Talk:Orbs/@comment-4879294-20151101204144

Alright, for one the code for the table is currently messy to the point that I don't know what to do with it, for another I highly doubt it would be possible to make this one even with modding due to needing 3 projectile types with entirely different properties each in a single attack along with probably many other issues. So, here it is:

RadiantDarkBlaze S, AT 8-29 x3 (Fire), AGI 120-135, Range 90, type Fire->Freeze->Thunder, Bonus AT 20-20 x13 (Freeze time 0.04) -> 7-13 x7 (Thunder)

The initial 3 blazes (r170,g85,b85) are 42 pixels big, last for 3s, and do splash damage. They spawn atop the target enemy in star formation, pierce terrain and enemies with about a just-above-average burn rate, and have an innate guide range of 80 pixels. They spawn 13 Freeze-type cloud residue (r150,g85,b100) for every hit that they make. This Freeze residue is 13 pixels big and spawns on the center of the hit target like the Flame Arrow 5 residue, and again does splash and terrain piercing with a guide range of 20. Every hit from the Freeze residue then proceeds to generate 7 Thunder-type bolts (r225,g225,b225) that are 7 pixels across and 13 pixels front-to-back. These spawn stationary in completely random formation within a 90 pixel range of where the clouds hit, pierce terrain, and have a guide range of 143. Once the bolts do start moving due to guide range, they accelerate.

It would basically look like a crazy lightshow triggered by ominous attacks, and do crazy AT especially to a whole crowd while doing alright against enemies with any resistances thanks to the Freeze residue. To put that into perspective, even if the initial blazes indeed only managed to land 3 hits (24-87 AT) by themselves, that would still generate 39 clouds which if they all hit (780-780 AT), would generate a total of 273 bolts (1911-3549 AT if they all hit). There would have to be some delay between the bolt residue spawning to prevent the game from being overloaded with too many projectiles. There is very good reason for the relatively low AT for the weapon level; there's a couple projectiles to multiply that AT by. It may even be a bit overpowered even for a level S weapon, and it doesn't need crazy base AT to accomplish that. Just imagine the 3 blazes landing a combined total of 16+ hits by themselves!