THIS IDEA HAS BEEN SCRAPPED. VOTE ON THE POLL ON THE COMMENT 13 REGARDING A REWORK.
Description
Piercing fist: A fighting style that focuses on delivering blows coated in magic energy that destroy the target from the inside, capable of breaking through the strongest defenses.
Stats
x0.95 damage
x1.05 attack speed
x0.85 attack size
Mechanics
Piercing fist, unlike most damage sources, cannot be blocked or parried. Instead, blocking or parrying it will increase the damage dealt as well as knock the target back. The damage increase for blocking or parrying is equal to the damage decrease that would’ve happened if the target could block or parry the attack. The knockback inflicted on targets that attempt to block is equal to a normal parry’s knockback, and the knockback inflicted on parrying targets is twice that. For example, little Timmy has Piercing fist and fights little Jimmy. Little Timmy’s attacks deal 100 damage. Normally, by blocking, little Jimmy would reduce little Timmy’s damage to 45, or to 10 by parrying. However, since little Jimmy is ignorant of Piercing fist mechanics, little Timmy will instead deal 155 damage if he blocks, or 190 damage if he parries.
Each attack inflicts the Pierced status effect. Targets with this effect take 5% more damage from Piercing fist for 5 seconds, and the effect stacks up to 8 times. If the target is hit by Piercing fist when at 8 stacks of Pierced, the target will take 100% more damage alongside the Pierced damage bonus and be inflicted with bleeding. If the status effect runs out, they will take damage equal to the last attack, multiplied by the bonus. For example, little Timmy starts beating the everloving shit out of little Jimmy, one punch at a time. At the first hit, he deals 100 damage. The next punch, he deals 105, then 110 damage, and so on, until he reaches 8 stacks. Then, he will deal 240 damage instead. However, if he slips up at 5 stacks, dealing 120 damage with his last hit, then, when the effect runs out, little Jimmy will take 24 damage.
Highest damage multiplier and third highest speed multiplier? Cannot be neither blocked nor parried and gets a damage+knockback boost when it is? Self damage synergy status effect that stacks up to +100%, as well bleed?
I think the concept of the self-damage mechanic could be interesting in some way, but overall the fighting style doesn’t seem too mechanically feasible in my opinion
Being completely honest, this just feels like you took knocking fist and vanish fist’s gimmicks and slapped them together, and for some reason made it also ignore parrying.
Because you slapped aspects from both of the styles onto this one. (Landing consecutive hits gradually increases your damage, landing a hit at max stacks greatly amplifies the damage and inflicts a debuff. Attacks are capable of ignoring a person’s block/parry.)