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Special Attacks Decision

Aaron Turner edited this page Aug 15, 2015 · 1 revision

Alright, Emanuel and I have agreed upon:

Drops: There will be a total of five drops and they all will mostly be UNCOMMON - RARE.

  1. +0.5x speed - stacks for up to a total of 2x overall speed, so cap will be hit after 2 consecutive pickups.
  2. Refiil MP side note 1: MP will regen a bit slower than health, making this a very useful item in a tight spot if you're running out of MP in a jam.
  3. +crit-rate - see side note 2 side note 2: lower the crit-rate that's at the current level just slightly, so when you get the drop the crit-rate goes back up to how it is now or maybe slightly higher.
  4. +att power - +25x attack power, caps at +.5x so cap will be hit after 2 consecutive pickups.
  5. Demon Transformation - no dodge, 2x att power, health stays the same, player slows down, crit-chance +.25x (see side note 3) side note 3: this drop will be VERY RARE.

side note 4: Drops 1, 3, 4, and 5 will work on a timer of 15 seconds of use, if the player happens to get an extra pickup of these the timer will be stacked for more extra time. side not 5: drops that have not been picked up will disappear after 40 seconds if not being picked up.

Specials: Special will change after the level ranges 1 -10, 11 - 20, 21 - 30, etc. so that each special may be unique and the player would be able to use each kind of special we offer against a boss after each level range. -Special's "level ranges" may very later, if specials still don't make it possible for a player to hit much higher levels.

⭐Which specials we use and at what level ranges are still being actively worked on but shall be worked out soon.⭐

This will be finished once Issue 82 is closed

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