A Random Act of Terror
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- Posted: Tue, 31 May 2011 03:04:40 +0000
inspired by this ring:
http://zomg.wikia.com/wiki/Ring:_Buddy_Call
Ring: Summon Twin
Target: Self (or 1 ally) (affects are applied to your ally if you choose them, not yourself)
Cooldown: 10 minutes
Congratulations, you have mastered the art of multiplication! This ring allows you to call forth a duplicate of yourself to assist you in battle.
Duration: 15 seconds, 20 seconds, 25 seconds, 30 seconds (with the potential to boost your accuracy to the equivalent of RR2 keen eye OR +2 luck and an increase to willpower equivelent to RR2 Iron Will, these effects last 10 minutes) [for RR1-RR4 respectively)
Stamina cost: 25
*UPDATE*
the duplicate you would be as though there were two of you. you would recieve the gold for their kills, but your luck wouldn't increase from the addition of a 7th player (in a 6 man crew). i should also mention that the duplicate you would only have access to the first 4 rings in your slot, so choose wisely wink
a penalty for this ring would be (depending on how much the RNG hated you): -100HP, additional 5 stamina cost, or a willpower decrease (equivelent of RR1 Iron Will)
this ring idea just came to me because i the ring posted in another thread. ill elaborate more on it tomorrow, the allergy medication i took is making me incoherent (i edited this post 7 times before posting)
Something you should probably look at:
How are so many people formulating opinions on this, at this point? There's nothing there! gonk
I think the idea of summoning a duplicate (or duplicates) of yourself is interesting, but I'd very much like to see what you expect it to do. Does it attack when you attack? Does it attack independent of you? Is it just a puppet to soak up damage? There are lots of technical possibilities for a "Summon Twin" Ring, but I'll give you one hint; no matter how good it is, a 30 second duration with a 10 minute Cooldown will prove unusable. When you propose a Ring with costs that high, try pushing the power of the effect down so that the costs are reasonable.
Personally, I think it'd be resonant for the Ring to simply cost half your current Health and Stamina; it reflects the division between the user and the 'clone' rather well, though it may certainly prove hard-to-balance (depending on its effect). Which is, I suppose, why I was curious what you were intending it to do. sweatdrop
If it's attacking with you, it would be self-limited by the high initial Stamina cost - the most Stamina you could start with is 50, which you would burn through pretty quickly (particularly if you're trying to make good use of your 'clone'). Presumably, the 'clone' would initiate attacks of the same type as yours, whenever you do, utilising your stats. You very well could have higher Rage Ranks increase the number of 'clones' generated; costing additional Stamina and Health to match the split (i.e. 66% to make two 'clones', 75% to make three 'clones', and 80% to make four 'clones'). Alternatively (and possibly technically safer; the potential for 3, 4, or 5 simultaneous attacks lagging or breaking the game is higher than from just 2), you could simply have the effectiveness of the 'clone' increase with Rage (dealing 30% of your damage at RR1, 50% at RR2, etc.), and maintain the same costs.
If it's just a damage puppet, the Health cost becomes more relevant than the Stamina cost - since it determines how much damage the 'clone' takes before it breaks. The Ring would pass your Aggro onto the clone, and higher Rage Ranks would produce "sturdier" (Persistent Armor-bearing) clones. While there's not a whole lot of use for it currently, the main benefit would be in allowing it to 'soak up' debuffs or Crowd Control effects (which it would be, in essence, immune to). Personally, this version has a lot more of that 'build around me' appeal that I (personally) enjoy, but it's also got a slightly narrower usage.
But, still, it's important to find out what you were imagining when you proposed the idea. I suppose we can wait for you to get back and elaborate... sweatdrop
EDIT: You updated in the midst of my post. That's what I get for being unbearably slow, eh? gonk
well, you did raise several points i still missed.
i may have to rethink the cool down, i don't want the ring to be as useless as turtle is now sweatdrop
maybe halving the cool down to 5 minutes and raising the durations by 10-15 seconds could help.
and the clone should be able to attack as long as it detects that you are attacking (so, if there is a 7-10 second gap between your last attack, it would stop. it would be too OP to let the ring attack for you, but then if you run out of stamina, it can still assist you)
and to go more in depth, it has your HP/stamina set up as soon as it is cloned (excluding the 25 cost to stamina), so if it gets killed before the duration is up, it simply disappears.
i think that having its damage potential would work out better as well (the 30%, 50%, etc)
and i don't think it should cut your HP by half (that would hurt you a lot if your a CL1 with 100HP and you suddenly go down to 50 while being attacked because you thought you could take on all of VG)
maybe increase the penalty from -100HP to -250HP (for a CL10.0, it would scale down...i should probably have mentioned my stats were based on a CL10.0 with minimum ghi)
http://zomg.wikia.com/wiki/Ring:_Buddy_Call
Ring: Summon Twin
Target: Self (or 1 ally) (affects are applied to your ally if you choose them, not yourself)
Cooldown: 10 minutes
Congratulations, you have mastered the art of multiplication! This ring allows you to call forth a duplicate of yourself to assist you in battle.
Duration: 15 seconds, 20 seconds, 25 seconds, 30 seconds (with the potential to boost your accuracy to the equivalent of RR2 keen eye OR +2 luck and an increase to willpower equivelent to RR2 Iron Will, these effects last 10 minutes) [for RR1-RR4 respectively)
Stamina cost: 25
*UPDATE*
the duplicate you would be as though there were two of you. you would recieve the gold for their kills, but your luck wouldn't increase from the addition of a 7th player (in a 6 man crew). i should also mention that the duplicate you would only have access to the first 4 rings in your slot, so choose wisely wink
a penalty for this ring would be (depending on how much the RNG hated you): -100HP, additional 5 stamina cost, or a willpower decrease (equivelent of RR1 Iron Will)
this ring idea just came to me because i the ring posted in another thread. ill elaborate more on it tomorrow, the allergy medication i took is making me incoherent (i edited this post 7 times before posting)
Something you should probably look at:
A Random Act of Terror
Red Kutai
How are so many people formulating opinions on this, at this point? There's nothing there! gonk
I think the idea of summoning a duplicate (or duplicates) of yourself is interesting, but I'd very much like to see what you expect it to do. Does it attack when you attack? Does it attack independent of you? Is it just a puppet to soak up damage? There are lots of technical possibilities for a "Summon Twin" Ring, but I'll give you one hint; no matter how good it is, a 30 second duration with a 10 minute Cooldown will prove unusable. When you propose a Ring with costs that high, try pushing the power of the effect down so that the costs are reasonable.
Personally, I think it'd be resonant for the Ring to simply cost half your current Health and Stamina; it reflects the division between the user and the 'clone' rather well, though it may certainly prove hard-to-balance (depending on its effect). Which is, I suppose, why I was curious what you were intending it to do. sweatdrop
If it's attacking with you, it would be self-limited by the high initial Stamina cost - the most Stamina you could start with is 50, which you would burn through pretty quickly (particularly if you're trying to make good use of your 'clone'). Presumably, the 'clone' would initiate attacks of the same type as yours, whenever you do, utilising your stats. You very well could have higher Rage Ranks increase the number of 'clones' generated; costing additional Stamina and Health to match the split (i.e. 66% to make two 'clones', 75% to make three 'clones', and 80% to make four 'clones'). Alternatively (and possibly technically safer; the potential for 3, 4, or 5 simultaneous attacks lagging or breaking the game is higher than from just 2), you could simply have the effectiveness of the 'clone' increase with Rage (dealing 30% of your damage at RR1, 50% at RR2, etc.), and maintain the same costs.
If it's just a damage puppet, the Health cost becomes more relevant than the Stamina cost - since it determines how much damage the 'clone' takes before it breaks. The Ring would pass your Aggro onto the clone, and higher Rage Ranks would produce "sturdier" (Persistent Armor-bearing) clones. While there's not a whole lot of use for it currently, the main benefit would be in allowing it to 'soak up' debuffs or Crowd Control effects (which it would be, in essence, immune to). Personally, this version has a lot more of that 'build around me' appeal that I (personally) enjoy, but it's also got a slightly narrower usage.
But, still, it's important to find out what you were imagining when you proposed the idea. I suppose we can wait for you to get back and elaborate... sweatdrop
EDIT: You updated in the midst of my post. That's what I get for being unbearably slow, eh? gonk
well, you did raise several points i still missed.
i may have to rethink the cool down, i don't want the ring to be as useless as turtle is now sweatdrop
maybe halving the cool down to 5 minutes and raising the durations by 10-15 seconds could help.
and the clone should be able to attack as long as it detects that you are attacking (so, if there is a 7-10 second gap between your last attack, it would stop. it would be too OP to let the ring attack for you, but then if you run out of stamina, it can still assist you)
and to go more in depth, it has your HP/stamina set up as soon as it is cloned (excluding the 25 cost to stamina), so if it gets killed before the duration is up, it simply disappears.
i think that having its damage potential would work out better as well (the 30%, 50%, etc)
and i don't think it should cut your HP by half (that would hurt you a lot if your a CL1 with 100HP and you suddenly go down to 50 while being attacked because you thought you could take on all of VG)
maybe increase the penalty from -100HP to -250HP (for a CL10.0, it would scale down...i should probably have mentioned my stats were based on a CL10.0 with minimum ghi)