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Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: July 27, 2011, 03:08:25 PM »Quote from: "Shade Guy"
Wait, Magnet taking extra damage to Shadow Blade? I thought Spark was weak to Shadow Blade.
Also, another weakness-based question: Does Wood Man take extra damage to fire-type weapons, or am I just making this up?
You're right about Sparkman being weak to Shadow Blade, Magnetman's only weakness is Spark Shot. Also, about Woodman, I think he only takes extra damage from Megaman’s Atomic Fire(1.3) and Metal Blades (1.0). I’m not sure about Heatman’s attacks since I’m not seeing a damagetype in his weapon, so it may fall under the same multiplier as everything else, which includes the other fire weapons (0.8), or it could fall under the “atomic” damagetype which Woodman is weak to.
Quote from: "Ice-IX"
(Hard Man really needs to be at least 50 for a minimum. A 3HKO Hard Knuckle is garbage)
I’d support giving Hardman a 50 damage knuckle if his damage resistances were weakened slightly. Currently he has the equivalent of 333 HP with damagefactors of 0.3 on everything (except magnets). Setting the damagefactors to 0.4 would give him the equivalent of 250 HP (which I’m pretty sure was what he had in the first version where they actually had differing health values). If that’s too low for Hardman a value of 0.363 would give him the equivalent of 275 HP. Right now I just think he has too much defense to be given a 2HKO.
And to add to my previous post, there are only two more classes who can get two shotted by Sparkman, Quickman and Metalman, due to having the same damagefactors as Elecman, Topman and Shadowman.
