weapons in the cache will become a Superior, Epic or Legendary class weapon. They will receive a damage and accuracy buff by default (to make them competitive with other basic weapons if it's for example a Glock 18) and be assigned one or two bonuses. These special items will be very rare, the rarity of which also dramatically increases with scale: the Epic (Orange) ones will be 25x rarer than Superior (Yellow) and Legendary (Red) will be 25x rarer than Epic (Orange).

The bonuses that appear all have rates generated along with them. For example, a Superior (Yellow) weapon might have a 12% chance to 'Stun', but a Legendary (Red) weapon might have 25% chance. Every bonus has a rate that can be varied. Also, all bonuses can only spawn on a select few types of weapons, for example Stun is only available on Heavy Artillery, Shotguns, Clubbed and Mechanical.

We've been working on a list of bonuses which can be randomly generated on to these special weapons and armour. I am making this post to see if anyone in the community has any further ideas to add to our list. Some ideas are obvious, but impractical due to gameplay balance or technical limitations - but any ideas are welcome and could help to ensure we have a totally full list of potential bonuses.

We don't need to worry about their rates or weapon types here. Just basic / general ideas for new and interesting ideas for weapon & armor bonuses.

Here's the current list of weapon bonuses we have. Some may sound under-powered or over-powered, remember that each one has an assigned rate window in order for us to control how powerful they are. Some bonuses may sound completely useless to you, but may serve a purpose to some people in specific situations.


Current list of cache weapon bonuses

Stun : Chance of opponent missing next turn

Critical rate : Increases critical hit rate

Strength : Passively increase strength while using weapon

Speed : Passively increases speed while using weapon

Ignore armor : Chance of ignoring armor

Critical damage : Increases critical hit damage

Hospital time : Increases opponent hospital time

Comeback : Damage increase while under 1/4 life

Plunder : Increases money mugged if weapon is used on final hit

Deadly blow : Chance of huge critical hit

Experience : Increases experience gain if used for final hit

Warlord : Increases respect gain if used for final hit

Masterful : A further additional damage and accuracy bonus

Powerful : A further additional damage bonus

Accurate : A further additional accuracy bonus

Fury : Chance of a double action turn

Paralyze : Chance of adding 'Paralyzed' effect to target which includes a high chance of missing future turns

Frenzy : Damage & accuracy increases with every successful hit

Suppression : Chance of adding 'Suppressed' effect to all opponents (chance of missing future turns)

Bleed : Chance of adding 'Bleed' effect to target which causes additional damage on every turn

Conservative : Reduces the amount of rounds used per turn (clips will last longer)

Eviscerate : Chance of adding 'Eviscerated' effect to target which increases future damage received by 25%

Execute : Removes all remaining life on a target below X% life (Non NPC only)

Assassinate : Increased damage on first turn with weapon (if hit was successful)

Finale : Damage increases by X% for every hit during the fight with a different weapon (resets upon use)

Focus : Increases accuracy by X% for every missed hit (caps at 25 misses)

Motivation : Chance of adding 'Motivated' effect to you which increases stats by 10% (Stacks)

Bloodlust : Increases life by X% of damage taken from opponent while using the weapon



Current list of specific unique weapon bonuses (Superior / Yellow only)

Plan is to give all of these weapons a unique special bonus, even those already in circulation.

Flamethrower - Burn : Chance of adding burn effect to targeted opponent (Similar to molotov)

Gold Plated AK-47 - Demoralize : Chance of adding 'Demoralize' effect to all opponents which reduces stats

Tranquilliser Gun - Sleep : Chance of adding 'Sleep' effect which causes missed turns until receiving damage

Nock Gun - Hazardous : Chance of causing X% of damage to yourself

Snow Cannon - Freeze : Chance of adding 'Frozen' effect to opponent which causes a stat debuff

Pink Mac-10 - Emasculate : Increases happiness by X% of maximum if used on final hit

Handbag - Confusion : Unsure currently



Current list of armor bonuses

Armor bonuses are currently only per set. Different armour sets provide different bonuses, equipping a full set provides a bonus.

Riot : Decreases enemy melee damage

Dune : Increases dexterity

Assault : Increases defense

Delta : Unsure currently

Marauder : Increases maximum life

EOD : Chance of full damage block
Blexi [1458703]

Another bonus I could think of is:

- Opponent cannot use meds or get revived for the next X minutes when used as final blow. (X somewhere like 1min-5min?)

Would be very useful in faction warring.

Also I have to say, Ched's post doesn't seem very clear about what the deal is with the bonus for these unique weapons.
Does each Golden AK have the bonus or only some of them?

Also I think Torn needs to massively reduce the number of bad weapons. While I think there should be some bad weapons, it shouldn't be that 90% of weapons are bad. Maybe 50% is a healthy proportion.
CatHead [1581564]

Confusion, chance that the enemy pokemon gets confused and then it hurts itself in its confusion.

A message could appear on screen which says 'CatHead is confused, it hurt itself in its confusion'. There could be a simple question mark animation which plays over the confused fighter's head.
Champion [1927067]

Gold Plated AK-47: Glimmer, the shiny light of the AK reflects into your opponents eyes, reducing their speed for one hit of the attack

Would be pretty cool to see this on the gold ak that i own
Kata [1990396]

Oh. But mine was a suggestion?

I said I wanted to see the Bonus added to make weapons dual.

And that I wanted to see the Bonus added to make weapons gold.

So, like...


Current list of cache weapon bonuses

Golden Shower: Make a weapon of choice into a gold weapon that shoots gold all over the person - INSANELY EXTREMELY RARE

Switch Hitter: Changes a weapon of choice into dual weapons - EVEN MORE INSANELY EXTREMELY RARE

^suggestions.

Maybe I worded it wrong before?




Detective [1557351]

I think that similar to "EOD : Chance of full damage block" is, there can be added chance to block % damage with weapons - but this might be a bit too specific.

Anyways, say both of the players are attacking with swords, or one has swords the other has Devils Pitchfork or Nunchakus - in these specific situations one would have random chance to block opponent with his sword. This would work for melee vs melee weapons only of course.

Another weapon bonus maybe?
Loudshot : Opponent gets confused because of too loud shot - opponents dexterity and speed is decreased for few turns.
Double edge: Deals 2x damage to the opponent, but hurts you with 1x damage.


Also, you could possible add two more armor types:
"Spiked armor" - Return % of the damage if attacker is using melee weapons.
"Metal armor" - Returns % of the damage if attacker is using any kind of gun weapon. - just noticed this is in the post below mine. lol
If I think of something more I'll edit this post!

Detective
Dapper_Tramp [2007373]

Katana:

Glorious Nipon Steel: Chance to ignore armour

Armour:

Rubberized: Chance to reflect a % of damage

Anything:

Overwhelming: Reduces defence.


Witherite [1601768]

Thought about that, but as for the percentage I thought it could be related as well with how much defense you have over the opponents strength.

(Totally not doing this as a favour for myself)

Defense is winfense.
Witherite [1601768]

Ched, what if there's also Cursed effects? And the church would be reworked a bit to try removing the curses, the church would get more love.
Wolverine [1971836]

Chedburn, why don't you improve the search feature in the items market?

Imagine how difficult will become to get a weapon with particular bonuses, without a proper search engine in the items market.
gorlyman [1728176]

Weakening: For blowgun/ crossbow only

- 1% reduction to a random stat for each hit that connect

Reach weapon: For weapon with reach(polearm/ whip, etc)

- Debuff to enemy melee accuracy

Vengeance: For whatever

- 100% critical chance on next hit after being crited

Primal Armor: For armor

- Enemy attack deal only 1/10 damage if you have full health

P&P / Trigger happy : For weapon

- A chance that the weapon's all remaining ammo are expended in one turn, double hit chance if that happen

Sir robin's boot: for leg armor

- Make running away a lot easier

Medic: For weapon

- Beat people to health with your magic wellness stick

Annoy: For weapon

- Flood enemy's event with random cat fact on each hit (I am pretty sure there are people that will trade their life's earning for such weapon)
Stente [1899758]

All-in/charging hit (probably belongs on melee weapon): increases damage done significantly (if succesful), but needs 1 turn to "build power"

Fx. Use charging hit in round 1 (no damage) and if you hit in round two, you deal 2.5-3x normal damage.. In other words, "force crit but spend two turns". Normal crit chance could proc on top of this
Witherite [1601768]

Armor Bonus:

Agile: You're fast, decreasing enemy's hit chance and denying the enemy to hit you with a melee weapon. (Enemy can only use primary and secondary weapons).

Something of that sort, would be interesting.



(I'm sorry if I spam, but... I'm not even home yet to do the real spamming)
Sam9000 [1574059]

If a defender gets an 'activate' from a sleep weapon, won't that stalemate the fight because the attacker won't be damaged afterwards?
Orionis [1924258]

(For those weapons of questionable cleanliness) Weapon Effect: Infected - Reduced health regeneration for a period of time.

Weapon Effect: Disarm - Causes an opponent to be unable to attack or reload their most recently used weapon for X turn(s).

If that effect was added:

Glove armor effect: disarm immunity/resistance

Not sure if you would consider special temporary weapons, but I could also see

Smoke/Tear effect: Sickening - reduces effective dexterity for X seconds/first half of duration.

Flash/Pepper effect: Blinded - disorient effects are doubled for X seconds/first half of duration.
Vernunzio [730674]

Trout: Mercury poisoning. If you win, the mercury poisoning adds several hours on to the loser's hosp time (whether it was hosp, mug, or leave).


Cryptic [2059197]

My checklist:

Have a use? Yes



Balanced: will be determined (we don't want a few of those options being the best general pick).

I'm concerned about Stun & Finale, Fury, Freeze, and Frenzy powers relative to the rest.

I see that Fury, Frenzy, and Finale would compete with each other, as Freeze & Stun would compete with each other as well.

For stat tests you should test this at various points of the stat pool (new, average,above average, veteran, seasoned veteran, & top tier)