Board Thread:Off Topic/@comment-38854975-20190905144044/@comment-25396609-20191010014339

@Rebin: just a suggestion/request; unless doing a point by point breakdown of a weapon, we prefer if you trim all but the name for the sake of brevity.

@Florida: Again, the things you want it to do literally make no sense; unless it is somehow Semblance related. Which is possible in this case without brain-melting levels of edge, but you need to specify it.

Other questions:

How does the dosage increase? In order to do that, it would have to draw from an internal reservoir; which is gonna take up a shitload of space.

Why do they disintegrate and how? They're a physical, solid syringe; presumably comprised of a needle, hollow body, and some kind of injector. Unless the Dust destroys them, in which case they would need to explode on contact which would harm the recipient, and not really line up with a Semblance-related conversion of the effect.

How and why does it only effect Huntsmen and Cadets (the term for in-training Huntsmen, as noted in the newly released companion book)? Presumably it is based on them having an activated Aura (if it is indeed Semblance based); but this would also require it to be effective against any person who has had theirs unlocked. Otherwise you need a ludicrously complicated IFF system built into each and every projectile.

Most of the buffs specified really just don't make sense. In particular:

-why does plant correspond to Aura when Hardlight is a more direct comparison? If anything I would thing Plant might be a sort of healing surge.

=How does Hardlight boost Endurance which is -biologically speaking- a combination of cardiac health, respiratory health, and ATP production? Or do you mean physical resilience? Because that would be a better fit for Rock.

-In what capacity, exactly, does Rock provide specific defense to environmental hazards? how does it differentiate between, say, a forest fire and a molotov cocktail?

-How does Water boost their aiming ability, which is a function of their dexterity, eyesight, and hand-eye coordination?

-Electric should provide protection from ALL metal weapons, because either way a solid object is hitting you; this is one of the ones that would make the most sense, since it could create a magnetic field to repulse them (I'd say increased resistance rather than total immunity, though.)

-Fire = strength is also questionable, I just can't think of any sort of logic here.

-Wind and Gravity are fine. Ice is unnecesarry once you modify Electric to make more logical sense.

Why do two forms of exactly the same weapon have different names? That just doesn't make sense. If it were two different weapons that combined into a third form, that would be different.

Your basic concept is a lot more solid than the previous one, but it still feels a bit all over the place and not fully thought out. Given your level of inexperience, I'd suggest putting more time into fine-tuning each new design

@Rebin again: If the user's Semblance is a support-type it could reasonably imbue beneficial effects via Dust, in the same way Weiss is able to perform a time-dilation effect; the bigger issue in that scenario is properly matching each element to a desired effect. It should also have a basic effect which is modified by the presence of Dust to achieve altered results.