Post items you're not sure of here to check on their balance. I'll start: Code: <!-- KNUCKLES --> <item name="Plastic Knuckles" iconFile="sprites/knuckles_plastic.png" overrideClassName="Knuckles" > <price amount="100" /> <armour level="1" type="shield" /> <description text="These cheap plastic knuckles barely fit over your fingers. The holes are square too. Man, these are really crappy." /> <damagebuff crushing="2" /> </item> <item name="Brass Knuckles" iconFile="sprites/knuckles_brass.png" overrideClassName="Knuckles" > <price amount="250" /> <armour level="3" type="shield" /> <description text="Traditionally held by bouncers, mobsters, and overzealous pugilists, these knuckles have now fallen into your hands. Ha, a hands pun. The narrator will be here all week. Try the veal." /> <damagebuff crushing="4" /> </item> <item name="Iron Knuckles" iconFile="sprites/knuckles_iron.png" overrideClassName="Knuckles" > <price amount="600" /> <armour level="5" type="shield" /> <description text="Iron, being a harder metal than brass, is better suited to bashing faces in. Why not give your enemies a hand with their defensive training? Another hand pun! Those never get old." /> <damagebuff crushing="7" /> </item> <item name="Steel Knuckles" iconFile="sprites/knuckles_steel.png" overrideClassName="Knuckles" > <price amount="1500" /> <armour level="7" type="shield" /> <description text="Cold steel in hand is worth two in your enemy. ...wait." /> <damagebuff crushing="10" /> </item> <item name="Flametouched Iron Knuckles" iconFile="sprites/knuckles_flametouched_iron.png" overrideClassName="Knuckles" craftoutput="1" > <price amount="1500" /> <armour level="7" type="shield" /> <description text="These charred iron knuckles have been infused with flaming elemental energies that you can evince by mashing them into an enemy." /> <damagebuff crushing="6" conflagratory="4" /> <targetHitEffectBuff name="Ignition Bolt" percentage="25" /> </item> <item name="Silver Knuckles" iconFile="sprites/knuckles_silver.png" overrideClassName="Knuckles" craftoutput="1" > <price amount="10000" /> <armour level="10" type="shield" /> <description text="These blessed silver-plated knuckles are infused with holy energies that destroy the enemies of righteousness. You've got to hand it to the smith, this is pretty fine work. Oh, my, more hand puns." /> <damagebuff crushing="11" righteous="4" /> </item> <item name="Gold Knuckles" iconFile="sprites/knuckles_gold.png" overrideClassName="Knuckles" craftoutput="1" > <price amount="55000" /> <armour level="15" type="shield" /> <description text="These gold-plated knuckles are inordinately heavy, but they hit very hard and make you feel like the Hand of the King. Oh lawdy, these hand puns never get old." /> <damagebuff crushing="22" /> <targetHitEffectBuff name="Midas" /> </item> <item name="Golden Fist of the Bro" iconFile="sprites/knuckles_golden_fist_of_the_bro.png" overrideClassName="Knuckles" craftoutput="1" > <price amount="100000" /> <armour level="20" type="shield" /> <description text="These totally righteous knuckles are infused with gnarly, awesome energies. Call them forth by reaching out and brofisting your enemies: if they perish, then they were not righteous enough for the Almighty Bro." /> <damagebuff crushing="30" righteous="10" /> <targetHitEffectBuff name="Mega Midas" /> </item> Note that since these are shields and not weapons, they won't interfere with unarmed combat.
I want a thread like this for monsters. When it comes to balancing some kind of unarmed enhancement, you have to determine whether you want these items to give more, less, or the same damage output potenital as swords/axes/maces whatever else. Personally I think that unarmed should be on par with your average dagger or staff.
From the latest version of my Leather mod on the Steam workshop: Code: <item name="Cybernetic Ninja Mask" iconFile="items/cyber_ninja_mask.png" craftoutput="0"> <armour type="head" level="8" /> <description text="The interface for this mask drills into your brain, It will only hurt once, but wow will it hurt." /> <price amount="1200" /> <primarybuff id="2" amount="3" /><!-- Nimbleness --> <secondarybuff id="4" amount ="2" /><!-- Critical Chance --> <secondarybuff id="8" amount ="3" /><!-- Counter Chance --> <secondarybuff id="9" amount ="6" /><!-- EDR --> <secondarybuff id="10" amount ="1" /><!-- Armor Absorption --> <secondarybuff id="17" amount ="1" /><!-- Trap Sight Radius --> <secondarybuff id="18" amount ="1" /><!-- Visual Sight Radius --> <resistbuff asphyxiative="2" /> </item> <item name="Cybernetic Ninja Armor" iconFile="items/cyber_ninja_body.png" craftoutput="0"> <armour type="chest" level="8" /> <description text="This suit has a variety of needles inside of it, you hope whatever it injects you with isn't poison." /> <price amount="1000" /> <primarybuff id="0" amount="3" /><!-- Burliness --> <primarybuff id="2" amount="1" /><!-- Nimbleness --> <secondarybuff id="2" amount ="1" /><!-- Melee Power --> <secondarybuff id="4" amount ="2" /><!-- Critical Chance --> <secondarybuff id="8" amount ="3" /><!-- Counter Chance --> <secondarybuff id="10" amount ="3" /><!-- Armor Absorption --> <secondarybuff id="13" amount ="1" /><!-- Health Regeneration --> <resistbuff piercing="1" slashing="1" crushing="1" /> </item> <item name="Cybernetic Ninja Gloves" iconFile="items/cyber_ninja_gloves.png" craftoutput="0"> <armour type="hands" level="8" /> <description text="These razor sharp claw gauntlets have an interface designed to attach to additional hardware." /> <price amount="900" /> <primarybuff id="2" amount="3" /><!-- Nimbleness --> <secondarybuff id="2" amount ="1" /><!-- Melee Power --> <secondarybuff id="4" amount ="2" /><!-- Critical Chance --> <secondarybuff id="8" amount ="3" /><!-- Counter Chance --> <secondarybuff id="10" amount ="1" /><!-- Armor Absorption --> <damagebuff piercing="3" /> </item> <item name="Cybernetic Ninja Leggings" iconFile="items/cyber_ninja_legs.png" craftoutput="0"> <armour type="legs" level="8" /> <description text="You hope you won't be injured when the artificial muscle bundles in these leggings contract." /> <price amount="950" /> <primarybuff id="2" amount="3" /><!-- Nimbleness --> <secondarybuff id="4" amount ="2" /><!-- Critical Chance --> <secondarybuff id="8" amount ="3" /><!-- Counter Chance --> <secondarybuff id="10" amount ="1" /><!-- Armor Absorption --> <secondarybuff id="11" amount ="8" /><!-- Magic Resistance --> <resistbuff piercing="1" slashing="1" crushing="1" /> </item> <item name="Cybernetic Ninja Boots" iconFile="items/cyber_ninja_feet.png" craftoutput="0"> <armour type="feet" level="8" /> <description text="These steel tipped boots have an interface to connect to additional hardware."/> <price amount="1050" /> <primarybuff id="2" amount="3" /><!-- Nimbleness --> <secondarybuff id="4" amount ="2" /><!-- Critical Chance --> <secondarybuff id="8" amount ="3" /><!-- Counter Chance --> <secondarybuff id="10" amount ="1" /><!-- Armor Absorption --> <secondarybuff id="11" amount ="8" /><!-- Magic Resistance --> <damagebuff crushing="2"/> </item> I made this set a tinkerer item, and it requires at least 2 smithing for the creation of the boiled leather needed for the recipe. I figure it gives people who go Tinkerer/Clockwork Knight some nice light armor. I haven't received any feedback from anyone who put some together in a game, while I feel that it is fairly balanced since it requires a crafting heavy build to produce, I have been looking for some feedback. For a dual wielding character with two Rings of Thorns it will put the chance for a counter attack up where I feel it needs to be to survive late game with a lightly armored character. But this thread gives me the chance to receive some feedback, so I'm interested to see what other people think about the items. I really wish I was able to offer some of the perks as a set bonus, rather than on each item, but I don't think that is possible. At least, if it is, I certainly don't know how to do it.
You can fake it with a targetHit buff on both items that give a zero-duration empty buff and cast a spell that checks for the other buff, and if both buffs are active then cast a spell..