Gunlancer design idea part 6 (final)
Notes
- GCDs upgraded by ammo don't require an oGCD input, they just upgrade into being the combined attack. This is not to include Slam and Boost Slam, which do require oGCD input for Quick Reload and Burst Fire.
- I don't think Quick Reload and Burst Fire should share a button, and my reasoning for this is as follows:
1. RUT provides an immediate use of Quick Reload but not Burst Fire, so it might get weird if you already have ammo
2. There needs to be some way to screw up the combo to widen the gap between skill floor and ceiling besides the wyrmstake window.
3. Involving the small amount of thought it takes to press Burst Fire instead of Quick Reload while you have ammo increases the gameplay value where otherwise it would be a mindless 1-2-3(4) combo always.
- For Wyrmstake/Burst Fire, if for whatever reason the outgoing damage has to merge into a single hit instead of multiple (for example, if triggering 5 hits on 30 enemies simultaneously is too intense), Wyrmstake accumulates the potency value of shots instead of number of hits.
- Ammo adds the same potency value everywhere it is consumed. E.g. Quick Thrust + Shot is 100 potency more than QT (for example), while Burst Fire is anywhere from 100 to 500 total potency, depending on how much ammo you have at time of use. Thus, whether you spend 2 ammo on the combo and then 3 on burst fire, or if you spend 5 just on burst fire, you still get 500 potency value out of 5 Ammo; the only difference is the span of time over which you use it.
- Wyrmstake/Wyvernfire don't interrupt the primary combo so you can still use them on cooldown even if you drift a bit
- The Wyrmstake window would proceed something like the following, starting at full ammo:
1. Wyrmstake
2. Quick Thrust + shot
3. Uppercut Thrust + shot, into Heated Reload
4. Slam, into Heated Burst Fire
5. Slam, into Burst Fire
6. Running Uppercut Thrust, into Quick Reload
7. Slam, into Burst Fire
Thus it would need a duration of 18 seconds (including its own GCD) to fit the full combo. The effect would start somewhere in the middle of the Wyrmstake GCD.
I would like to find a way to do 3 slam-burst fires in a row without needing to interrupt the third but I'm not sure how I can have it start with RUT without needing to add a third ammo type.

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