In other words, Onyx could be a material that levels up on use, but eventually loses the additional weapon properties when it is used too much. Onyx Shards are functionally identical to daggers and do 5 damage per strike (or if that's too powerful, just make it identical to Glass Shard daggers). When Onyx level 3 hits its strike counter limit, the weapon breaks and becomes an Onyx Shard (which must be picked up by moving off the tile and back onto it, just like a Glass Shard). Every 10 hits made with the weapon, the Onyx cracks, exposing shards that increase the damage. They have a strike counter attached to them, counting down from 10. I have an idea for one that would be an interesting twist on Glass. To that end, I believe the original Onyx functionality should be moved to a unique Cutlass (Brawler Cutlass), much like Dagger of Frost or Jeweled Dagger, and the material should be reworked into another mechanic. In every other instance it is worse than Obsidian or Titanium because it encourages you to stand still, putting you in danger to exploit the damage boost as almost every enemy attacks/moves every other beat (instead of every once in four). Deals Piercing damage.As is, the Onyx material is only interesting on a Cutlass. Replenishes 0.5 health for every 5 enemies killed. Grants infinite damage for 1 beat after hitting an enemy Monsters in boss fights will drop 1 gold.ĭeals damage depending on the current Groove Chain multiplier (1-3). Increases attack damage by 999 for one beat after collecting any amount of gold.īonus gold is affected by the Groove Chain multiplier. Monsters drop 1 additional gold when killed. Used in tandem with the Crown of Thorns, the player recovers 0.5 health every 5 kills instead of 10.īreaks if the player takes damage or throws the weapon, leaving a Glass Shard on the ground. Killing passive Green Mushrooms in Zone 2 and Cauldrons in Zone 3 will still count toward healing. The counter is shared between all blood weapons in a run, so for example it will be preserved even if the player exchanges their blood weapon for a non-blood weapon, then exchanges again for another blood weapon in a different area. Killing monsters contributes to a counter displayed below the weapon. Increases attack damage by 999 if the player is at 0.5 or 0 hearts of health (cursed heart container doesn't count). Replenishes 0.5 health for every 10 enemies killed. These forms and their attributes are described below. The player cannot throw weapons if either the Boots of Leaping or Boots of Lunging are equipped, as their "Toggle" action overrides throwing. As one of her spell slots is permanently occupied by Transform, she starts with Heal while Fireball is placed on the ground. In Amplified, thrown weapons deal Piercing damage. The weapon will appear on the ground beside the wall. When thrown, the weapon will damage all enemies in a straight line from the player until it hits a wall. Some weapons can be Thrown by pressing Up + Down (or the bottom face button on console). Phasing damage pierces any armor and damages normally unhittable targets like burrowed moles.Īll weapons listed deal Normal Damage, unless stated otherwise. Piercing damage goes through physical armor like shields and skeleton's steeds, as well as rolling armadillos and beetles. There are 3 types of damage: Normal, Piercing and Phasing.
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