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Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 9:34 am
by Flashlight237
Okay, so while the Whipmaster class would stand out by being middle-of-the-road in both range and power, and I had plans to give Warriors flails as a third weapon type for the class, I had an experimental class idea that would stand out more by tweaking how the game is played. That's right, I made boomerangs!:
Image

As you can tell, I'm going for the same middle-of-the-road range mentality, although I made the range a bit longer to allow the big mechanic I had in mind for boomerangs. That's right... You can actually GUIDE boomerangs as they fly. I would imagine the controls to be a bit loose since, well, it's a flying object. I would expect it to turn more like how a bowling ball curves than something that turns on a dime.

Boomerangs are powerful weapons: more so than one-handed warrior weapons, BUT there's a catch. Boomerangs have a sloooooooooooow attack rate. The fastest attack rate I've seen for boomerang-throwing in any video game is the 3D platformer Ty the Tasmanian Tiger, and those boomerangs would fly for about one whole second (maybe a tiny bit longer) before coming back to Ty. He has two, so Ty would throw two boomerangs at a rate equivalent to 120 attacks per minute (or 60 attacks per minute for single-wielding a boomerang). Why Ty the Tasmanian Tiger? Because the class set-up, especially with dual-wielded boomerangs, will wind up being very similar to Ty the Tasmanian Tiger. While it does sound unappealing at first, it does make for a sensible drawback when you realize that, well... You're controlling a flying weapon with your cursor. That would be pretty OP without anything holding it back.

If I were to put it into perspective, let's say the Jester Wand has a power of 88 and I gave a boomerang on the same tier a power of 105. Here's what I would get from their DPS values, assuming a player stat of 100.

One-Handed
Jester Wand: 88*100*120/60=17600
Boomerang: 105*100*60/60=10500

Two-Handed
Jester Wand: 88*100*192/60=28160
Boomerang: 105*100*120/60=21000

As for skills, hmm, I did have some in mind.

Destructorang
Description: Your boomerang turns into a slicing disc, which increases its critical hit chance and damage. Press B to use.
Skill Levels: 5
MP Cost: 3
Base Damage: 130%
Base Crit Chance Boost: 2% additive
Damage Increase per Skill Level: 35%
Crit Chance Boost Increase per Skill Level: 2% additive

Tornado Roll
Description: Your rolls will leave behind a single tornado. Did you fart or something?
Skill Levels: 3
MP Cost: 2
Tornado Damage: 200%
Tornado Damage Increase per Skill Level: 100%

Shrimp on the Barbie
Description: Cook your food somehow and increase their effectiveness. Passive Skill.
Skill Levels: 3
Base Consumable Effectiveness: +5%
Consumable Effectiveness per Skill Level: +5%

Slice-O-Rang
Description: Your boomerangs are sharper, increasing their crit damage. Passive Skill.
Skill Levels: 5
Base Crit Damage Increase: +0.2x crit damage
Crit Damage Increase per Skill Level: +0.2x crit damage

Of course there are drawbacks to the new weapon type. While the mechanic will definitely make players change up their gameplay by having them control the boomerang mid-flight, the mechanic might also encourage botting, which the community frowns upon. The risk can be mitigated by making the flight curve relatively stiff and leaving AoE attacks (ex. Storm Cloud and Ninja Slash) out of the equation altogether. That and, of course, limiting the amount of mobs a boomerang can hit. Yeah, I literally wrote this paragraph trying to come up with anti-botting tricks.

Not gonna try making sets for this thing just yet. Last time I went for a class, I went full bananas making a tons of sets for the class. This time, I think it's easier to wait it out. Yeah.

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 9:43 am
by DREEAAM09_is_back
Flashlight237 wrote:
Tue Aug 24, 2021 9:34 am
Okay, so while the Whipmaster class would stand out by being middle-of-the-road in both range and power, and I had plans to give Warriors flails as a third weapon type for the class, I had an experimental class idea that would stand out more by tweaking how the game is played. That's right, I made boomerangs!:
Image

As you can tell, I'm going for the same middle-of-the-road range mentality, although I made the range a bit longer to allow the big mechanic I had in mind for boomerangs. That's right... You can actually GUIDE boomerangs as they fly. I would imagine the controls to be a bit loose since, well, it's a flying object. I would expect it to turn more like how a bowling ball curves than something that turns on a dime.

Boomerangs are powerful weapons: more so than one-handed warrior weapons, BUT there's a catch. Boomerangs have a sloooooooooooow attack rate. The fastest attack rate I've seen for boomerang-throwing in any video game is the 3D platformer Ty the Tasmanian Tiger, and those boomerangs would fly for about one whole second (maybe a tiny bit longer) before coming back to Ty. He has two, so Ty would throw two boomerangs at a rate equivalent to 120 attacks per minute (or 60 attacks per minute for single-wielding a boomerang). Why Ty the Tasmanian Tiger? Because the class set-up, especially with dual-wielded boomerangs, will wind up being very similar to Ty the Tasmanian Tiger. While it does sound unappealing at first, it does make for a sensible drawback when you realize that, well... You're controlling a flying weapon with your cursor. That would be pretty OP without anything holding it back.

If I were to put it into perspective, let's say the Jester Wand has a power of 88 and I gave a boomerang on the same tier a power of 105. Here's what I would get from their DPS values, assuming a player stat of 100.

One-Handed
Jester Wand: 88*100*120/60=17600
Boomerang: 105*100*60/60=10500

Two-Handed
Jester Wand: 88*100*192/60=28160
Boomerang: 105*100*120/60=21000

As for skills, hmm, I did have some in mind.

Destructorang
Description: Your boomerang turns into a slicing disc, which increases its critical hit chance and damage. Press B to use.
Skill Levels: 5
MP Cost: 3
Base Damage: 130%
Base Crit Chance Boost: 2% additive
Damage Increase per Skill Level: 35%
Crit Chance Boost Increase per Skill Level: 2% additive

Tornado Roll
Description: Your rolls will leave behind a single tornado. Did you fart or something?
Skill Levels: 3
MP Cost: 2
Tornado Damage: 200%
Tornado Damage Increase per Skill Level: 100%

Shrimp on the Barbie
Description: Cook your food somehow and increase their effectiveness. Passive Skill.
Skill Levels: 3
Base Consumable Effectiveness: +5%
Consumable Effectiveness per Skill Level: +5%

Slice-O-Rang
Description: Your boomerangs are sharper, increasing their crit damage. Passive Skill.
Skill Levels: 5
Base Crit Damage Increase: +0.2x crit damage
Crit Damage Increase per Skill Level: +0.2x crit damage

Of course there are drawbacks to the new weapon type. While the mechanic will definitely make players change up their gameplay by having them control the boomerang mid-flight, the mechanic might also encourage botting, which the community frowns upon. The risk can be mitigated by making the flight curve relatively stiff and leaving AoE attacks (ex. Storm Cloud and Ninja Slash) out of the equation altogether. That and, of course, limiting the amount of mobs a boomerang can hit. Yeah, I literally wrote this paragraph trying to come up with anti-botting tricks.

Not gonna try making sets for this thing just yet. Last time I went for a class, I went full bananas making a tons of sets for the class. This time, I think it's easier to wait it out. Yeah.
this would be cool! but im not sure if its support for me or not.

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 10:28 am
by FR3ETRO
Support

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 1:18 pm
by CrazyVanilla
Support for this, though I don't think its needed anytime soon. We have the whipmaster coming now and the game still needs much more depth and content before other things like this are added in, in my opinion. Could be really cool when the game is more ready for it though

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 3:14 pm
by JoMan2
Support and I have little thing to add maybe if u press”r” u could switch ur boomerang and warrior weapon for fast exchanges in pvp.

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 3:17 pm
by JoMan2
4 letters :





B







U







M







P

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 5:09 pm
by troopas
JoMan2 wrote:
Tue Aug 24, 2021 3:17 pm
4 letters :





B







U







M







P
(Bumping is to move something to the top because it's down quite a few other posts, not to do 3 minutes after you made a post on here)


Anyway as I said in the discord it's a very interesting idea but I don't really see how Robby could make boomerangs...cool. The skills are fine but like how do you make these cool? They'd need really good designs which (imo) would be difficult to do considering how small boomerangs tend to be.

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Tue Aug 24, 2021 7:31 pm
by Flashlight237
CrazyVanilla wrote:
Tue Aug 24, 2021 1:18 pm
Support for this, though I don't think its needed anytime soon. We have the whipmaster coming now and the game still needs much more depth and content before other things like this are added in, in my opinion. Could be really cool when the game is more ready for it though
Yeah, can't argue with that. I need more time with this concept myself.

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Wed Aug 25, 2021 12:10 am
by ImCrazy2
What class is this weapon for?

Re: Boomerangs (Experimental Weapon/Class Idea)

Posted: Wed Aug 25, 2021 2:21 am
by JoMan2
ImCrazy2 wrote:
Wed Aug 25, 2021 12:10 am
What class is this weapon for?
Warrior