new proc for poison rune
im definitely not expecting support/bumps out of this one lmao
New poison rune proc:
now triggers by chance. and when the poison rune is triggered the enemy will be poisoned for [x] amount of seconds so you can deal your poison damage.
upgrading the poison rune stages will also increase your chance.
New poison rune proc:
now triggers by chance. and when the poison rune is triggered the enemy will be poisoned for [x] amount of seconds so you can deal your poison damage.
upgrading the poison rune stages will also increase your chance.
go watch breaking bad
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my discord:.mike#1112
eliatopia discord:(if you have one) https://discord.gg/qFcKTtS
my discord:.mike#1112
- Pro_xGamer
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Re: new proc for poison rune
Hey, since poison worked like this in other RPGs, why the heck not?
Re: new proc for poison rune
Why would you want RNG as a mechanic? no.
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Re: new proc for poison rune
well, since gunman like cant farm without poison, i will say no support.
but if gunman dmg get buffed, then support this would stop pellet men class
but if gunman dmg get buffed, then support this would stop pellet men class



Re: new proc for poison rune
Basically makes a warrior the king of pvp.
Re: new proc for poison rune
What if we have a poison chance increase based on how many bullets hit the enemy 6 the weapons we have?
For exemple (let's assume p5 for now): with *slow* gun (like 100 RPM):
1st bullet: 5%
2nd bullet: 10% (if 1st bullet didn't poison)
3rd bullet: 15% (if 2nd bullet didn't poison)
and so on, until the enemy get poison damage. After that, the chance is reset to the first bullet
As it stand, my sugestion would still make pellet spitter (and other fast guns) still OP. Which is why i propose to adapt the chance increase with the RPM of the weapon: the higher the RPM, the smallr the increase.
Ex: (500+ RPM):
1st bullet: 5%
2nd bullet: 5.5%
3rd bullet: 6%
and so on.
Numbers are just to indicate the idea. I don't know if this is balanced or not. But at least it would prevent cheep grinding from gunners.
For exemple (let's assume p5 for now): with *slow* gun (like 100 RPM):
1st bullet: 5%
2nd bullet: 10% (if 1st bullet didn't poison)
3rd bullet: 15% (if 2nd bullet didn't poison)
and so on, until the enemy get poison damage. After that, the chance is reset to the first bullet
As it stand, my sugestion would still make pellet spitter (and other fast guns) still OP. Which is why i propose to adapt the chance increase with the RPM of the weapon: the higher the RPM, the smallr the increase.
Ex: (500+ RPM):
1st bullet: 5%
2nd bullet: 5.5%
3rd bullet: 6%
and so on.
Numbers are just to indicate the idea. I don't know if this is balanced or not. But at least it would prevent cheep grinding from gunners.
Re: new proc for poison rune
Bunp
go watch breaking bad
eliatopia discord:(if you have one) https://discord.gg/qFcKTtS
my discord:.mike#1112
eliatopia discord:(if you have one) https://discord.gg/qFcKTtS
my discord:.mike#1112