tangocat777
Never had a reflected attack miss. Reflection is more or less a strategy already, but I want to see it expanded. Perhaps you've heard something about my solos. The reflection works as a pretty nice bridge between defense and offense, and between AoE and solo enemies. It's really great if you have few ring spots, but the trade off is health. Of course, healing in zOMG! is a bit more efficient than attacking anyways, so reflection might even be a bit overpowered as it is now. If you have a really good supply of health, you can easily benefit from it. Especially against bosses, their attacks can be reduced greatly by other armor buffs, but reflects always circumvent any armor you're wearing. For example, Stone Coatl can do over 1000 damage to himself in a single attack if it's reflected. If you tried to do that much damage in one approach to him using attack rings, you'd probably be almost out of health when you're done.
Keep in mind that sinusoidal rings could be used for other things as well. Sinusoidal healing, sinusoidal damage over time, sinusoidal crowd control. I think it would be cool if they could have an entire set of rings that operate on the concept, and they could be musical instruments. A fast attack could be percussion instruments like drums, and longer ones could be chord instruments or long bass lines like a sitar or something. The last two would probably be healing and crowd control. Something as a middle ground could give the set melody, like a saxophone or a guitar. That one could be a short-term buff, I guess. Maybe restore a bit of stamina to the crew if you activate the ring at the crest. And if a crew all used them like they were made to, you could have a band in-game. Or you could be a one-man band as you solo bosses with the set, whatever floats your boat. You're confident of Reflect never missing? Sorta makes sense.
Anyway, yep I've heard of your various feats. But this strategy is too slow for mook battle, right?
I wouldn't say it's overpowered: it's spread over much more time than the usual bashing. You went for the slow strategy of outliving the opponent, trading time for less risk and possibly work. Sounds fair to me. If its frequency was high enough to rival attack rings at their job of killing stuff, it would definitely be broken. And I think having a way to have weapon-grade Reflexion to be a possibility, if enough resources/slots are involved in the process, even if the fact that it also protects you might make it rather powerful. If you had to give up half your slots to gain it, would it be worth it?
Sinusoidal definitely fits the music theme. Mmm... In the usual heat of battle, when you can't focus on the assumed pulse indicator, this just adds more random to the game. Unless you decide to "stop" and follow the rhythm, hitting the top repeatedly for greater reward. Correct?
The assumed cooldoown could be nearly in phase with the sinusoidal, meaning that a constant spamming of the effect is the easiest way to stay in sync. What do you think of this?
@HotRed_Streak: *tries to stick his fork into your flesh* How far in did you go?
*misses* Might help me limit my future threads a little better.
*misses* I admitedly went a bit over the top. I just have
so many ideas. >.<
*misses* Adrenaline! Where are you when I need you? D:
@Zomblaze: You don't need to understand all these things to play the game. There's a lot of math affecting your action that you don't need to understand or
even be aware of. You'll get a sense of how engine behaves just by playing. Idea #12 strays into more "Hardcore" territory, but it's not serious. And #20 also is not for the math-scared, but you can still use it without understanding what it really does. Everything else you can ignore like you're ignoring many of the stuff that already happens in the game, or easily learn how to use, which is what you only need to care about.
@OMG its kirby: I will take over the world. It only looks complicated; the end result would pretty much be like the current rings. And it was longer to begin with >.>