User:RadiantDarkBlaze/What I Would Make With Stick Ranger Creator

I am RadiantDarkBlaze, and this is my user sub-page showing the beta layout for what I would make if Stick Ranger Creator (an idea that I'm the creator of btw) ever becomes reality. While you can certainly leave comments here, and borrow ideas from here for your own works, since this is what I personally would do I would appreciate it if I were the only one actually editing this aside from typo corrections and formatting corrections or optimizations. (

Class Stats
Level 1 Stickman Starting LP = 10

Boxer:
 * STR: Min + Max AT + 2, LP +4
 * DEX: Min + Max AGI -2 (lowest 5-10), LP +3
 * MAG: +1 MP gain per hit with magical weapon, LP +3
 * LP: 4+3+3 = LP +10

Starting Weapon, Seed Glove:
 * Level 0
 * 0-0 AT
 * 5-50 AGI
 * 15 Range
 * Type Physical
 * 50 MP
 * Bonus AT 36-36 x25
 * Built-in pseudo-compo effect(s): STR, DEX, MAG +2, LP +20

Notes: More or less meant to be kept until Level 25, but can be kept longer to work towards maximum usefulness. Extremely fast-moving weightless Bonus AT dark-gray pellets scatter far wildly in all directions, exactly one appearing per frame until they have all appeared, however have no delay whatsoever and start exactly on the spot that the glove was, usually ensuring that their reflection properties are not needed unless the enemy that they were on dies before they all finish appearing. The barely distinguishable from the pitch-black background dark grey of the pellets matches the dark grey of the gloves themselves (#0D0D0D). The pseudo compo effects provide the 2 SP boost for whichever stat the player wishes to focus on to make up for the 2 SP that Level 1 teams don't start with + highlight exactly what each stat does for the Boxer on this particular map. They also mislead players into thinking that their starting LP is 50 >;D

Gladiator:
 * STR: Max AT + 4, LP +4
 * DEX: Min AT + 4 (cannot go above Max AT), LP +4
 * MAG: +1 MP gain per hit with magical weapon, LP +2
 * LP: 4+4+2 = LP +10

Starting Weapon, Seed Sword:
 * Level 0
 * 0-0 AT
 * 20-20 AGI
 * 30 Range
 * Type Physical
 * 50 MP
 * Bonus AT 200-200
 * Built-in pseudo-compo effect(s): STR, DEX, MAG +2, LP +20

Notes: More or less meant to be kept until Level 25, but can be kept longer to work towards maximum usefulness. A single dark gray ball far bigger than the play area itself which deals splash to all enemies on screen appears instantly when the Bonus AT is triggered, giving the illusion that in that instant the Gladiator slashed every enemy on the screen really hard under the cover of darkness. The barely distinguishable from the pitch-black background dark grey of the ball matches the dark grey of the sword itself (#0D0D0D). The pseudo compo effects provide the 2 SP boost for whichever stat the player wishes to focus on to make up for the 2 SP that Level 1 teams don't start with + highlight exactly what each stat does for the Gladiator on this particular map. They also mislead players into thinking that their starting LP is 50 >;D

Sniper:
 * STR: Range +5, LP +2
 * DEX: AT + 3-4, LP +4
 * MAG: +1 MP gain per hit with magical weapon, LP +4
 * LP: 2+4+4 = LP +10

Starting Weapon, Seed Planter:
 * Level 0
 * 0-0 AT
 * 40-50 AGI
 * 75 Range
 * Type Physical
 * 50 MP
 * Bonus AT 300-350
 * Built-in pseudo-compo effect(s): STR, DEX, MAG +2, LP +20

Notes: More or less meant to be kept until Level 25 to reach maximum potency with it's Bonus AT, however can be kept longer for adding range. 3 dark gray arrows are shot in a low, slow, weak-looking arch for the primary attack, however will always reach their target destination every time even if they have to damn well crawl there through the air. While the color of the arrows themselves match the barely distinguishable from the pitch-black background dark grey of the always visibly loaded arrow in the bow (#0D0D0D), the color of the 'seeds' (pellets) with zero weight, zero friction, rolling capabilities, and 100 innate guide range that appear for the magic attack is just slightly lighter at #141414. Each arrow 'plants' one 'seed' when the magic attack is activated, and each seed can last for up to 20s if it doesn't hit an enemy. The pseudo compo effects provide the 2 SP boost for whichever stat the player wishes to focus on to make up for the 2 SP that Level 1 teams don't start with + highlight exactly what each stat does for the Gladiator on this particular map. They also mislead players into thinking that their starting LP is 50 >;D