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World Accessory Powder Specials [14 Supporters]

Discussion in 'General Suggestions' started by cars3n, Jan 22, 2017.

?

do you like my idea

  1. Yes! +1

    12 vote(s)
    66.7%
  2. Yes, but... +0.5

    4 vote(s)
    22.2%
  3. No thank you.

    2 vote(s)
    11.1%
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  1. cars3n

    cars3n Famous Adventurer CHAMPION

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    Minecraft:
    We've got armour and weapon specials; now just need powders on accessories! :D
    Sorry if this has been suggested before.
    There are a couple things to know: adding powders will add more than just specials. they will add elemental damage%, elemental defense%, and specific stats. Also in order to put certain level powders on accessories, there will be a level requirement, for balancing purposes. The specials are passives, like armours.

    Fire Powders:
    Fire Powder I
    Lv. Min: 1
    Effect on Accessories:
    +1% Fire Damage
    +1%
    Fire Defense
    Fire Powder II
    Lv. Min: 15
    Effect on Accessories:
    +1% Fire Damage
    +2%
    Fire Defense
    Fire Powder III
    Lv. Min: 30
    Effect on Accessories:
    +2% Fire Damage
    +3%
    Fire Defense
    +20
    Health
    Fire Powder IV
    Lv. Min: 45
    Effect on Accessories:
    +3% Fire Damage
    +4%
    Fire Defense
    -3%
    Water Defense
    +50
    Health
    Adding two or more powders of tiers IV-VI will activate its special.
    Fire Powder V
    Lv. Min: 70
    Effect on Accessories:
    +4% Fire Damage
    +4%
    Fire Defense
    -5%
    Water Defense
    +100
    Health
    Adding two or more powders of tiers IV-VI will activate its special.
    Fire Powder VI
    Lv. Min: 85
    Effect on Accessories:
    +5% Fire Damage
    +5%
    Fire Defense
    -7%
    Water Defense
    +150
    Health
    Adding two or more powders of tiers IV-VI will activate its special.
    Fire Special: Flaming Hit
    Every 10 seconds, your weapon becomes engulfed in flame. The next mob(s) hit will deal less damage, and receive more for a specific amount of time
    Tier IV: Enemies deal 10% less damage, and they receive 20% more for 1.5 seconds
    Tier V: Enemies deal 20% less damage, and they receive 25% more for 2 seconds
    Tier VI: Enemies deal 25% less damage, and they receive 30% more for 2.5 seconds


    Water Powders:
    Water Powder I
    Lv Min: 1
    Effect on Accessories:
    +1% Water Damage
    +1%
    Water Defense
    Water Powder II
    Lv Min: 15
    Effect on Accessories:
    +2% Water Damage
    +1%
    Water Defense
    Water Powder III
    Lv Min: 30
    Effect on Accessories:
    +2% Water Damage
    +2%
    Water Defense
    -2%
    Thunder Damage
    +1%
    Spell Damage
    Water Powder IV
    Lv Min: 45
    Effect on Accessories:
    +3% Water Damage
    +2%
    Water Defense
    -4%
    Thunder Defense
    +1%
    Spell Damage
    Putting two or more powders of tier IV-VI will activate its special.
    Water Powder V
    Lv Min: 70
    Effect on Accessories:
    +3% Water Damage
    +3%
    Water Defense
    -5%
    Thunder Defense
    +2%
    Spell Damage
    Putting two or more powders of tier IV-VI will activate its special.
    Water Powder VI
    Lv Min: 85
    Effect on Accessories:
    +4% Water Damage
    +5%
    Water Defense
    -8%
    Thunder Defense
    +3%
    Spell Damage
    Putting two or more powders of tier IV-VI will activate its special.
    Water Special: Frozen Feet
    Every 10 seconds, your weapon becomes encased in ice. The next mob(s) that are hit receive slowness and be dealt a small amount of damage. The enemy(s) hit also cannot cast movement spells for 2 seconds. (Vanish, Escape, Charge, Teleport)
    Tier IV: Slowness I for 3 seconds, and dealt 10%
    Water Damage initially.
    Tier V: Slowness II for 4 seconds, and dealt 15%
    Water Damage initially.
    Tier VI: Slowness III for 5 seconds, and dealt 20%
    Water Damage initially.

    Thunder Powders
    Thunder Powder I
    Lv. Min: 1
    Effect on Accessories:
    +2% Thunder Damage
    +1%
    Thunder Defense
    Thunder Powder II
    Lv. Min: 15
    Effect on Accessories:
    +3% Thunder Damage
    +1%
    Thunder Defense
    Thunder Powder III
    Lv. Min: 30
    Effect on Accessories:
    +3% Thunder Damage
    +2%
    Thunder Defense
    -3%
    Earth Defense
    +
    10/4s Life Steal
    Thunder Powder IV
    Lv. Min: 45
    Effect on Accessories:
    +4% Thunder Damage
    +3%
    Thunder Defense
    -6% Earth Defense

    +15/4s Life Steal
    Adding two or more powders of tiers IV-VI will activate its special.
    Thunder Powder V
    Lv. Min: 70
    Effect on Accessories:
    +5% Thunder Damage
    +3%
    Thunder Defense
    -9% Earth Defense

    +28/4s Life Steal
    Adding two or more powders of tiers IV-VI will activate its special.
    Thunder Powder VI
    Lv. Min: 85
    Effect on Accessories:
    +6% Thunder Damage
    +4%
    Thunder Defense
    -12% Earth Defense

    +40/4s Life Steal
    Adding two or more powders of tiers IV-VI will activate its special.
    Thunder Special: Electric Shock
    Every 10 seconds, your weapon becomes charged with electricity. The next mob(s) hit will be shocked, making them jump up and getting dealt damage.
    Tier IV: Jumped up 0.5 blocks, dealt 5%
    Thunder Damage
    Tier V: Jumped up 1 block, dealt 12%
    Thunder Damage
    Tier VI: Jumped up 1.5 blocks, dealt 17%
    Thunder Damage and 2% Neutral Damage

    Earth Powders
    Earth Powder I
    Lv. Min: 1
    Effect on Accessories:
    +1% Earth Damage
    +2%
    Earth Defense
    Earth Powder II
    Lv. Min: 15
    Effect on Accessories:
    +3% Earth Damage
    +3%
    Earth Defense
    Earth Powder III
    Lv. Min: 30
    Effect on Accessories:
    +4% Earth Damage
    +3%
    Earth Defense
    +2%
    Melee Damage
    -3% Air Defense
    Earth Powder IV
    Lv. Min: 45
    Effect on Accessories:
    +4% Earth Damage
    +4%
    Earth Defense
    +3%
    Melee Damage
    -8% Air Defense
    Putting two or more powders of tier IV-VI will active its special.
    Earth Powder V
    Lv. Min: 70
    Effect on Accessories:
    +5% Earth Damage
    +4%
    Earth Defense
    +3%
    Melee Damage
    -9% Air Defense
    Putting two or more powders of tier IV-VI will active its special.
    Earth Powder VI
    Lv. Min: 85
    Effect on Accessories:
    +5% Earth Damage
    +5%
    Earth Defense
    +5%
    Melee Damage
    -13% Air Defense
    Putting two or more powders of tier IV-VI will active its special.
    Earth Special: Infectious Ivy
    Every 10 seconds, ivy grows from your weapon. The next mob(s) hit will receive poison and -Tier attack speed.
    Tier IV: -1 Tier Attack speed to enemies for 1.5 seconds, and 3%
    Earth Damage every second, for 2 seconds.
    Tier IV: -1 Tier Attack speed to enemies for 2.5 seconds, and 6%
    Earth Damage every second, for 3 seconds.
    Tier VI: -2 Tier Attack speed to enemies for 3 seconds, and 11%
    Earth Damage every second, for 3 seconds.

    Air Powders
    Air Powder I
    Lv. Min: 1
    Effect on Accessories:
    +1%
    Air Damage
    +1%
    Air Defense
    Air Powder II
    Lv. Min: 15
    Effect on Accessories:
    +3%
    Air Damage
    +2%
    Air Defense
    Air Powder III
    Lv. Min: 30
    Effect on Accessories:
    +3%
    Air Damage
    +3%
    Air Defense
    +1%
    Walk Speed
    -2% Fire Defense
    Air Powder IV
    Lv. Min: 45
    Effect on Accessories:
    +4%
    Air Damage
    +4%
    Air Defense
    +2%
    Walk Speed
    -4% Fire Defense
    Adding two or more powders of tier IV-VI will activate its special.
    Air Powder V
    Lv. Min: 70
    Effect on Accessories:
    +4%
    Air Damage
    +5%
    Air Defense
    +2%
    Walk Speed
    -4% Fire Defense
    Adding two or more powders of tier IV-VI will activate its special.
    Air Powder VI
    Lv. Min: 85
    Effect on Accessories:
    +5%
    Air Damage
    +6%
    Air Defense
    +3%
    Walk Speed
    -7% Fire Defense
    Adding two or more powders of tier IV-VI will activate its special.
    Air Special: Gust
    Every 10 seconds, your weapon is surrounded in wind. The next time you hit a mob, all surrounding mobs will be pushed back. Alternatively, shifting while hitting with this passive will pull all mobs towards you. Mobs are dealt a small bit of damage.
    Tier IV: Gust Radius is 4 blocks, deals 4%
    Air Damage
    Tier V: Gust Radius is 5 blocks, deals 5%
    Air Damage
    Tier VI: Gust Radius is 6.5 blocks, deals 7%
    Air Damage

    Thanks for reading! This took a decent amount of time to make, and feedback is very much appreciated. Please tell me anything you'd change/you think is over/underpowered. I'm going to get some sleep now.

    EDIT#1: Nerfed everything. Changed fire special, was too similar to earth. Changed special damages to percentages. Added -fire defense to air powders, forgot to originally.
     
    Last edited: Jan 22, 2017
  2. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    Let's powder everything while we're at it
     
    cars3n and coolname2034 like this.
  3. 7Red_Dragon7

    7Red_Dragon7 Try hard HERO

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    good sugestion but every 5 secs is a bit often i think it should be every 10-15secs
    Edit some of the % buffs and stuff are a bit to high in my oppinion also but over all cool idea
     
    Miles_ likes this.
  4. Moe_Ronickah

    Moe_Ronickah Traveling through hyperspace . . .. CHAMPION

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    I agree with 7Red_Dragon7's comments, but I'll say that this looks like you spent a good amount of time on it, making the abilities match what powders do, in game. It's well thought out, maybe a bit overpowered, and I really like the idea. It's a neat idea, and a neat suggestion.
     
  5. motoki1

    motoki1 The Damage Calculation Scientist HERO

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    too op nerf plz
    (other powders' specific stats as well, health is fine numbers)

    About these, how about damages depending on your holding weapon, just like spell damages or other powder specials, not specific numbers like "200 damage".
     
    Last edited: Jan 22, 2017
    Stag2001 and cars3n like this.
  6. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Yeah, these numbers are ridiculously high. Let's take something into account here, in terms of those percentages.

    The highest element boost from any ring is 15% Fire Damage, from the ring Vapor, bought from the Ice Barrows dungeon shop. So, already a dungeon item, but then, it also requires INTELLIGENCE, not Defense, and REDUCES Water damage, meaning to get that boost you need to make your build counter-intuitive, and the highest singular boost of any ring before that is 10% in any one element, with Intensity hitting a close third at a flat 8% in each plus 10% spell damage...from the HIVE MASTER SHOP. As in, beat QIRA to get it.

    For bracelets...let's ignore Knucklebones because yes, you can get up to 33% boost in one element, but that massive negative life and mana steal keep it from being too useful in most situations. This leaves the three strongest element boosts from bracelets at a 20% maximum thunder damage on Binding Brace (in exchange for beating an extremely difficult boss and MAYBE getting it, a non-insignificant -7% to 13% Spell Damage reduction, and -1 mana steal), Ensa's Failure with a maximum of 12% thunder and earth damage(reduces health, cuts water/air defense, cripples SP regen, fairly prohibitive skill requirement), and Dupliblaze from the Hive Fire Shop with 12% Fire Damage. The best in any other element is 11%(specifically on Contrail) and 10% right below that.

    Necklaces suck cause there aren't very many of them yet(sorry), which means results are similar or, in a couple cases, even worse than the rings. The best I saw was 10% element damage, and not even every element had that.

    From this, we can conclude that your 22-30% element damage is kinda really bullshit-levels of way-too-high. Those element defense modifiers are similar. Remember, that's giving a multiplier to your total element defense, and you can wear FOUR accessories! These are not insignificant numbers, because you can easily stack up nearly 40% element defense even just using T4 powders. That's utterly insane. They need a severe reduction, especially since given your estimates, you're probably assuming that accessories will generally get 0-3 slots as most weapons or armours do, right? That's as mentioned, nearly 40% element defense or even higher element damage, on ONE item! Adding identifications like that is not something to trifle with! These boosts should be at MOST 3-5% each with those expectations! The negatives on the opposing element defense won't matter much in the end, because with this setup everyone is already nuking everything and everyone so your defenses won't matter one bit; everything's dealing too much damage to resist anyway.

    Let's take a quick look at how these effects will stack up. I'll go on the assumption that you would have each accessory hve 0-3 powder slots as normal items do, following a similar curve. However, since rings re less significant overall in their effects since you can wear two, in order to keep them balanced, let's give them only 2 slots. This means 2 slots for each ring, and 3 slots on the bracelets and necklaces for a total of 10 slots. Now almost no one in the endgame uses anything less than T4 powders, so let's assume those numbers. Now let's look at the damage and defense totals...

    130-240% Fire Damage
    150-280% Water Damage
    120-250% Thunder Damage
    160-300% Earth Damage
    130-220% Air Damage

    Just...wow. Those are numbers people usually get with ridiculous min-maxed builds that give them crippling weaknesses or are hard to obtain. And we haven't even gone into the defense yet. Again, assuming that endgame accessories have an average of 3 slots with a max of 2 for rings, so 10 slots with T4-6 powders...

    90-240% Fire Defense/-30-180% Water Defense
    60-140% Water Defense/-60-230% Thunder Defense
    60-150% Thunder Defense/-70-210% Earth Defense
    130-230% Earth Defense/-80-350% Air Defense
    60-150% Air Defense/No -Fire defense?(assuming you just forgot this, so I'll estimate -50-200% Fire Defense.)

    Those are crazy high numbers. Essentially, the only thing that will matter are what elements your opponent is using to attack you. If it's anything except what you're weak to, you're invincible because you're either impervious to their attack(should you resist it) or can kill them fast enough that they can't kill you first, but if it's something you're weak to then it's suddenly a frantic battle of who can oneshot who first. Talking about the alt effects, they're just as bad. We'll once again go on the assumption that you get 10 accessory powder slots in the endgame.

    1500-3750 health
    80-160% spell damage
    750-3250 life steal
    90-160% melee damage
    80-200% walk speed

    Are you getting an idea of just how ridiculous these numbers are? They need to be way, way, way, way, WAY smaller and be introduced WAY later. Like, MAYBE the T4-6's should give 2-4% in an identification at MAXIMUM. Even reducing it to levels like that, that's still:

    20-40% Element Damage/Defense with -30-50% opposing element defense
    400-1000 health(40/70/100)
    20-40% spell damage(2/3/4)
    120-200 life steal (12/15/20)
    20-40% melee damage(2/3/4)
    20-50% walk speed(2/3/5)

    Those are still huge, HUGE numbers. Adding identifications is not something to just -do-, because it will get out of hand EXTREMELY quickly.

    At the time of writing this, I've glossed over the passive effects, but again, remember that most players in the endgame would have four of these either stacked or mixed together, and thus you must factor their power into it. For instance, let's take the Rage armour effect. I'm just running these numbers off the top of my head, but I believe it gives 0.3-1% earth damage dependent on the percentage of your health missing, so at 1% health if stacked at maximum capacity, that's a 396% earth damage boost. But there's actually a risk/reward in this and other armour passives. With Rage, you have to be constantly at death's door to gain the best effect from it. With Concentration, you're encouraged to spam all your mana away and potentially leave yourself defenseless if your amped up onslaught doesn't kill the enemy, and so on. The least risky one is actually also the hardest to take advantage of, Kill Streak, which gives you a small boost after killing an enemy for a short time, which keeps it balanced. These have nothing of the sort on a quick look-through.

    tl;dr Adjust your numbers. They're off the charts.
     
    Jedi_Ad, Stag2001, Pokextreme and 8 others like this.
  7. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Yes lets add DoT abilities to rings and make poison cactus even STRONGER!
    ________________________________
    Perhaps nerf the numbers a bit, (like Selvut spent way too long explaining).
    Also, the fire effect and the earth effect are way too similar.
     
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  8. coolname2034

    coolname2034 Formerly known as NPCGrian HERO

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    If you fix all the other things, also make the specials damage be a percentage of your total damage, so that low levels aren't OP and high levels have meh specials
     
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  9. cars3n

    cars3n Famous Adventurer CHAMPION

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    Thank you everyone for your feedback. I'll be nerfing the shit outta everything. I didn't realize how much you could get.
     
  10. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    Now it's balanced I like this tbh
     
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  11. cars3n

    cars3n Famous Adventurer CHAMPION

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    Thanks!
     
  12. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Much better, though I still don't like the idea of any DoT effects.
     
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  13. cars3n

    cars3n Famous Adventurer CHAMPION

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    bumparooni
     
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