Board Thread:Suggestions/@comment-28892766-20161207043416

'so i made my boss a bit more descriptive in this one tl;dr. also added interactions of map and multiple stage hazards in this fight.'

Appearance : A giant robot humanoid the size of Siegmund with blue and white parts and a glowing core in the middle of the chest wid backspikes that look like Proto's jetpacks just 2 be cool looking. Perhaps a more clockwork-like looking boss as an alternative.

Map : On an elevator with space between the walls that surround the elevator which will start off on the first level. Edges of the map have railings, but no invisible wall. Elevator platfrom is 150, 15, 150 in size. The elevator has 3 levels. The wall moves up and down instead of the platform to make the illusion of the elevator moving (cuz i think this way it'll be easier). Map looks like the insides of a nuclear reactor, http://www.buildtheenterprise.org/wp-content/uploads/2012/03/nuclear-reactor-for-USS-Enterprise-v2.jpg



Stage Hazards (Things from the map that damage/debuff players making fighting more complicated which I hope are added to more maps besides invisible walls)

Bottom of the map : Instant kill when falling into the bottom of the map.

Short Circuit : One or two random level of the elevator will have small surges of electricity all over on the sides of the wall. After 8 seconds, big lightning surges all over that level doing around 700 - 800 damage to all players on there despite them gaurding and all players are instantly stunned. At this time panels are accessible and will become unaccesible after Short Circuit has been activated and panels create sparks. Short Circuit lasts 5 seconds before dying off. Happens every 120 seconds.

Balls of Energy : For 10 seconds, a blue lightning ball will form on the edges of the map then will go torwards the boss moving at the speed equivalent to 100% player speed. When this orb goes into contact with the boss, it will heal the boss by 100 health and increase its defense and attack by 20% which is stackable and the buff lasts 10 seconds. Orbs form per 1 second. When a player gets into contact of these orbs, it will explode affect a 10 stud area doing true 150 damage. Happens every 100 seconds.



Map Interaction (Something in the map you can interact with to change something wish i hope are added to maps)

Panels : Panels that make the elevator move up and down, they will be across from each other on the map and will only be able to be used at certain times. Can be interacted if players are within 5 studs of the panels. Up panel is colored green and down panel is colored red. Both will be gray in the meantime when not activated. The panels go down or up 1 level. Delays between the panel being usable again is 3 seconds. Elevator takes 3 seconds when traveling through each level.



Stats

Health 8500

400% Attack

300% Defense

<p style="font-weight:normal;">100% Speed

<p style="font-weight:normal;">Time : 13 minutes

<p style="font-weight:normal;">Respawnable : No

<p style="font-weight:normal;">

<p style="font-weight:normal;">Abilities 

<p style="font-weight:normal;">Punch : Simply punches players close to it every 3 seconds doing 100 - 200 damage and doesn't do knock back. Atomos can move when using this, but gains a 20% speed debuff during punching animation.

<p style="font-weight:normal;">Target : Atomos stays still and its eyes shines brightly red looking at the direction its target and will be marking a random player with a dark red orb that appears on top of their heads and will start only walking towards them only and will use a specific attack next. During this, Atomos' speed is increased by 20%. Can be slowed during this, but can't be completely stopped from moving. Cooldown 80

<p style="font-weight:normal;">Collider : After Atomos is close enough to its Target, it'll do a 3 second wind up for a punch raising its fist into the air then pounding it into the ground which causes digital-looking blue cracks and smoke spreads everywhere on the ground then dissapates after 3 seconds. It'll create a giant shockwave which will knock all players backwards 30 studs and staggering them when hitting ground doing high damage around 700 - 800 to even blocking players and player directly hit by the fist will instantly die and if Atomos hits the platform, the platform goes down 1 level. Avoidable by the targeted player to stand by the edge of the map so that Atomos will not hit the ground and instead just hit nothing.

<p style="font-weight:normal;">Clockworks : 3 monsters drop down on random spots of the elevator. Their appearance are floating metal balls with a head and arms. Clockwork stats below. (this would count as a stage hazard i guess because this isn't really the boss' ability, but i didnt want to put it there) Cooldown 75

<p style="font-weight:normal;">Health 100

<p style="font-weight:normal;">Defense 100%

<p style="font-weight:normal;">Speed 95%

<p style="font-weight:normal;">

<p style="font-weight:normal;">Target (Clockworks) : Clockwork stays still and its eyes glow brightly red, looking at the player they randomly target going towards them marking them with the same dark red orb Atomos does. Their speed increases by 25%

<p style="font-weight:normal;">Explode (Clockworks): After they reach close to the players they targeted, all Clockworks stay still and wind up for 5 seconds then explode being enveloped by a red ball then shines brightly and expands, exploding a 30 stud area where it was standing and does true 500 damage to players and to the boss. This ability triggers also when Clockworks reach 0 health.

<p style="font-weight:normal;">Malfunction : When Atomos gets hit by 3 Clockwork explosions in a row within 5 seconds time after the first explosion. Atomos will kneel down acting stunned for 5 seconds unable to move or do anything after getting hit 3 times in a row from the explosion. Atomos' defense decreases by 100% during this.

<p style="font-weight:normal;">Pulverize : Atomos marks 3 random players with a light blue orb in the middle of their chest and have a blue AoE 50 studs big around them and follows them meaning that they will be hit no matter what. After 5 seconds, wind within the AoE will swirl and electricity will surge at the area the marked players are at and will do 100 - 150 damage giving players a 15% defense debuff for 20 seconds that is stackable and unremovable, only by duration. Atomos can still move and use other abilities during this. Cooldown 50

<p style="font-weight:normal;">Tesla : Atomos summons 3 small pill shaped beacons that are 10 studs tall with a bright blue top and a thin 50 stud blue circle to indicate the AoE size emerge from random spots of the elevator platform. After 7 seconds, lightning strikes that area doing 300 - 400 damage and electrifys that area doing 20 damage a second standing on top of it. The electrified area lasts only 10 seconds. Atomos can still move and use other abilities during this. Cooldown 30

<p style="font-weight:normal;">Ion : Atomos lifts its right hand forward then a line of electricity flows towards the wall of the map and from there, Atomos is able to move again and use other abilities. After the electricity hits the wall, 3 bright white neon balls will appear on random sides of the wall, the size of 40,40,40. After 5 seconds, it will blast a ray that will do 500 - 600 damage and decrease player's defense by 30% for the next 10 seconds. Cooldown 25

<p style="font-weight:normal;">Surge : Atomos, wherever it is, will raise above the ground 10 studs high and go into fetal formation. After 5 seconds, it will jut out its limbs and huge amounts of electricity surges out of Atomos doing 500 true damage to all players. During the wind up, Atomos gets a 50% defense buff. Cooldown 40

<p style="font-weight:normal;"> <ac_metadata title="Boss Suggestion : Atomos"> </ac_metadata>