One word for our be-un-loved Absolver Beam, mess. Was relatively overpowered, now a pushover. Let’s try to fix it.
First problem, Damage Splitting Equally. (Sorry GgWw) Aside of being unlogical, it carries a bigger flaw. If you shoot mass of targets, it divides the total damage equally to each target. If it hits enough targets, it might not even kill any target. You wasted a lot of time for nothing. “Hey, you can take them ALL with another shot!” And that assuming you’re still alive for another shot. If you’re letting too many enemies on screen alive, they can pose a bigger threat for you.
For these two reasons, I propose to change Damage Splitting to Damage Falloff. The beam will still count how many targets it hits, but also their order. The first target hit will receive full damage, second target will receive less than the first, third less than the second, and so on.
Damage falloff will follow this simple formula
1/sqrt(target number #)
To make sure that Absolver Beam will kill certain target I made this criteria, with 8 and 100% difficulty for the basis
- Uncharged onehot chick and two shot metal suited chicken
- 1/4 charge oneshot metal suited chicken
- 2/4 charge oneshot ufo chicken
- 3/4 charge oneshot chickenaut
- full charge oneshot armored chicken
- TO REMEMBER, IT ONLY APPLIES TO THE FIRST CONTACT, second and so on target receive LESS damage and might not being oneshot by it
So here’s damage value I propose to fulfill the criteria
Enemy’s hp for reference
Second problem and I think it’s crucial, it damages boss very low, especially bosses that have something to block your attack.
It’s a nightmare for damage splitting mechanic, and will still be there with damage falloff mechanic.
The solution is very simple. Just let it receive full damage no matter what the number of target is.
So that is, my proposal for Absolver Beam. It may not be perfect, but I’m sure it can solve the problem I addressed.