Ghost Slayer Axe Change


AzureSkyCiel

 

Posted

I support making it worth taking, however they go about it.


Heck, I'd probably give it a shot on a few of my characters if they ditched the lame rules lawyer-y "x2 against TRUE UNDEAD" restriction and made it work against Council vamps, Vaz zombies, etc.


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Posted

Quote:
Originally Posted by The_Cheshire_Cat View Post
I like the idea of extending the "Slayer" range, though I don't think that's actually possible without making a big change to the monster database. I'm pretty sure the only "type" right now is "true undead", so it would require a lot of work to go and add "demon" to all the appropriate monsters, and so on.
Well technically, all they have to do is add the same 'true undead' tag that the current true undead have and change the name or description of Ghost Slaying Axe to facilitate why it's doing extra damage (because now, this axe is super-charged to splice zombies, disrupt the mystical energies of demons, disperse darkness, etc.)

I think it's been a long time coming to revamp a lot of the enemies anyway (their HP, resistances, 'extras' and stuff). They could take the shortcut above, or actually differentiate between demons, science vampires, magic vampires, robots and stuff. Would be nice if electrical attacks actually *did* something vs robots that energy blast doesn't (only one example)...


 

Posted

The thing is, there are a few other temp powers that affect "True Undead" as well, and if they took that approach, those temp powers would also start affecting other things as well.


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Posted

What? The Holy Shotgun shells? Let em. Makes sense that they do something to demons, vampires and darkness.


 

Posted

On the note of 'typed' enemies and what the game has...

We have Fey, which are affected by the Iron Sword and Rune of Warding from Croatoa. (They also only affect Croatoa creatures, the Tuatha, the Fir bolg, and redcaps, possibly the Unseelie too)

Also, the Ward of Purification Day job temp power effects all 'non-humans'. This also extends to the Tarantulas it seems. (Not sure about freakshow though, even though Tanks are at least equally mechanical as the tarantula units. also, anyone else find the unfortunate implications in it being called the ward of purification and it hurts non-humans? I'm sure some non-human members of the Midnight Squad must have raised hell about that.)


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Posted

I still really like my idea of adding a stun effect to most other targets. This makes the weapon actually useful against more targets, which is really why SoM is the better choice right now.


 

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Quote:
Originally Posted by Memphis_Bill View Post
That's like saying we don't need to increase fuel efficiency of semis, we just need to make all cars run at 70s luxo-boat MPG levels.
Except we already have a whole garage of tailored ones that run just as well, and now we want the borrowed car to be even better.

Also, we also have a 'robot' type.


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Posted

Quote:
Originally Posted by SkarmoryThePG View Post
Also, we also have a 'robot' type.
Speaking of which, we really need to proliferate the "robot" tag a little more so things like EMP Pulse (sic) would actually affect enemies it's expected to affect. I don't think Arachnos Tarantulas are tagged as robotic, and I KNOW the old Praetorian Clockwork weren't just for example. Are PPD Hard Suits tagged as such? The only things I do know EMP works on are Mek Men.


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Quote:
Originally Posted by SkarmoryThePG View Post
Both Tarantulas and Hard Suits are piloted.
I think Sams point is exactly that, even though they are piloted the EMP should still severely damage the suit / cybernetics and thus cause damage.

Especially Tarantulas since they're basically hardwired in there with surgery. Can they even survive without the cybernetic life support?


 

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Quote:
Originally Posted by Carnifax_NA View Post
I think Sams point is exactly that, even though they are piloted the EMP should still severely damage the suit / cybernetics and thus cause damage.

Especially Tarantulas since they're basically hardwired in there with surgery. Can they even survive without the cybernetic life support?
Why wouldn't they be able to survive? If you look at the concept art, their full body is in the spider.

There also appears to be a Fey tag.


 

Posted

Quote:
Originally Posted by SkarmoryThePG View Post
Doubt that's doable under the current system.
Punchvoke (Taunt component of Tanker/Brute attacks) hits at -20% against AVs and GMs. Presumably the bonus damage of Ghost Slaying Axe could be set to +20% against undead.


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Quote:
Originally Posted by Fleeting Whisper View Post
Punchvoke (Taunt component of Tanker/Brute attacks) hits at -20% against AVs and GMs. Presumably the bonus damage of Ghost Slaying Axe could be set to +20% against undead.
But the 20% isn't affected by to-hit buffs. It's just a random chance of an effect, outside the tohit mechanics.


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Posted

/signed on making the Axe more useful and/or reliable in any way as well as properly tagging enemy entities

Speaking of the latter, don't we also have Lost and Snake designations, or is that based on faction name?

eg: Lost Curing Wand and Snake-b-Gone


 

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Quote:
Originally Posted by Techbot Alpha View Post
Bonus toHit as well as damage versus True Undead? Since, y'know, thats what its meant to be killing?
That's what I'd like to see, but if it isn't possible, then....... maybe they could add a def debuff effect vs. undead? Then once you finally hit them once you'd be able to keep hitting them, at least.


 

Posted

Thinking about it, can we have the holy shotgun shells as a vet reward? Would be interesting to build a Van Helsing character with a slew of tools (like the Slayer Axe, Iron Sword, etc.) to deal with these special menaces. Or maybe just make more craftable temp powers.


 

Posted

Quote:
Originally Posted by Teikiatsu View Post
What about letting it damage Phased targets?
*Picks up jaw off floor*

That's a brilliant idea! It wouldn't be game-breaking because the Axe isn't very good, but it would add a ton of flavor -- it's a ghost-slaying axe, not just a zombie-slaying axe.

Creative idea.


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Quote:
Originally Posted by Sailboat View Post
*Picks up jaw off floor*

That's a brilliant idea! It wouldn't be game-breaking because the Axe isn't very good, but it would add a ton of flavor -- it's a ghost-slaying axe, not just a zombie-slaying axe.

Creative idea.
/signed
3rd


 

Posted

Quote:
Originally Posted by Teikiatsu View Post
What about letting it damage Phased targets?
We have a winner folks!


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Posted

Quote:
Originally Posted by SkarmoryThePG View Post
But the 20% isn't affected by to-hit buffs. It's just a random chance of an effect, outside the tohit mechanics.
No, I'm not talking chance-to-occur like many powers have. I'm talking about the Taunt component of Tanker/Brute attacks against AVs and GMs. The Taunt component alone treats your ToHit as 20% lower than what it actually is. It's not "20%" chance against AVs and GMs, it's "–20%" chance. I'm assuming it's possible to use the same ability of the powers system for a bonus rather than a penalty, making the GSA easier to hit with against undead.

Edit: Whoops, checking CoD, it's not AV/GM that punchvoke is penalized against, it's "Raid mob (like Hami)". CoD on Brute/Tanker Gash:
  • +13.5s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
  • +13.5s Taunt (mag 4) PvE only, not Raid mob (like Hami)

Edit2: And, as far as I can tell, this modifier isn't directly to your ToHit, it's to your final chance to hit. This matters, for example with punchvoke you might have 115% net ToHit buff, but the attack mechanics will cap that at 95%. If the -20% modified the ToHit itself, your 115% would be reduced to 95% and still capped at 95%. If it's a modifier to your final chance to hit, then punchvoke's best chance of affecting Hamidon is 75%, not 95%.

With my suggestion for +20% to GSA hitting undead, this means your worst chance of hitting that Spectral Daemon Lord who's debuffing your ToHit to the negatives would be 25%. (You're debuffed to 5% final chance to hit, but GSA gives you an additional 20% ignoring your debuffs.) Of course, the modifier for GSA doesn't have to be 20%, I'm just matching the modifier for punchvoke.


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