View Poll Results: How Fares These

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  • Better than your usual Ideas, there are some ideas here I actually like

    2 40.00%
  • Same As Usual, Too Many Flaws In These Ideas

    2 40.00%
  • Programming Nightmare Beyond SSG's Skill Level

    0 0%
  • I like all of these surprisingly

    0 0%
  • I fear that these items would create lag..... I like them though

    1 20.00%
  • My fear that these would create lag is too great.....

    0 0%
Results 1 to 8 of 8
  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default 7 Deadly Sins Weapon Suite (Think Sharn)

    I finished the Seven Deadly Sins anime a while back and was inspired to create these, pretty sure these might be a tad bit overpowered but coming up with these was kind of a labor of love. I made weapons for some rather high demand weapon types and hope people can find some enjoyment in these ideas.

    When something is overpowered in your opinion please respond with this format "I believe this is overpowered because_____________"

    When something is Underpowered in your opinion please respond with this format "I believe this is underpowered because_____________"

    When something has too much conflict with other equipment or enhancements in the game, please respond with this format "I believe this is problematic because due to a stacking issue with __________"

    When you see a problem in the wording I used, please respond in this format "You could have worded ____________ better, how about re-wording it like ____________?"

    And those three are the only criticisms I can think of that hold any real value to me so please don't attempt to derail the post with nonsense or negativity.


    Envious Shard (Dagger)
    *Assassin's Plan B: Failed Assassinations Charm The Enemy for five minutes (If you gain experience within this duration, the time ends early)
    *Double Down: 20% Chance on an assassination attempt for the stat you use for attack and damage to double for the duration of the attempt
    *Alchemical Diversion Bonus +10%
    *Legendary Bleeding (Greater bleeding plus a bit of damage over time to vulnerable targets)
    *Red Augment Slot
    *Purple Augment Slot

    Gluttonous Saber (Longsword)
    *Legendary Soul eating (Inflicts negative levels on vorpal and provides 1000 temporary HP that last a minute or until used)
    *Banshee's Hunger (Small chance to cast Wail of the banshee whenever you cast a necromancy spell, Use Eldritch Tempest, Ameliorating Strikes, or any Cleave attack)
    *Legendary Cursespewing
    *Vampire's Bounty (The standard vampirism 4, with a twist: Every time you heal, the target that made the heal proc gets constitution damage equal to what you healed)
    *Red Augment Slot
    *Orange Augment Slot

    Wrathful Maul (Maul)
    *Stormreaver's Thunderclap
    *Legendary Cursespewing
    *Legendary Roaring
    *Seeker +19
    *Red Augment Slot
    *Orange Augment Slot

    Greedy Bastard (Bastard Sword)
    *Legendary Soul eating (Inflicts negative levels on vorpal and provides 1000 temporary HP that last a minute or until used)
    *Bewildered Vampirism (The standard vampirism 4, with a twist: Every time you heal, the target that made the heal proc gets Wisdom damage equal to what you healed)
    *Greed's Payout: +10% to Open Lock, Disable Device, Search, and Spot, additionally you gain Bastard Sword proficiency and are able to use your intelligence stat to determine hit and damage.
    *Legendary Trap The Soul (DC 100)
    *Red Augment Slot
    *Orange Augment Slot

    Wraps Of Lust (Handwraps)
    *When low on health, you gain a +50% alchemical bonus to diversion
    *Lu****l Strikes (Modified Thorny Crown Of Madness effect)
    *Whipped: Enemies sometimes target you for beneficial spells such as heal and have a chance to be inflicted with crushing despair upon your death (DC 100)
    *Love Hurts: on Vorpal you break your enemy's heart and deal 10 d120 untyped Damage
    *Red Augment Slot
    *Purple Augment Slot

    Slothful Arbalest (Great Crossbow)
    *Lazy Sniper: Your damage increases by 35% when you stay in the same spot for 30 seconds
    *Your diversion attributes are set to max when sneaking
    *Bomber: Targets hit by your arrows occasionally explode when within ten meters of at least 6 other targets dealing 10 D12 Bludgeoning, Piercing, Fire, Force, and Bleeding Damage to all effected enemies.
    *Do my work for me: Small Chance to charm enemy on hit for five minutes, if target has a bomb, they will try and get within range of six or more enemies while charmed
    *Red Augment Slot
    *Purple Augment Slot

    Pride's Fall (Heavy Crossbow)
    *+15% To diplomacy skill
    *Exceptional Arbitrator: On hit, 5% chance for your damage to increase based on your diplomacy skill for the attack made
    *Bewildering Stench (5 wisdom damage on hit and the stench effect on vorpal)
    *Crushing despair (Casts Crushing Despair On Vorpal Strike, DC 100)
    *Red Augment Slot
    *Orange Augment Slot
    Last edited by Lokeal_The_Flame; 03-21-2019 at 01:29 PM.

  2. #2
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    In general, I like the theme. Some of these are overpowered, some seem underpowered, some seem logistically difficult.

    Dagger:
    - Duration aside, charm on failed assassination seems very strong. MAYBE make it a 3s or 6s charm?
    - I don't understand what you mean with "Double Down", could you please clarify? Is this like a double-powered KTA (overpowered) or is it doubling the stat itself (overpowered - could easily be +100 for an assassin, which gives +50 to DC). If the assassination attempt succeeds, what's the duration? If it doesn't, is it the 5-minute charm duration?

    Longsword:
    - 1000 temp hp is too much - that's the same benefit as Blood Feast's 5-piece set on every vorpal. Make it 100, 2xCON (or 2x Con modifier), or some other stat that better fits with builds you'd imagine using it. Also with SWF folks, this will be proccing a *lot*
    - What's the "Wail of the Banshee" DC? If it's anywhere near 100 it's overpowered for cleaves / tempest, though I think it'd be interesting for Ameliorating Strike. If it's anything below 80 it seems pretty underwhelming. If it's tied to a stat, how will you determine which stat?

    Bastard Sword:
    - Same temp hp issue as longsword
    - I'm not sure how I feel about % bonuses to trap skills. Trapping is pretty binary - either you can do it or you can't, and the edge cases where a bonus like this would help are relatively uncommon. For players with poor trapping, this may or may not be powerful enough; for players with high trapping it would be completely unnecessary. The main synergy I see for this is with the Trapmaking feat, which is pretty niche and would *definitely* be overpowered, as it'd provide something like +12 DC for endgame web traps

    Handwraps:
    - How do you define "low on health" for the diversion effect? 20%? 50%? I don't dislike it, just curious
    - I don't particularly like "Whipped" as an effect. It's interesting but would be hard to implement, and most of the time those heals wouldn't be particularly helpful - if they cast Heal on you when you're only missing 100 health, that's not going to do a lot for you. Light monks can regen that really quickly with Fists of Light and healing ki. Crushing Despair is fine as a proc idea but I don't particularly like it as a death effect - if you're soloing it does nothing, and it probably won't make the difference for the rest of your group if you're not

    Great Crossbow:
    - Lazy Sniper takes way too long to kick in, is way too powerful. In my opinion, make it identical to Precise Shot but let it stack with the IPS feat
    - What are your "diversion attributes", and what is the max?
    - What % chance would you imagine for Bomber? Recall that Great Crossbows vorpal on 19-20 for most users *and* knock people down already. IMO, make this proc when you kill an enemy
    - Again, what % chance for charm? I think a triggered charm is a little too powerful for a crossbow user regardless of the chance. Bomb logistics with enemy-seeking seem like they'd be hard to code. If you have two charmed folks, do they seek / damage each other?

    Heavy Crossbow:
    - I like the sharn flavor for Diplo, but I'm not wild about the % modifier. See above for my logic with trapping
    - Exceptional Arbitrator: Extra damage just for that attack? IMO, make it scale with Ranged Power. Alternatively, make it On Vorpal and scale with crit multiplier

    Maul: No real feedback. Not sure if I'd use it personally, but it seems reasonable
    Last edited by Discpsycho; 03-21-2019 at 01:37 PM.

  3. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Discpsycho View Post
    In general, I like the theme. Some of these are overpowered, some seem underpowered, some seem logistically difficult.

    Dagger:
    - Duration aside, charm on failed assassination seems very strong. MAYBE make it a 3s or 6s charm?
    - I don't understand what you mean with "Double Down", could you please clarify? Is this like a double-powered KTA (overpowered) or is it doubling the stat itself (overpowered - could easily be +100 for an assassin, which gives +50 to DC). If the assassination attempt succeeds, what's the duration? If it doesn't, is it the 5-minute charm duration?
    Personally, I'd see the charm effect going on a 5 minute timer thus making it so that it is possible but not likely that you have a single enemy charmed throughout the entire quest alternating between who is charmed. In other words, it wouldn't be possible to have two charmed at a time using this dagger.

    I was thinking doubling the stat with a 3 minute timer inbetween procs, but the stat only gets treated as if doubled for a single assassination attempt, the doubling does not linger.

    Quote Originally Posted by Discpsycho View Post
    Longsword:
    - 1000 temp hp is too much - that's the same benefit as Blood Feast's 5-piece set on every vorpal. Make it 100, 2xCON (or 2x Con modifier), or some other stat that better fits with builds you'd imagine using it. Also with SWF folks, this will be proccing a *lot*
    - What's the "Wail of the Banshee" DC? If it's anywhere near 100 it's overpowered for cleaves / tempest, though I think it'd be interesting for Ameliorating Strike. If it's anything below 80 it seems pretty underwhelming. If it's tied to a stat, how will you determine which stat?
    I would not have the temporary HP gain stack with blood feast or the legendary greensteel effect (Legendary affirmation), in fact I'd see it having the same restrictions.

    As for the wail of The Banshee effect, I felt it would need nerfed upon creation however I lack insight to nerf it without going too far or far enough. I'd imagine it having a much lower proc chance for purpose of cleaves due to the cooldown of cleaves not being too great.

    Quote Originally Posted by Discpsycho View Post
    Bastard Sword:
    - Same temp hp issue as longsword
    - I'm not sure how I feel about % bonuses to trap skills. Trapping is pretty binary - either you can do it or you can't, and the edge cases where a bonus like this would help are relatively uncommon. For players with poor trapping, this may or may not be powerful enough; for players with high trapping it would be completely unnecessary. The main synergy I see for this is with the Trapmaking feat, which is pretty niche and would *definitely* be overpowered, as it'd provide something like +12 DC for endgame web traps
    Yeah, that's while I bundled it with bastard sword proficiency and Int to hit and damage and because it got bundled with those two it came to fit the greed theme even more, of course those effects needed to have limited usefulness though.

    Quote Originally Posted by Discpsycho View Post
    Handwraps:
    - How do you define "low on health" for the diversion effect? 20%? 50%? I don't dislike it, just curious
    - I don't particularly like "Whipped" as an effect. It's interesting but would be hard to implement, and most of the time those heals wouldn't be particularly helpful - if they cast Heal on you when you're only missing 100 health, that's not going to do a lot for you. Light monks can regen that really quickly with Fists of Light and healing ki. Crushing Despair is fine as a proc idea but I don't particularly like it as a death effect - if you're soloing it does nothing, and it probably won't make the difference for the rest of your group if you're not
    I'd say 25% would be low enough to allow for a proc.

    Whipped is pretty much a lust themed alternative for Healer's bounty with a proc chance that is intended to be a little more reliable in a sense, further more a chance that an enemy resurrects you would be hilarious. You could expect spells like stoneskin, haste and more as well, even some unique buffs that players do not have access to.


    The crushing despair effect would effect all enemies within range of sight to you as I imagine it.


    Quote Originally Posted by Discpsycho View Post
    Great Crossbow:
    - Lazy Sniper takes way too long to kick in, is way too powerful. In my opinion, make it identical to Precise Shot but let it stack with the IPS feat
    - What are your "diversion attributes", and what is the max?
    - What % chance would you imagine for Bomber? Recall that Great Crossbows vorpal on 19-20 for most users *and* knock people down already. IMO, make this proc when you kill an enemy
    - Again, what % chance for charm? I think a triggered charm is a little too powerful for a crossbow user regardless of the chance. Bomb logistics with enemy-seeking seem like they'd be hard to code. If you have two charmed folks, do they seek / damage each other?
    Lazy sniper is meant to be nerfed by the time it takes to kick in but may require more nerfing measures.

    I wrote in "Set to Max" simply because it would be something that SSG would have to decide on, Mystic Diversion, Melee Diversion, and Ranged Diversion are the diversion attributes.

    The bomber attribute is intended more to inspire than to be as is, personally I feel it needs a lot of work.

    Max number of people charmed by said weapon at a time=1, this is for nerfing measures.



    Quote Originally Posted by Discpsycho View Post
    Heavy Crossbow:
    - I like the sharn flavor for Diplo, but I'm not wild about the % modifier. See above for my logic with trapping
    - Exceptional Arbitrator: Extra damage just for that attack? IMO, make it scale with Ranged Power. Alternatively, make it On Vorpal and scale with crit multiplier
    I suppose it could add your diplomacy bonus to your ranged attack, but really it is meant to have synergy with the Inquisitive tree so the buff must have some basis in diplomacy to boost the power of the damage as I want this weapon to encourage people to play with the inquisitive tree.

    Quote Originally Posted by Discpsycho View Post
    Maul: No real feedback. Not sure if I'd use it personally, but it seems reasonable
    Yeah, I kind of like the maul though and feel it would work well as a favored weapon equip ^_^

  4. #4
    Community Member Alcides's Avatar
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    The idea is good, but SSG would have to get permission from whomever holds the IP rights to the Seven Deadly Sins manga and anime.

  5. #5
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    Quote Originally Posted by Alcides View Post
    The idea is good, but SSG would have to get permission from whomever holds the IP rights to the Seven Deadly Sins manga and anime.
    no they wouldn't as the seven deadly sins are defined under christian teachings
    and have nothing to do with the anime even though the anime use's them.

    your friend sil

  6. #6
    FreeDeeOh PsychoBlonde's Avatar
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    How in the world does this Catholic nonsense relate to Dungeons and Dragons in ANY way? it's not setting-appropriate for ANYTHING in the game.
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  7. #7
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by PsychoBlonde View Post
    How in the world does this Catholic nonsense relate to Dungeons and Dragons in ANY way? it's not setting-appropriate for ANYTHING in the game.
    An anime inspired these, the Seven Deadly Sins was the name of the good guy team in the anime Seven Deadly Sins.

    Further more, the actual origins don't necessarily belong to a religion but are instead credited to a person, see Evagrius Ponticus as he's the guy to study to get down further into this as credit for the concept of the Seven Deadly sins is attributed to him.
    Last edited by Lokeal_The_Flame; 03-23-2019 at 09:57 PM.

  8. #8
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by silinteresting View Post
    no they wouldn't as the seven deadly sins are defined under christian teachings
    and have nothing to do with the anime even though the anime use's them.

    your friend sil
    They are non-canonical to Christianity or any other religion, the credit actually goes towards a monk named Evagrius Ponticus and such has been secularized often for use in anime and other forms of story telling, for example Full Metal Alchemist, though one could argue that due to them being non-canonical to religions that such is already secular in nature.
    Last edited by Lokeal_The_Flame; 03-25-2019 at 12:25 AM.

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