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Another thread brought this idea to my head and wanted to share it as a detailed topic of its own. I'm sure most of us would love to select Jason's starting weapon. Now, there are some caveats to consider. For instance, a FireAxe is designed to hack through walls, so by design it is meant to destroy an environment more so than another weapon like a Pickaxe or Machete. This is where we get into my new stat system.

OVERVIEW

Each Jason will now have his own inherent abilities and his offensive ability will be effected by his weapon choice. For example, Part 8 Jason wields the FireAxe. Part 8 himself destroyed a lot in JTM, and a FireAxe is designed to destroy, so Part 8 himself would have a +2 modifier to Destruction and the FireAxe a +1 modifier.

What this means is, standard Destruction takes 6 hits to destroy a fortified door. +Destruction takes 3 hits. Part 8 wielding the FireAxe would destroy a fortified door in 3 hits. HOWEVER...

If Part 8 wielded a non-Destruction weapon like the Machete, he'd not have an extra +1 modifier, so he'd destroy doors in 4 hits instead.

Consequently, this means if a non-Destruction Jason wields the FireAxe, they'd get a +1 modifier to destruction. So if Part 7 uses the FireAxe, he'd destroy fortified doors in 5 hits rather than 6.

I'm assigning penalties to weapons as well. For example, Part 3 Jason has -Stalk. Normal Stalk cooldown time is 30 seconds. -Stalk is 40 seconds. The Woodsman's Axe would carry a 5 second penalty while Part 3 Jason would inherently have a 5 second penalty on Stalk without the Woodsman's Axe.

 

WEAPON STATS LIST

Machete:

  • +Sense: Range is 1/2 tier higher than Jason's inherent Sense range, cooldown time is untouched.
  • +Grip Strength: Grip is 1/2 tier higher than base grip value
  • -1 Trap: Start with 1 less trap.
  • -Shift: Shift cooldown is 5 seconds longer(speed and duration are untouched)

FireAxe:

  • +1 Destruction: 1 less hit needed to destroy fortified doors.
  • +Stalk: Stalk cooldown is 5 seconds shorter.
  • -1 Sense: Range one tier lower, cooldown time is untouched.
  • -Grip Strength: Grip is 1/2 tier weaker than base value.

Woodsman's Axe:

  • +1 Weapon Strength: Takes 1 fewer hits to kill counselors with base damage resistance.
  • +Grip Strength: Grip is 1/2 tier stronger than normal.
  • -1 Stalk. Cooldown is 5 seconds longer.
  • -Sense: Range is 1/2 tier smaller than base value.

Double-Head Axe:

  • +1 Stalk: Cooldown is 5 seconds Shorter.
  • +Shift: Cooldown is 5 seconds shorter(speed and duration are untouched).
  • -1 Trap: Start with 1 less trap.
  • -HP: Hit points are halfway between normal and weak HP(probably the same HP penalty as -Defense by itself).

Spear:

  • +1 Sense: Range is 1/2 tier higher than Jason's inherent Sense range, cooldown time is untouched.
  • +Shift: Cooldown is 5 seconds shorter(speed and duration are untouched)
  • -1 Defense: Lowered chance to successfully block attacks, but NOT lowered HP.
  • -Morph: Cooldown is 5 seconds longer.

Pickaxe:

  • +1 Trap: Start with 1 additional trap.
  • +Morph: Cooldown is 5 seconds shorter.
  • -1 Defense: Lowered chance to successfully block attacks, but NOT lowered HP.
  • -Water Speed: Water Speed is 1/2 tier slower than base value.

Pig Splitter:

  • +1 Weapon Strength
  • +1 Destruction
  • -1Traps
  • -1/2 Tier Water Speed, i.e. Water speed is 1/2 tier slower than base value.

Pitchfork:

  • +1 Weapon Strength: 1 Less hit needed to kill counselors.
  • +1 Destruction
  • -1 Grip Strength: Grip is weakened by 1/2 tier. I.e., if used on a normal Grip Jason, their grip will be halfway between normal and weak grip.
  • -1/2 Tier Water Speed, i.e. Water Speed is 1/2 tier slower than base value

 

Base Jason Values:

This is Jason's base values without factoring in weapon modifiers:

Destruction: Each "hit" against a fortified door counts as 1 point on the scale. Jason's base point value + weapon point value = final damage. Example: J8's base point value is 4. FireAxe reduces hits required to destroy fortified doors by 1.

  • Normal Destruction: 6
  • +Destruction: 4

J8 + FireAxe 3 hits. I.E. 4(J8) minus 1(FireAxe) equals 3 hits to destroy fortified doors

J7 + FireAxe = 5 hits. I.E. 6(J7) minus 1(FireAxe) equals 5 hits to destroy fortified doors

J8 + Machete = 4 hits. I.E. 4(J8) minus zero(Machete, which has no Destruction modifier) equals 4 hits to destroy fortified doors

 

Weapon Strength: Each "hit" against counselors counts as 1 point on the scale. Counselors require 5 hits to kill with Normal Weapon Strength and 3 hits to kill with +Weapon Strength.

  • Normal Weapon Strength: 5
  • +Weapon Strength: 4

"Vanilla" J4 formula: 4(J4) minus 1(Pig Splitter) equals 3 hits to kill

Custom J4 formula: 4(J4) minus zero(Machete, which has no damage modifier) equals 4 hits to kill

Custom J2 formula: 5(J2) minus 1(Pig Splitter) equals 4 hits to kill

 

Grip Strength: The scale goes from 1 to 5. 1, 3, and 5 represent weak, normal, and strong grip. Each Jason by themselves have a base value of 2, 3, and 4. the weapons have either a plus 1, minus 1, or no modifier.

  • -Grip Strength: Halfway between weak and normal grip. (1 on the scale)
  • Normal Grip: The same as always.(3 on the scale)
  • +Grip Strength: Halfway between normal and strong grip.(5 on the scale)

"Vanilla" J3 formula: 4(J3) + 1(Woodsman's Axe) = 5 (original J3 grip strength)

1st Custom J3 formula: 4(J3) - 0(Spear, which has no grip modifier) = 4 (stronger than normal, weaker than max)

2nd Custom J3 formula: 4(J3) - 1(Pitchfork) = 3 (A weapon with a weak grip modifier reduces J3's grip to that of Normal Grip.)

Custom J8 Formula: 2(J8) + 1(Machete) = 3 (A weapon with a strong grip modifier buffs weak grip to that of Normal Grip.)

 

Traps: Each Jason has a base trap count. Weapons will either add one, subtract one, or neither, to the total count.

  • -Traps: 4
  • Normal Traps: 5
  • +Traps: 6

"Vanilla" J2 formula: 6(J2) +1(Pickaxe) = 7 (original J2 count)

Custom J2 formula: 6(J2) - 1(Machete) = 5 (Machete nerfs +Traps to equal normal traps.)

Custom J3 formula: 5(J3) +1(Pickaxe) = 4 (halfway between normal and +Traps.)

Custom J4 formula: 4(J4) - 0(Spear, which has no trap modifier) = 4 (halfway between -Traps and normal Traps)

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1 hour ago, Theiceman105 said:

I don't know...

I don't think we want a Part 3 using a pitchfork

Part 3 Jason with a pitchfork, going by my idea, would still only be as much damage as normal +Weapon Damage. It wouldn't be buffed further beyond that. My idea is still subject to change. It's a work-in-progress.

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Wow, I love this idea! Incorporating Jason's strengths and weaknesses as bonuses to the weapons themselves would provide some variety for each Jason. Your strengths and weaknesses are nothing outright gamebreaking, either. They make sense and that is what matters.

Thanks for providing a detailed system for your idea.

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This sounds very good. So if I understood correctly, then these Jasons would happen:
J2 + Pig Splitter = Still very good at trapping and is now slightly bigger threat in close combat.

J3 + Pitchfork = Can kill counselor with only 2 hits (if +Weapon strength can be stacked) and still has quite good grip strength.

J4 + Machete = A Jason that can swing his weapon quicker and is bigger threat to counselors -> thus breaks doors quicker than others because +Destruction and +Weapon strength are intact. Downside is that he has now only 2 traps.

Part 6 Jason + Pick Axe = Slightly better trapper but worse at defending himself (stacked -Defense)

Is it possible for example to stack +Stalk by giving J8 the Double-Head Axe or J2 + Spear (-Defense would be stacked)? If it is, then it is possible to create exaggerated strengths and weaknesses.

Some change suggestions or alternative modifiers players can choose.
Spear: +1 Sense replaced with +1 or 2 Throwing knives
Double-Head Axe: -1 trap replaced with -Hit points (only Part 9 has this weakness at the moment, would be unique)

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7 hours ago, Theiceman105 said:

I don't know...

I don't think we want a Part 3 using a pitchfork

Why not? That sounds awesome. However the pitchfork would only be able to be wielded by players with Savini Jason, since the pitchfork is carried by him.

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17 hours ago, Mr. HK 92 said:

This sounds very good. So if I understood correctly, then these Jasons would happen:
J2 + Pig Splitter = Still very good at trapping and is now slightly bigger threat in close combat.

J3 + Pitchfork = Can kill counselor with only 2 hits (if +Weapon strength can be stacked) and still has quite good grip strength.

J4 + Machete = A Jason that can swing his weapon quicker and is bigger threat to counselors -> thus breaks doors quicker than others because +Destruction and +Weapon strength are intact. Downside is that he has now only 2 traps.

Part 6 Jason + Pick Axe = Slightly better trapper but worse at defending himself (stacked -Defense)

Is it possible for example to stack +Stalk by giving J8 the Double-Head Axe or J2 + Spear (-Defense would be stacked)? If it is, then it is possible to create exaggerated strengths and weaknesses.

Some change suggestions or alternative modifiers players can choose.
Spear: +1 Sense replaced with +1 or 2 Throwing knives
Double-Head Axe: -1 trap replaced with -Hit points (only Part 9 has this weakness at the moment, would be unique)

You're on the right track, but not quite. Ok, if Normal Weapon Strength is 5 hits to kill a counselor, and +Weapon Strength is 3 hits to kill a counselor, that means the difference between them is split between the weapon and Jason. I have extensively edited the original post to show in detail exactly what I mean.

Jason WITH PLUS Weapon Strength uses a weapon WITHOUT weapon strength, it will take FOUR hits to kill a counselor.

The inverse is true as well.

If a Jason with NORMAL Weapon Strength uses a weapon WITH PLUS Weapon Strength, it will take 4 hits to kill a counselor.

With Destruction, the difference is a bit greater. Normal Destruction is 6 hits to destroy a fortified door. Plus Destruction is 3 hits to destroy a fortified door. That means there are 2 extra tiers worth of damage between those two.

A WEAPON only supplies ONE HITS worth of additional environmental damage, while the Jason supplies TWO HITS worth of environmental damage.

Jason WITH PLUS Destruction uses a weapon WITH NORMAL Destruction: 4 hits to destroy a fortified door.

Jason WITH NORMAL Destruction uses a weapon WITH PLUS Destruction: 5 hits to destroy a fortified door.

 

JASON/WEAPON COMBOS:

J2 + Pig Splitter = 5 Traps, 4 attacks to kill a counselor, 5 hits to destroy fortified doors, normal block chance but still lowered HP, slow water speed.

J2 has a base trap count of 6 and lowered HP by default. The pickaxe improves trap count by 1 and lowers Defensive block chance. So if J2 wields the Pickaxe, the result would be the normal, "vanilla" J2 that we have now. If J2 wields the pig splitter, it would lower his trap count further by 1, so he'd actually have 2 less traps than "vanilla" J2, but would get a buff to offense and negate the block chance defense weakness, though he'd still have lowered health.

J3 + Pitchfork = 3 hits to kill a counselor(because J3 inherently has a base damage that would equal 4 hits to kill if not wielding a weapon with +Damage, so when the 2 are stacked together it equals "normal" +Weapon Strength), 5 hits to destroy fortified doors, Grip is halfway between that of Normal and +Grip Strength, Water Speed halfway between weak and normal water speed.

J4 + Machete = Start with 3 Traps, Shift is equal to that of -Shift in all regards, 4 hits to kill a counselor, 4 hits to destroy fortified doors, Sense range is halfway between normal and advanced Sense, grip is halfway between normal and strong grip.

J4 + Double Bit Axe = Start with 3 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, Stalk cooldown is halfway between normal and +Stalk.

J6 + Pickaxe = Start with 6 traps, 5 hits to kill counselors, 6 hits to destroy fortified doors, -Defense is STANDARD because J6 inherently has lowered HP, so wielding the Pickaxe results in the same -Defense stat as that of normal J6 that wields the Spear. The WEAPON holds the block chance modifier while the JASON has the HP modifier.

J7 + FireAxe = Start with 4 traps, destroy fortified doors in 5 hits, Sense range is equal to Normal Sense, but it has a faster cooldown. The weapon holds the range modifier but the Jason still contains the cooldown modifier.

J8 + Woodsman's Axe = Destroy fortified doors in 4 hits, kill counselors in 4 hits, stalk cooldown is between normal and +stalk

J9 + Spear = Start with 4 traps, Kill counselors in 5 hits, destroy fortified doors in 6 hits, Sense range equals advanced Sense, sense cooldown is normal, lowered block chance from the spear in addition to inherently much lower HP.

Savini + Machete = Start with 4 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, grip strength halfway between weak and normal grip, water speed halfway between slow and fast water speed, Sense range is halfway between Normal and Strong Sense.

Savini + Woodsman's Axe = Start with 5 traps, kill counselors in 4 hits, destroy fortified doors in 3 hits, grip strength halfway between weak and normal grip, water speed halfway between slow and fast water speed, Stalk cooldown is halfway between weak and normal Stalk

Savini + Spear = start with 5 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, Sense range is halfway between normal and +Sense, cooldown of Sense is normal.

Hopefully that cleared up my intentions. I'm still trying to figure out how Destruction should work. One issue that comes to mind is that Savini Jason has +Destruction as well, but would it be right to tie in a Destruction modifier to the pitchfork? Seems kind of weird but it's in the game so I'm trying to work around it.

 

13 hours ago, Lex said:

Why not? That sounds awesome. However the pitchfork would only be able to be wielded by players with Savini Jason, since the pitchfork is carried by him.

Any Jason that is not Savini that wields the pitchfork would wield the Part 3 pitchfork seen in the pre-Beta kill reveal footage. Only Savini gets the demonic pitchfork. They could extend this further to have Savini get exclusive demonic skins for every weapon that he wields. Like the pickaxe could be a demon's skull with horns being the spike bits from the pickaxe. The machete could be an actual sword/short sword.

It could also apply to the other weapons. Like only Part 6 Jason uses the cemetery fence post for the spear, everyone else uses the Part 2 spear. Uber Jason could have futuristic looking skins for his weapons.

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4 hours ago, VoorheesAJollyGoodFellow said:

You're on the right track, but not quite. Ok, if Normal Weapon Strength is 5 hits to kill a counselor, and +Weapon Strength is 3 hits to kill a counselor, that means the difference between them is split between the weapon and Jason. I have extensively edited the original post to show in detail exactly what I mean.

Jason WITH PLUS Weapon Strength uses a weapon WITHOUT weapon strength, it will take FOUR hits to kill a counselor.

The inverse is true as well.

If a Jason with NORMAL Weapon Strength uses a weapon WITH PLUS Weapon Strength, it will take 4 hits to kill a counselor.

With Destruction, the difference is a bit greater. Normal Destruction is 6 hits to destroy a fortified door. Plus Destruction is 3 hits to destroy a fortified door. That means there are 2 extra tiers worth of damage between those two.

A WEAPON only supplies ONE HITS worth of additional environmental damage, while the Jason supplies TWO HITS worth of environmental damage.

Jason WITH PLUS Destruction uses a weapon WITH NORMAL Destruction: 4 hits to destroy a fortified door.

Jason WITH NORMAL Destruction uses a weapon WITH PLUS Destruction: 5 hits to destroy a fortified door.

 

JASON/WEAPON COMBOS:

J2 + Pig Splitter = 5 Traps, 4 attacks to kill a counselor, 5 hits to destroy fortified doors, normal block chance but still lowered HP, slow water speed.

J2 has a base trap count of 6 and lowered HP by default. The pickaxe improves trap count by 1 and lowers Defensive block chance. So if J2 wields the Pickaxe, the result would be the normal, "vanilla" J2 that we have now. If J2 wields the pig splitter, it would lower his trap count further by 1, so he'd actually have 2 less traps than "vanilla" J2, but would get a buff to offense and negate the block chance defense weakness, though he'd still have lowered health.

J3 + Pitchfork = 3 hits to kill a counselor(because J3 inherently has a base damage that would equal 4 hits to kill if not wielding a weapon with +Damage, so when the 2 are stacked together it equals "normal" +Weapon Strength), 5 hits to destroy fortified doors, Grip is halfway between that of Normal and +Grip Strength, Water Speed halfway between weak and normal water speed.

J4 + Machete = Start with 3 Traps, Shift is equal to that of -Shift in all regards, 4 hits to kill a counselor, 4 hits to destroy fortified doors, Sense range is halfway between normal and advanced Sense, grip is halfway between normal and strong grip.

J4 + Double Bit Axe = Start with 3 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, Stalk cooldown is halfway between normal and +Stalk.

J6 + Pickaxe = Start with 6 traps, 5 hits to kill counselors, 6 hits to destroy fortified doors, -Defense is STANDARD because J6 inherently has lowered HP, so wielding the Pickaxe results in the same -Defense stat as that of normal J6 that wields the Spear. The WEAPON holds the block chance modifier while the JASON has the HP modifier.

J7 + FireAxe = Start with 4 traps, destroy fortified doors in 5 hits, Sense range is equal to Normal Sense, but it has a faster cooldown. The weapon holds the range modifier but the Jason still contains the cooldown modifier.

J8 + Woodsman's Axe = Destroy fortified doors in 4 hits, kill counselors in 4 hits, stalk cooldown is between normal and +stalk

J9 + Spear = Start with 4 traps, Kill counselors in 5 hits, destroy fortified doors in 6 hits, Sense range equals advanced Sense, sense cooldown is normal, lowered block chance from the spear in addition to inherently much lower HP.

Savini + Machete = Start with 4 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, grip strength halfway between weak and normal grip, water speed halfway between slow and fast water speed, Sense range is halfway between Normal and Strong Sense.

Savini + Woodsman's Axe = Start with 5 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, grip strength halfway between weak and normal grip, water speed halfway between slow and fast water speed, Stalk cooldown is halfway between weak and normal Stalk

Savini + Spear = start with 5 traps, kill counselors in 4 hits, destroy fortified doors in 4 hits, Sense range is halfway between normal and +Sense, cooldown of Sense is normal.

Hopefully that cleared up my intentions. I'm still trying to figure out how Destruction should work. One issue that comes to mind is that Savini Jason has +Destruction as well, but would it be right to tie in a Destruction modifier to the pitchfork? Seems kind of weird but it's in the game so I'm trying to work around it.

 

Any Jason that is not Savini that wields the pitchfork would wield the Part 3 pitchfork seen in the pre-Beta kill reveal footage. Only Savini gets the demonic pitchfork. They could extend this further to have Savini get exclusive demonic skins for every weapon that he wields. Like the pickaxe could be a demon's skull with horns being the spike bits from the pickaxe. The machete could be an actual sword/short sword.

It could also apply to the other weapons. Like only Part 6 Jason uses the cemetery fence post for the spear, everyone else uses the Part 2 spear. Uber Jason could have futuristic looking skins for his weapons.

That sounds really cool, awesome idea ? 

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Thanks gosh I remembered this topic! I thought it was an excellent idea! Anyone else wants to comment about this?

@VoorheesAJollyGoodFellow Will you add the Shears to this topic?

Edited by NoOneK9503

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