Starbound

Starbound

Project 42
 This topic has been pinned, so it's probably important
Aikiro42  [developer] 3 Sep, 2022 @ 5:53pm
Weapon Features
The weapon deals damage on par of that of a Violium Broadsword per hit.

Reblade Mechanic
  • The weapon needs a blade before it can be used.
  • Reblading the weapon requires 10% health.
  • You cannot use the weapon at all if it is unbladed and your health is too low.
  • The passives still persist even without the blade.
  • Taking the weapon off your toolbar deblades it.

Energy and Health Regeneration
  • You have a run speed boost (1.75x multiplier) and jump strength boost (1.5x multiplier) while wielding this weapon.
  • Holding the walk button significantly reduces fall damage (10% fall damage) and restores your energy (17.5% energy/s restored, bypasses energy lock) and health (5% health/s restored) over time. This passive only works when you are not currently using your weapon.

Resource-based Damage
  • Your damage is linearly proportional to missing health. (2x damage at zero health). The crit chance of your basic attacks will be more visible over your head the lower your health is.
  • When you run out of energy, you deal more damage but are more vulnerable to damage yourself. (1.25x additional damage, 0.8x protection)

Lifesteal
  • If you deal damage, you are healed 1% of your health.
  • Below a certain health threshold (30% health remaning): The lower your health, the stronger your lifesteal (10x lifesteal multiplier at minimum health).

Combo Counter
  • Dealing damage increments your combo counter and adds 1% more damage per combo count to your primary attacks and Challenging Fate (both the direct heavy slash and the projectile launched), multiplicative with all damage modifiers.
  • The base version can thus provide x112% (12x max combo) more damage from the combo counter alone.
  • The upgraded version can thus provide x142% (42x max combo) more damage.
  • Unleashing Challenging Fate resets your combo counter.
  • The combo counter decays at 0.1s per combo.

Primary Attack

  • Each swing consumes energy (5% energy consumed per swing).
    • You can still swing even if you run out of energy.
  • Attacks can parry attacks/reflect non-piercing projectiles.
    • Parrying starts from the windup phase. If you parry an attack before the actual slash, you immediately execute the attack.
    • Reflected projectiles ignore defense.
    • Reflected projectiles deal damage based on your max energy. (112.5% of max energy)
    • The amount of damage you can parry depends on your current energy. If you parry damage beyond the current energy you have, you lose all your energy.
  • The lower your health, the higher the chance to crit, up to a maximum of 30% crit chance at minimum health.
    • Critical strikes deal 1.3x the damage of a normal hit. The multiplier is multiplicative to all other damage sources.
  • Primary attacks first arrest your velocity by 80% then boost you a bit in the air depending on your vertical velocity and aim direction.
    • Specifically, the upwards velocity maintained for the duration of the swing is governed by the following formula:
      max(|<vertical velocity>|, <vertical velocity> + sin(<aim angle>) * 9)
    • The vertical velocity is maintained via the
      mcontroller.controlVelocity()
      function, with a force of 1000. Read the documentation for more details.[starbounder.org]
Last edited by Aikiro42; 8 Aug, 2023 @ 2:30am