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Hey everyone, Doctor von Tinkersplat here again with some balance changes that I think will expand on the viable strategies in the game from the very stagnant one that we have now.
Now, critical strikes have been a feature in RPGs for decades. A minor random chance to hit an opponent in a vulnerable location, with certain roles being capable of achieving a critical hit more often than others.
As this applies to Toontown, I want to preface by saying that not all Gags should be able to critically hit. I think that Throw and Squirt are fine as is, and giving them a critical hit could have the opposite effect I intend. As well, Lure wouldn't really benefit from a critical effect. Finally, Sound would be ridiculously overpowered if it could critically hit, and would go completely against the point of all this.
The first, and in my opinion most important, gag to gain a critical hit is Toon-Up. Now this may be counter-intuitive at first, but let me explain. First, set the Successful Toon-Up amount to what is the current Failure amount, set the Failure amount to zero (0), and set the Critical Toon-Up to what is the current Successful Toon-Up. Finally, give Toon-Up a 5% Critical Hit Chance per gag level. This means that the High Dive would have a Critical Hit Chance of 35%, while the Lipstick would only have a 5% Critical Hit Chance.
The next most important gag to gain a critical hit is Trap. Trap, unlike Toon-Up, doesn't need a scaling Critical Hit Chance, rather, it needs a flat 50% Critical Hit Chance. This would allow it to easily achieve damage levels well above 200 damage, but would apply an extra layer of RNG so that it isn't viewed as the most reliable option. (These damage numbers could cause the release of level 13 Cogs, even.)
The last gag, and the one that I think needs it the least, is Drop. Drop and Trap seem to fill the same niche, having very similar combos (hit with other gag, apply Crowd Control effect, hit with high-damage gag.) The difference between the two is that Drop doesn't require another gag to hit, it just helps to insure it will. I propose that, if Drop is the only Gag track used, it always critically hits.
To conclude, I think that if these changes were introduced, they could promote strategic diversity, and promote the release of higher level cogs, and more difficult cog battles. Obviously, numbers are very open to change, and I imagine numbers would be adjusted to account for such a change.
What do you think? Are Critical Hits Toon-y enough for Toontown Rewritten?
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