Fighting Style: Shock Fist (with pictures)

Fighting Style: Shock Fist (with pictures) https://forum.arcaneodyssey.dev/uploads/default/original/3X/7/8/7866bbf138d1e907506228e5bc4d5fe829f4da3b.png
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Why shock fist:
This is a higher level fighting style that will have similar functions to canon fist. This fighting style is also being designed to be strong against mages whilst being weaker against warriors and on even footing with conjurers.

The simple version:
Shock fist will use both projectiles and grabs as it’s main source of damage. The attacks will have knockback and skill disruption. The creatable skills will also have customisation options for both long and short range combat. Creatable skills for shock fist will give different variations to the players M1s.

The in depth version:
This may be a bit long so I’ll leave a TLDR at the end.

How shock fist will utilise M1s:
Fist and body enhancement type skills. The player will be able to enhance their fists with their creatable skill to launch projectiles with their M1s (similar to canon fist). Depending on how the player has customised their skill these projectiles can be either long range, short range, small, large and varying speeds.

Projectile customisation:

  • Short range projectiles will have a honing function when the enemy is within 2m of the player and will explode at the end of its maximum distance. Therefore the player will be rewarded for getting close and due to the homing feature will be able to land multiple successful hits and out trade anyone who tries to fight back without retreating.

  • Long range projectiles cannot hone into the enemy . However, charging the attack will greatly increase the speed of the projectile when launched. The player can launch multiple projectiles per charge and releasing the M1 button will stop the attack.

  • Smaller projectiles will be faster but have a smaller aoe explosion at the end whilst larger projectiles will be slower and have a larger aoe explosion at the end.

  • charged projectiles will win most clashes against magic but can also be dependant on size.

  • smaller projectiles can be launched with shorter distance from each other and also scales off attack speed (look above)

  • Projectile shape will also affect their properties similar to magic shape. The current shapes would be arrow for speed, eagle for aoe and cube for knock back.

Body enhancement skills:
This is shock fists speciality. A dedicated defence to help them when closing gap and fighting up close. Body enhancements will have different variations from outright flat defensive bonuses to special auras that have different effects. The effects will not just be flat bonuses like aura because that’s boring and already seen.

Body enhancement types and customisation:
The first thing a player can choose is the type of enhancement. These will be offensive or defensive.

Offensive enhancement:

  • Greatly increase clash rate of projectiles
  • reduce time for maxed charged projectiles
  • projectile shapes will be buffed, arrow will become double arrows, cube will become cuboid and base projectile will become transparent
  • when made into an ultimate art, duration, size and damage will increase

defensive enhancement:

  • very short duration (5 seconds)
  • projectiles such as blasts, arrows and bullets will be destroyed on contact with the aura
  • dash range and jump height increased

The point of this enhancement would be to use it just before you get hit by a large attack and have a small duration of protection afterwards. Think of an easy parry. It will also have a longer cool down and two enhancements cannot be active at the same time.

Movement and other skills:
These will be mobility moves to allow the player to get into the air and attack from above

shock jump:
A magic jump essentially that knocks back everyone from the launch area and can only move vertically. It will be very fast but have a longer cooldown than magic jump.

Shock rush:
The player coats their whole body in condensed shock energy (place holder name) and charges at the cursor whilst also destroying projectiles. Larger distance will have longer wind up time. If an enemy is hit with the charge they are knock back greatly. Knocking an enemy into terrain will result in a short stun.

Shock slam:
the player ground slams into the floor (can also be used whilst in the air) and creates a shock wave on the floor. Enemies that remain in the zone will take continuous damage and their screen will blur or shake.

Shock bomb:
This is a special move and will be a projectile. This ability can be charged for increase size and damage. The initial charge time will be 1.5 seconds and its launch speed will be fast with a high cooldown. When it hits the opponent it will then travel with them a few more meters before exploding and dealing huge damage.

This ability will also have a grab variant in customisation where the player can do a snare type grab which when landed successfully will create the shock bomb right in front of them and launch them back similarly.

TLDR
Shock fist will use projectile that can be launched with m1s, projectile will be highly customisable. shock fist user can also coat themselves with offensive or defensive auras to give them an edge in battle. Shock fist has a fair share of ranged attacks, gap closers and evasive abilities.

Conclusion:
This is just a fight style design and any abilities that may seem under powered or over powered can always be improved hence why I want to know your opinion. Shock fists aim is to put pressure on zoning mages by being able to get close as well as being able to also fight them at a range. Warriors will be able to counter shock fist since getting close is what they want however that’s where shock fist can utilise their ranged attacks and aura. Conjurers will be on even footing since both styles are close and long ranged. However shock fist has the benefit of destroying projectiles.

There’s more I wanted to add but it was getting long as it is.

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image

shock fist kinda sounds like knocking fist

This one?

image

yea, shock implies electricity, which is knocking fist’s thing

Oh yh, so like I wasn’t referring to electricity more like shock waves. The sheer force of the punch will create shock waves and projectiles of wind or along those lines.

shock waves is kinda radius fist’s thing too i think, increasing your aoe because of shock waves caused by sheer willpower

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Oh I see, it’s pretty vague but yeah “increase attack range by sheer will power.” Although this doesn’t necessarily mean projectiles which is what shock fist aims to do. Although I understand that both are seemingly similar concepts.

From the description given this is what radius fit sounds like to me.

10/10 art

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