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World Class Spell Modifiers Re-post [+33/-1 Support Rate]

Discussion in 'General Suggestions' started by Mythless, Jul 30, 2017.

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What do you think about this idea?

  1. I LOVE this idea!

    17 vote(s)
    44.7%
  2. I Really like this idea.

    13 vote(s)
    34.2%
  3. I Think it's okay.

    7 vote(s)
    18.4%
  4. I Really don't like this idea.

    0 vote(s)
    0.0%
  5. I Hate this idea...

    1 vote(s)
    2.6%
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  1. Mythless

    Mythless Void Candle VIP

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    *** DISCLAIMER: This is a Re-Post of a thread I created months ago. After my absence (due to my obnoxious internet speed), I didn't keep up with the forums.

    But since a lot has passed, there are probably some new people who have joined since then. As such, I want to spread the idea that's been buried by time. Other reasons for re-posting this thread include:
    • Original thread was blocked by the Necro-Posting forum rule. I always want to improve on improvements, even if they seem flawless (There is always something to fix or unaccounted for).
    • Getting fresh, new feedback. I haven't been on here in weeks, so I want to know what the people of today think of this idea. The general consensus can always change over time after all.
    • Promoting the idea once again. I know, it sounds selfish. But I'm willing to try my best to make SOMEONE from the development team notice this.
    I do hope I am not breaking/bypassing any Forums rules by doing this. If I am, please tell me and I will request a lock/delete this thread ASAP.

    TL;DR - If you didn't see this yet, you should I guess.




    ----------------------------------------------------------------------------------------------------------------------------





    [​IMG]

    Er, anyways,
    you're probably wondering...

    "What the heck do you mean by Spell Modifiers? Wait... OH GOD. NO. PLEASE. THE SPELLS ARE GOOD AS THEY ARE, DON'T CHANGE THEM NO NONONON NO NO NO NO NONO NO NO NO NO-"
    ...
    Alright, uh, so, Spell Modifiers. What I picture them to be are different forms of effects on each individual class spell in the game. Why I thought of this is so that players can be a bit more diverse and customized with their class. This can also open up new avenues towards class building, as different modifiers will have different effects.

    I'd like to introduce these said spell modifiers. But before so, let me show you how you can actually modify your class spells.

    Say hello to Wallusen, the Soul Changer! \/ \/ \/

    [​IMG]

    He is an exclusive NPC that can only be found only in the cities of Cinfras, Corkus, and Ahmsord. You know what that means: Changing your spells requires you to be a certain level, a high one at that.

    Here is the GUI for when you click on this NPC: \/ \/ \/
    (I used the Chest GUI for every screenshot after this. The Black Glass Panes just means that this row will be cut off.)

    [​IMG]

    The middle icon is your class' icon. The icons to the left and right of it are your spells. You can hover over them to see the name of the spell, their damage, and effects. They go in order from your first unlocked spell to your last unlocked spell. Additionally, you can hover over your class icon to see a summary of your currently equipped spells and their damage outputs.

    You may only be able to change spells should you meet the level requirements as well as completing an exclusive Lv.70 quest that lets you gain access to this NPC.
    (I won't state a quest. That's up for you guys to make. Heheh.)
    Click HERE to view my quest concept on Google Docs! You can comment on it too!

    Your first spell will be unlocked at Level 70, your second at Level 76, your third at Level 82, and your fourth at Level 88.

    Another thing you may notice is that they appear to have different icons... why? Well, check out all of the Mage's spells on the class guide, and look specifically at the promo art.

    They correspond with the type of spell you have for your class.
    • The Fire Charge represents supportive spells (Heal, War Scream).
    • The Enderpearl represents defensive/movement spells (Vanish, Teleport, Charge, Escape, Arrow Shield).
    • The Eye of Ender represents offensive spells (Every spell that has not been mentioned).
    So, let's take a look at what it looks like when you switch spells, shall we? Let's use Heal as an example. \/ \/ \/

    [​IMG]

    As you can see, there are 3 variations of this spell, with each having a unique icon (which will be stated alongside its vanilla name in the spell modifier descriptions). You can hover over them to see what their effects are. There is also an option to revert a spell modifier by choosing the icon on the very left. You can only have one spell variation equipped at a time.

    After choosing the spell you want, you are brought to a confirmation GUI. Below are the various states of this GUI: \/ \/ \/

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Why confirm it? Because it will usually cost 1 LE and 3 Soul Points to modify a spell, including if you decide to revert the modification. However, your first spell modification (for each of the 4 spells) will only cost 1 Soul Point, and no Emerald cost. To distinguish between the two cost conditions, a Ring indicator is placed next to the modifier icon: Silver means it is the Regular Cost, and Gold means it is the First-Time Cost. You can only insert 1 Soul Point into the confirmation GUI if it is the First-Time Cost, despite there being 3 extra slots.

    IMPORTANT NOTE: To put Soul Points into the slots, simply click on your available SP Count. Only a maximum count of 3 may be inserted at a time, and you cannot insert anymore if your remaining SP will be less than 1.

    After confirming, you will receive an in-game message, announcing your spell change. Here is an example:

    [​IMG]

    | Magical essence swirl around you...
    | You feel your soul resonating, manifesting a brand new power!
    |
    |
    |
    | Your (Spell Name) spell has been modified...
    |
    | +(Modifier name), (Modifier description)
    |
    | -(Bonus that the modifier is replacing, if applicable)

    IMPORTANT NOTE #1: For all of the spell modifiers' descriptions, text that has been parenthesized and/or underlined will not show up in the in-game description.

    IMPORTANT NOTE #2: For clarification purposes, I will explain what I mean when I say the following phrases that are found in the modifiers' descriptions:
    • 'Damage' or 'Spell Damage' refers to the actual percentage on the Class Spell. EX: If a spell does 50%, and I say "+50% Damage," it will now be 100%.

    • 'Total Damage' or 'of Class Spell' refers to the scaled percentage of the Class Spell. EX: If a spell does 50%, and I say "+50% Total Damage," it will now be 75%.

    I've also put together a video, demonstrating how this message will be executed along with particle and sound effects. Here, take a look!



    Now then. I'm getting a bit giddy about showing you all what kinds of spell variations I've come up with. Before you view them however, I would like to point out that each spell is tailored towards the spell's type, meaning an offensive spell will contain 3 different modifiers that boosts its damage in some way (same with supportive/defensive/movement spells). Some may however have slight exceptions to this rule, in which they are tailored towards the type, but in a very different approach.

    But, alright, enough of my rambling. It's time for you to take a gander at all of these spell modifiers!

    ALL CLASS SPELL MODIFIERS

    .
    ...
    .....
    ...
    .


    [​IMG]

    ARROW STORM

    +Stun, All arrows except for the last inflicts no knock-back and holds enemies in place if caught in the stream. ICON: Sugar Canes (reeds)


    +Volley, Damage reduced by 3% per hit. Fire 2 more streams of arrows at once (Between the left-middle and middle-right streams). ICON: Bow (bow)


    +Penetrate, Arrows ignore 15% of Elemental Defenses. ICON: Arrow (arrow)

    ESCAPE

    +Trap, Immobilizes any enemy damaged by Surprising Strike for 1 second. ICON: Cobweb (web)


    +Double Jump, Grants the ability to perform the spell while airborne once. Casting while airborne (considered as at least 2.5 blocks off the ground) reduces vertical and horizontal distance by half. ICON: Feather (feather)


    +Disengage, Casting the spell whilst crouching instantly performs a Surprising Strike. You cannot perform another Surprising Strike, while landing, after this. ICON: Armor (rabbit hide)

    ARROW BOMB

    +Snipe, If an enemy is directly hit by the arrow, they receive double damage. ICON: Eye of Ender (ender eye)


    +Triple Shot, Replaces Bounce. When cast, fire 3 Arrows simultaneously. (Damage will not multiply per arrow.) ICON: Brewing Stand (brewing stand)


    +Firework Charge, Cast the spell while crouching to store it for later; triggered by performing a normal attack while crouching. Maximum of 3 Arrow Bombs may be stored up at a time. (Multiple Arrow Bombs may be out at once.) ICON: Firework Star (firework charge)

    ARROW SHIELD

    +Nullify, Total damage reduced by 30%. If directly attacked by a projectile while the spell is 'passive', the spell will activate (even if no enemies are in range of damage) and negate any damage you would normally receive from it. Passive is considered as when the spell does not detect anything; Active is when it does and inflicts damage. ICON: Iron Sword (iron sword)


    +Fortify, Total damage reduced by 20%. Mitigate 75% of the next 3 sources of damage (assuming Agility stat does not proc) if the spell is 'passive.' This will not refresh if the spell does not activate. Passive is considered as when the spell does not detect any enemies; Active is when it does and inflicts damage. ICON: Chain Chestplate (chainmail chestplate)


    +Recover, Total damage reduced by 10%. Restore 10% of maximum health the instant this spell is cast, but receive 10% more damage from all sources for the next 7 seconds (indicated as a Weakness potion effect. Casting the spell again will refresh the duration of the Weakness effect). ICON: Apple (apple)

    [​IMG]
    SPIN

    +Retry, Spin again automatically 1 second after your first Spin, without consuming any Mana, if 3 or less enemies have been inflicted (may only activate once). This only effects enemies with greater than or equal to 50% of their maximum health. ICON: Thunder Claw T1 (cobblestone stairs)


    +Weakness, Enemies inflicted with Disease will take an additional 40% damage from all sources (indicated as a Weakness potion effect). ICON: Cross Necklace (white stained glass pane)


    +Leech, For every 1 mob inflicted, gain a temporary 5% boost to Max Health for 5 seconds (indicated as an Absorption effect). Maximum boost of 20%. (Casting while already affected will add 5 more seconds and a 5% boost, for every mob inflicted, until max bonus is reached) ICON: String (string)

    VANISH

    +First Strike, If attacking an enemy for the first time while vanished, +30% Spell Damage upon hit. Enemy receives Blindness for 2 seconds. ICON: Water Dagger T1 (jungle log)

    +Stealth Adept, Mana drains 25% of the normal speed while vanished. Smoke particles are no longer emitted when vanished. ICON: Ink Sac (black dye)

    +Shadow Master, Speed and Jump Boost effects last 5 seconds after un-vanishing. Able to receive damage twice before being forced out of vanish. ICON: Flint (flint)

    MULTIHITS

    +Accumulate, Attempts to pull in nearby enemies into the hit stream once. For every enemy caught in the stream, damage is boosted by 3%. ICON: Nether Wart (nether wart)

    +Lightning Hits, Replaces Fatality. -10% Normal Damage per hit and +10% Thunder Damage per hit. Hit another time at the end to paralyze all targets, inflicting them with immobilization and -3 Attack Speed for 1.5 seconds. You must wait for 3 seconds, after the effect runs wears off, to be able to paralyze targets again. (Casting on currently inflicted enemies will not refresh the duration of the effect) ICON: Thunder Necklace T2 (blue stained glass pane)

    +Final Blow, When the Fatality effect initiates, all other enemies near you (5 Block Radius) are inflicted with the same amount of damage. (Pure damage; no knock-back is inflicted) ICON: Sunflower (sunflower double plant)

    SMOKE BOMB

    +Evasion, When crossing through the smoke, gain +50% Walk Speed for 2 seconds. Affects you and other players too. (Effects do not stack with multiple Smoke Bombs) ICON: Nether Quartz (quartz)

    +Lethal Gas, After the smoke dissipates, all enemies who have at least been inflicted once are poisoned by 40% of Melee Damage per second for the next 3 seconds. ICON: T4+ Earth Powder (green dye)

    +Vital Impact, Enemies in range at the start of the Smoke Bomb receive 100% Damage and are injected, taking damage from the Smoke Bomb at any distance for the duration of the spell. ICON: Egg (egg)

    [​IMG]
    HEAL

    +Desperation, For every Mana point depleted before casting, amount healed will increase by 3%. ICON: T4+ Water Powder (cyan dye)


    +Amplify, Grants +15% to all Elemental Damage for the next 5 seconds. Range of healing is doubled. (Casting while the effect is active will not refresh the duration) ICON: Magma Cream (magma cream)


    +Resistance, Grants +50 to all Elemental Defenses for the next 10 seconds. Range of healing is tripled. (Duration of the effect will refresh if cast again) ICON: Multi-Ring T1 (mossy cobblestone)

    TELEPORT

    +Electrocute, After hitting an enemy with this spell, gain a Speed 4 effect for 1 Second. Inflicting Melee Damage on an enemy during this short time grants +100 Thunder Damage. (Duration will not stack or refresh with multiple hits) ICON: Blaze Rod (blaze rod)


    +Linger, Your Slash trail will stay for the next 5 seconds, damaging any enemy who is in range of it for 20% of Spell Damage per second (Range of this trail is the same as the actual spell). ICON: Blaze Powder (blaze powder)


    +Gust Shield, Knock back all surrounding enemies (5 Block Radius) in your new location after casting the spell. (Enemies are knocked back randomly from a value of 4 Blocks ~ 6 Blocks. Pure Knock-back; no damage is inflicted.) ICON: Bone Meal (white dye)

    METEORE

    +Shower, Replaces Burning Ground. Over the span of 4 seconds, 13 small meteorites fall randomly in a wide area (10x10 Block Area) in quick succession. Each meteorite inflicts 25% Normal Damage, 4% Earth Damage, and 4% Fire Damage. (If the spell is cast while it is still in progress, it will reset entirely.) ICON: Melon Seeds (melon seeds)


    +Amass, Replaces Mesosphere Fall. +50% Damage. Summon a powerful asteroid, doubling the radius of its explosion and the Burning Ground effect. ICON: Fire Charge (fire charge)


    +Implosion, Targets are pulled towards the spot of direct impact. If they are aligned with the location of direct impact, they cannot escape and panic. They are granted +2 Attack Speed until the meteor lands. ICON: Ghast Tear (ghast tear)

    ICE SNAKE

    +Ripple, Replaces Mind Control. Range is decreased by half of the original spell and spell's damage is reduced by 20%. When cast, 8 snakes travel outwards (1 for each direction) from you. ICON: Water Bucket (water bucket)


    +Cold Air, Adds +50% Air Damage to the spell. Control the altitude of the snake by moving your head up or down while crouching. ICON: Prismarine Crystals (prismarine crystals)


    +Arctic Ray, Replaces Mind Control. Total damage reduced by 25%. When cast, instantly affect every enemy that would be in the snake's path and range. ICON: Blue Orchid (blue orchid)

    [​IMG]
    BASH

    +Fear Inducing, Inflicts enemies with -10% Melee Damage for 5 seconds when coming into contact with the spell. (Casting on currently inflicted enemies will not stack/refresh the duration of the effect.) ICON: Jack o'Lantern (lit pumpkin)


    +Burst, +20% Normal and Earth Damage. Range of spell is doubled. Cannot cast any spells for the next second after the spell ends. ICON: Golden Sword (golden sword)


    +Overwhelm, If at 100% Health, total damage of this spell is increased by 50%. ICON: Anvil (anvil)

    CHARGE

    +Dark-Slice Strike, Enemies damaged by this spell are inflicted with Nausea and are prone to receiving 10% more damage from all sources for the next 5 seconds (indicated as a Weakness potion effect. Casting on currently inflicted enemies will not refresh the duration). ICON: Iron Horse Armor (iron horse armor)


    +Light-Speed Strike, Cast the spell while crouching to double the spell's range and speed, while also giving you invisibility until you land. ICON: Diamond Horse Armor (diamond horse armor)


    +Fire-Sweep Strike, When grounded at the end of the spell, nearby enemies (5 Block Radius) are unable to damage you for the next 2 seconds. (Casting the spell on currently inflicted enemies will not refresh the duration) ICON: Gold Horse Armor (golden horse armor)

    UPPERCUT

    +Juggle, After the enemy lands from the Comet effect, the Fireworks effect initiates again for another time. ICON: Earth Ring T2 (pink stained glass)


    +Weaken, Enemies are inflicted with -10% to all Elemental Defenses for the next 10 seconds after landing from the Comet effect. ICON: Prismarine Shard (prismarine shard)


    +Devastate, After the target lands from the Comet effect, nearby enemies (3 Block Radius) are inflicted with the same amount of total damage. ICON: Earth Hammer T3 (birch stairs)

    WAR SCREAM

    +Fury, Gain +2 Attack Speed for the next 3 seconds. Killing enemies during this time grants a bonus +75 Fire Damage to Melee Damage (stacks with multiple kills) until the effect runs out. ICON: Lava Bucket (lava bucket)


    +Sonic Scream, Air Shout travels 100% faster with doubled reach and range of attack. Gain a Speed 2 effect for the next 5 seconds. ICON: Snowball (snowball)


    +Deflection, Grants Counter status; the next time you are attacked, 50% of that damage (before armor/status that mitigates damage) is sent back to the attacker. Lasts a maximum of 10 seconds. ICON: Iron Ingot (iron ingot)


    .
    ...
    .....
    ...
    .


    So uh, I guess that's really it. If you like the idea, maybe go to the poll and say that you support the idea! Well, it can also be for the opposite reason if you think this is not a very great idea...

    Either way, I hope you at least find the idea and concept interesting! If you have any suggestions on balancing/improving these spells (because trust me, I suck at balancing) then please state so!

    Thank you, and have a pleasant day! :)

    5/27/17
    • Fixed issue with text color not working with Dark Theme.
    • Changed modifier name Whirlwind to Cyclone.
    • Accumulate modifier damage: 25% -> 7%.
    • Expand revamped to Weakness.
    • Reinforce revamped to Penetrate.
    • Recover modifier healing: 10 seconds -> 5 seconds.
    • Shadow Master modifier: Speed and Jump Boost now lasts 5 seconds after un-vanishing.
    • First Strike modifier damage: Guaranteed Critical Hit -> +50% Melee Damage.
    • Kinetic modifier duration: 3 seconds -> 1 second.
    • Static Aftermath modifier: +2 Attack Speed -> +3 Attack Speed, 3 seconds -> 2 seconds.
    • Preparation modifier damage: 100% per store -> 125% per 2nd / 3rd store.
    5/28/17
    • Sonic Scream Modifier: Now has bonus Air Damage.
    • Weakness Modifier: 5% Bonus Damage -> 8% Bonus Damage, Melee Damage -> All Sources of Damage.
    • Engage Modifier: Melee Damage duration of 10 seconds -> 5 seconds. Now has Explosion bonus for 10 seconds.
    • Ignition revamped to Deflection.
    • Changed modifier name Redo to Retry.
    • Retry Modifier: Must now meet a requirement for it to take effect.
    • Changed modifier name Evade to Evasion.
    • Amass modifier trigger: 5.5 seconds -> 5 seconds.
    • Added in-game message display section.
    • Cyclone modifier duration: 5 seconds -> 2 seconds.
    • Desperation modifier healing: 3% -> 2%.
    • Added a lot of additional text to some modifier descriptions clarifying how they work (don't worry, you don't need to know the specifics).
    5/29/17
    • Changed modifier name Conserve to Stealth Adept.
    • Stealth Adept modifier: No longer emits occasional smoke particles.
    • Changed modifier name Seismic to Seismic Ice.
    • Changed modifier name Elevation to Air Freeze.
    • Air Freeze modifier: Now has bonus Air Damage.
    • Engage modifier Explosion duration: 10 seconds -> 5 seconds.
    • Changed modifier name Arm Breaking to Disable.
    • Finished quest concept! "Inner Self"
    • Revamped Firework Charge modifier.
    • Weakness modifier damage: 8% -> 10%.
    • Penetrate modifier damage: 50% -> 20%.
    • Undid Firework Charge revamp.
    • Recover modifier redone.
    • Cyclone modifier: 13% Damage -> 11% Damage, Duration no longer refreshes on already-inflicted enemies.
    • First Strike modifier damage: 50% -> 15%.
    • Accumulate modifier: +7% Bonus Damage -> +5% Bonus Damage. Only attempts to pull in enemies once.
    • Lethal modifier duration: 5 seconds -> 3 seconds.
    • Resistance modifier defense: +100 -> +70.
    • Linger modifier damage: 50% per second -> 10% per second.
    • Amass modifier: +50% Explosion Radius -> +100% Explosion radius, +200% Damage -> +100% Damage.
    • Ripple modifier: Now has a 20% damage reduction.
    • Air Freeze modifier damage: 10% Air Damage -> 5% Air Damage.
    • Seismic Ice modifier: Snake now travels 50% slower.
    • Fortify modifier: Clarified a bit regarding this modifier and the Agility stat.
    • Revamped Engage modifier.
    5/30/17
    • Changed modifier name Lethal to Lethal Gas.
    • Lethal Gas modifier: Enemies in the cloud -> All Enemies who has been inflicted by the cloud.
    • Engage modifier damage: 150% -> 200%.
    • Added a neat little introductory title thingie.

    5/31/17 [MAJOR BALANCE UPDATE]
    • Condense modifier arrows: 60 -> 45.
    • Penetrate modifier defense ignore: 20% -> 15%.
    • Sniper modifier duration: 5 seconds -> 3 seconds.
    • Vengeance modifier: Clarified use regarding damage output. 30% Damage reduction. If attacked, buffs are given to the attacker for 2 seconds.
    • Fortify modifier: Clarified use regarding damage output. 20% Damage reduction. 90% Mitigation -> 80% Mitigation.
    • Recover modifier: Clarified use regarding damage output. 10% Damage reduction.
    • Retry modifier: Current enemy health must be greater than or equal to 70%.
    • Cyclone modifier range: -50% -> -75%.
    • First Strike: Clarified description regarding its activation.
    • Extreme Speed modifier: Spell disability added.
    • Evasion modifier duration: 5 seconds -> 2 seconds.
    • Death Cloud: Clarified description regarding usage with Vanish spell. Now will receive 10% more damage from all sources for as long as the spell is active.
    • Pain Inducing modifier: 70% of Maximum Health -> 70% of Current Health (thanks for telling me this Electro.)
    • Implosion modifier: Enemies now panic when aligned with direct spot of impact.
    • Air Freeze modifier: +5% Air Damage -> Converts 50% of Water Damage into Air Damage.
    • Preparation modifier: Clarified use regarding damage output. +25% -> +50%.
    • Engage modifier: Clarified use regarding damage output. +200% Damage -> +100% Damage.
    • Overwhelm modifier: Clarified use regarding damage output. +150% Damage -> +50% Damage.
    • Juggle modifier damage: 50% -> 20%.
    • Disable modifier duration: 5 seconds -> 3 seconds.
    • Deflection modifier revamped.
    • Fury modifier: Now has bonus Fire Damage boost.
    • Updated quest document (Boss Enemy).
    6/1/17 [ABUNDANCE UPDATE]
    • Double Jump modifier: Airborne potency is decreased.
    • Vengeance modifier: No longer inflicts Speed 3 on enemies.
    • Fortify modifier: Clarified use regarding Passivity and Activity.
    • Recover modifier: Clarified use regarding Activity. 1% Heal -> 10% Heal. Added Weakness effect (10% more damage from all sources).
    • Retry modifier Health: >=70% -> >=50%.
    • Cyclone modifier: Clarified use regarding damage output, knock-back output, and duration of the spell on currently inflicted enemies.
    • Accumulate modifier damage: 5% -> 2%.
    • Extreme Speed modifier damage: -7% Normal per hit -> -13% Normal per hit, +5% Thunder per hit -> +6% Thunder per hit. Spell disability of 5 seconds -> 2 seconds.
    • Desperation modifier healing: +2% -> 3%.
    • Resistance modifier defense: +70 -> +50.
    • Kinetic modifier Mana: No Cost -> Half of Cost.
    • Gust Shield modifier: Clarified use regarding potency of knock-back and range of modifier.
    • Shower modifier: Clarified use regarding range of the spell and Earth/Fire Damage. 10% Normal Damage per Meteorite -> 25% Damage per Meteorite.
    • Amass modifier damage: +100% -> +50%.
    • Ripple modifier: Now replaces Mind Control.
    • Seismic Ice modifier: Clarified use regarding the snake itself.
    • Charge spell modifiers: Clarified use regarding when secondary spells activate.
    • Juggle modifier: Clarified use regarding when the modifier activates and damage output.
    • Disable modifier: Added Leg-Breaking effect.
    • Devastate modifier Slowness: Tier 1 -> Tier 2.
    • Deflection modifier duration: 5 seconds -> 10 seconds.
    • Revamped Preparation modifier to Fear Inducing.
    • Revamped Store modifier to Flank Shot.
    • Pain Inducing modifier: Now replaces Pulse.
    • Updated images: Spell modification format, Spell modifier confirmation.
    • Improved spell modifier confirmation GUI.
    • Created in-game effect demonstration video!
    • Added associated Modifier Icons! (Well, in text anyway.)
    • Clarified use regarding casting mid-spell for the following modifiers: Fear Inducing, Shower, Pain Inducing.
    • Removed clarification regarding Activity for Recover modifier (it really didn't make sense).
    6/2/17
    • Minor changes to introduction sections (inconsistent wording).
    • Kinetic modifier: Clarified use regarding consecutive hits.
    ---AFTER-REPOST LOG---

    7/29/17
    • First Strike modifier damage: 10% -> 30%. Melee Base -> Spell Base.
    • Linger modifier damage: 10% -> 25%. Melee Base -> Spell Base.
    • Clarified use regarding the First Strike modifier.
    7/30/17
    • Renamed spell modifier Weakness to Critical Weakness.
    • Critical Weakness modifier revamped. (Check modifier to see changes)
    • Death Cloud modifier: Enemies in range are now inflicted with Blindness when in the smoke.
    • Clarified use regarding Evasion modifier: May affect you and everyone else (Effects do not stack with multiple smoke bombs and will not refresh the duration).
    • Extreme Speed modifier damage: -13% Normal -> -10%. +6% Thunder -> +7%. (40%/520% -> 100%/540%)
    • Air Freeze modifier: Control the altitude while crouching. Converts 50% to Air -> Adds 50% Air to spell.
    • Seismic Ice modifier revamped. (Check modifier to see changes)
    • Linger modifier: 3 Seconds -> 5. 25% Damage -> 20%. Enemies who crosses it -> Enemies in range of it (Range is the same as the actual spell).
    • Clarified use regarding Attack Speed for the Implosion modifier. (Enemies are granted the buff, not you)
    • Revamped Condense modifier into Stun.
    • Revamped Flank Shot modifier into Volley.
    • Disengage modifier: Crouch to move Surprising Strike from end of spell to start of spell.
    • Revamped Sniper modifier into Snipe.
    • Revamped Vengeance modifier into Nullify.
    • Fortify mitigation: 80% -> 75%.
    • Clarified use regarding duration effect for Recover modifier.
    • Revamped Cyclone modifier into Silence.
    • Revamped Death Cloud modifier into Safe Zone.
    • Revamped Static Aftermath modifier into Final Blow.
    • Accumulate modifier damage: 2% per mob -> 3%.
    • Revamped Pain Inducing modifier into Amplify.
    • Clarified use regarding duration for Resistance modifier.
    • Revamped Kinetic modifier into Electrocute.
    • Amass modifier: Removed 5-Second delay. Replaced with normal Meteore fall speed (before Mesosphere Fall).
    • Shower modifier: 3 Seconds -> 4. 10 Meteorites -> 13.
    • Revamped Seismic Ice modifier into Ice Ray.
    • Revamped Engage modifier into Burst.
    • Revamped Disable modifier into Weaken.
    • Revamped Combo Strike: Uppercut into Light-Speed Strike.
    • Revamped Combo Strike: War Scream into Fire-Sweep Strike.
    • Revamped Combo Strike: Bash into Dark-Slice Strike.
    • Revamped Devastate modifier. (Check modifier to see changes)
    • Juggle modifier: Removed damage reduction.
    • Lethal Gas modifier damage: 10% Melee per second -> 40%.
    • Sonic Scream modifier: Now grants a Speed effect for 5 seconds.
    • Revamped Silence modifier into Leech.
    7/31/17
    • Leech modifier: 20 seconds -> 5. Duration now refreshes upon enemy hit until maximum bonus is reached.
    • Safe Zone modifier revamped into Vital Impact.
    • Extreme Speed modifier renamed to Lightning Hits.
    • Lightning Hits modifier: Now only activates while crouching.
    • Lightning Hits Spell Disability duration: 2 seconds -> 1.5.
    • Clarified use regarding the phrases 'Damage' and 'Total Damage' (Found in the message Format spoiler).
    8/1/17
    • Weakness modifier: Melee & Environmental -> all sources. 75% Damage -> 40%.
    • Lightning Hits modifier revamped. (Check modifier to see changes)
    • Leech modifier duration: Refresh for every mob -> Stacks.
    • Clarified the paralysis cool-down duration of Lightning Hits modifier.
    • Vital Impact modifier: Replaced immobilization effect with "Injection" status.
    • Amass modifier: Re-worded for better clarification. Burning Ground radius is now doubled.
    • Ice Ray modifier renamed to Arctic Ray.
    • Arctic Ray modifier: Slightly re-worded for better clarification.
    • Air Freeze modifier renamed to Cold Air.
    • Burst modifier Spell Disability duration: 2 Seconds -> 1.
     
    Last edited: Aug 1, 2017
    SgtClips, Aya, Allamak and 7 others like this.
  2. i eat bees

    i eat bees i eat bees HERO

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    The actual modifiers might need some rework and balancing, But I really like the idea itself.
    +1
     
  3. bloww

    bloww Shoutbox Fancam Account HERO

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    you should replace the "does 10% of melee damage" because it sucks (alka has the highest base dmg and it only does 215 damage max with this lol)
    maybe "25-50% of first spell damage"?
     
  4. Mythless

    Mythless Void Candle VIP

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    Thank you for your feedback! The following adjustments have been made:
    • First Strike modifier damage: 10% -> 30%. Melee Base -> Spell Base.
    • Linger modifier damage: 10% -> 25%. Melee Base -> Spell Base.
    You are not obligated to do so, but if you could point out what specific parts need to be reworked/balanced, it would really help me out!

     
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  5. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    That's a neat idea
     
  6. JohnaldBot313

    JohnaldBot313 TheDweebOfMafiaGames

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    For some reason, I like this!
    +1
     
  7. MathWizard

    MathWizard Well-Known Adventurer VIP+

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    I really like the idea, and think it's an awesome way to add diversity for the classes. And yeah, it needs some balancing out, but what idea doesn't. LIKE!
     
  8. SgtClips

    SgtClips Well-Known Adventurer HERO

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    As I said in the original post; The idea is great and so is your effort to put so much detail into it. It would make build making so much more interesting and a big plus of the system is, that some new modifiers can be added every now and then to put some fresh wind into the game.
     
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  9. IanBy

    IanBy A most magicaly magnificent mage

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    I think that that is a cool idea, it could make the game super vibrant, although it would take so long to make and it might prolong new provinces and things coming out
     
  10. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    I think that needs a buff; the disease effect lasts for 1 second so it isn't worth picking over the others. Either make it increase how long the disease effect lasts or increase the amount of damage people recieve while diseased
    Seems kind of weak; most people would just fight in the smoke bomb AoE without this, and the increased damage you take with this makes it more of a hazard to use than a help
    Does this affect everyone or you alone?
    seems too weak
     
  11. jmb6g

    jmb6g Coming Soon™

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    Weak and probably hard to use/control
    Super weak as hardly any enemies would cross it especially in just 3 seconds for only 25% damage
    I don't get this, why do you get attack speed? By the time a mob is pulled in the meteor would touch down so you'd only get like 1 or 2 attacks with the +2 attack speed. Kind of weak.
    Ice snakes range is already large, 3-4 blocks or so more on each side than the visual

    Overall good idea, but a lot of balancing is needed
     
  12. Mythless

    Mythless Void Candle VIP

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    Thank you for your feedback! I have made the following changes according to what you said:

    • Renamed spell modifier Weakness to Critical Weakness.
    • Critical Weakness modifier revamped. (Check modifier to see changes)
    • Death Cloud modifier: Enemies in range are now inflicted with Blindness when in the smoke.
    • Clarified use regarding Evasion modifier: May affect you and everyone else (Effects do not stack with multiple smoke bombs and will not refresh the duration).
    • Extreme Speed modifier damage: -13% Normal -> -10%. +6% Thunder -> +7%. (40%/520% Total -> 100%/540% Total. Actual Percentage Damage, not scaling from the spell.)
    • Air Freeze modifier: Control the altitude while crouching. Converts 50% to Air -> Adds 50% Air to spell.
    • Seismic Ice modifier revamped. (Check modifier to see changes)
    • Linger modifier: 3 Seconds -> 5. 25% Damage -> 20%. Enemies who crosses it -> Enemies in range of it (Range is the same as the actual spell).
    • Clarified use regarding Attack Speed for the Implosion modifier. (Enemies are granted the buff, not you)
     
    Last edited: Jul 30, 2017
    SgtClips likes this.
  13. Deciak

    Deciak Crappy Shitposter

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    Before I leave feedback, I must say this post is of higher quality that I would have ever put into a post, I applauge you for that.

    Idea feedback: The idea itself is great, however, because of the already complex nature of wynncraft builds - Introducing something like this would be confusing, to say the least.
    If this was before the new powder system and item system were introduced, I would say this would be perfect - In fact, this mechanic is so much simpler, better designed, and less confusing than the new stat system and powder system by itself - If I was working in the behind the scenes of wynncraft - I would slowly but steadily reduce the amount of stats existing in Wynncraft until items aren't as complex, and up until all stats are self-explanatory, then I would introduce this new, much better and less confusing system for higher amounts of modifications.

    Feedback for the modification examples you created: The modification ideas aren't as great as the idea itself for one reason:
    Inconsistencies - The ideas you created contradict the ability system in place at the moment; Currently, every class has 4 abilities, each, while maintaining uniqueness have a close resmblence and similar mechanical use:

    Escape move - a move used for mobility and escaping, unfortunately its not effective against responsability type mobs.

    Bomb move - a move used to deal high damage in an AOE area, or in a general direction of a certain enemy.

    Sustanability move - a move used to sustain the player and keep them alive - This can be done by either shielding them, healing them, or really anything that is player-focused to keep them alive.

    Secondary damage move - a move usually not used alone, or for a singular purpose - these moves setup other moves, compliment the moves &/or the kit of the class - these do damage to the enemies, though not much they have another use (i.e: Archer can deal a high amount of damage with high risk using arrow storm at close range, but the ability is very useful for knockback - dunno if this is still the case, I haven't really used it since gavel came, lol)

    My point here is to tell you that I'm not condesending I swear that you need to match your abilities with these - While you certainly did compliment them, you treated every move as their own class move - giving the whole system a would-be shaky feel.
     
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  14. Mythless

    Mythless Void Candle VIP

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    Thank you for your in-depth feedback! Really, I appreciate you taking your time to take apart and analyze the aspects this idea brings and how it will/will not synthesize with the game!

    I do agree with what you said regarding the spells' unique-yet-consistent nature. I admit, I never took the time to envision how these individual modifiers would affect the overall synergy with the class' other spells. Thank you for helping me realize that.

    Though I must say this: The thoughts that ran into my mind when treating these as 'individual spells' was for the people to see what they could come up with. I never made these modifiers with the intent of making them blatantly obvious to pair it up with another modifier just because it has great synergy, despite this method backfiring on me. I just didn't want to 'force' people to choose a certain set just because they seemed good together at first glance - I wanted them to experiment and see what would fit best for them, not for the general community.

    That's not to say I disagree with what you say, as my ideas are all over the place... I'll see what I can do in order to make them seem more consistent and similar, yet keeping a touch of difference between them.
     
    Deciak likes this.
  15. Mythless

    Mythless Void Candle VIP

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    The Consistency Update is here! Hurrah!

    General Update: Lots of revamping and changes towards the Spell Modifier examples. Don't worry, I made an backup with all of the Old Spells. You can find them right HERE if you want to compare them.

    Let me know what you think of these new spells compared to the old ones. If you don't like any of them, I'll do my best to compromise. So put on your thinking caps and criticize them as hard as you can!

    • Revamped Condense modifier into Stun.
    • Revamped Flank Shot modifier into Volley.
    • Disengage modifier: Crouch to move Surprising Strike from end of spell to start of spell.
    • Revamped Sniper modifier into Snipe.
    • Revamped Vengeance modifier into Nullify.
    • Fortify mitigation: 80% -> 75%. 2 Times -> 3.
    • Clarified use regarding duration effect for Recover modifier.
    • Revamped Cyclone modifier into Silence.
    • Revamped Death Cloud modifier into Safe Zone.
    • Revamped Static Aftermath modifier into Final Blow.
    • Accumulate modifier damage: 2% per mob -> 3%.
    • Revamped Pain Inducing modifier into Amplify.
    • Clarified use regarding duration for Resistance modifier.
    • Revamped Kinetic modifier into Electrocute.
    • Amass modifier: Removed 5-Second delay. Replaced with normal Meteore fall speed (before Mesosphere Fall).
    • Shower modifier: 3 Seconds -> 4. 10 Meteorites -> 13.
    • Revamped Seismic Ice modifier into Ice Ray.
    • Revamped Engage modifier into Burst.
    • Revamped Disable modifier into Weaken.
    • Revamped Combo Strike: Uppercut into Light-Speed Strike.
    • Revamped Combo Strike: War Scream into Fire-Sweep Strike.
    • Revamped Combo Strike: Bash into Dark-Slice Strike.
    • Revamped Devastate modifier. (Check modifier to see changes)
    • Juggle modifier: Removed damage reduction.
    • Lethal Gas modifier damage: 10% Melee per second -> 40%.
    • Sonic Scream modifier: Now grants Speed effect for 5 seconds.
    • Resistance modifier: Healing range is now tripled.
     
    Last edited: Jul 31, 2017
  16. SgtClips

    SgtClips Well-Known Adventurer HERO

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    This sounds pretty broken against spell builds, while it is useless against melees. How about:
    +Vampirism, Your Spin Attack heals you for 10% of the damage dealt/unit over the time of 4 seconds (2.5% damage/second). Futher Spins within these 4 seconds don't apply Vampirism. ICON: Ghast Tear
     
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  17. Mythless

    Mythless Void Candle VIP

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    Thank you for your feedback!

    Yes, Silence is a bit busted now that you've pointed it out... I kinda fused your idea with something else I had in mind, and this is the result!

    +Leech,
    After inflicting enemies, gain a temporary 5% boost to Max Health, per mob inflicted simultaneously, for 20 seconds. Maximum boost of 20%. (Casting while already affected will not refresh the duration, but will increase the boost if more enemies are inflicted simultaneously) ICON: String (string)
     
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  18. SgtClips

    SgtClips Well-Known Adventurer HERO

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    I think this is a good improvement and definitely has great potential for some builds (=not a broken go-to, which I think is really important), but I disagree with the duration. The way it is now is basically hit as many as possible once and enjoy the buff for the rest of the fight. A good change in my opinion would be:
    Duration: 20sec -> 5sec
    Refresh (new): Further Spin Attacks refresh the duration of Leech if at least one target is hit.
    Amplification (new): Every target hit by one of your Spin Attacks grants you a Stack of Leech (Max. 4). Each stack of Leech grants you 5% Maximum Health (Max. 20%).
     
  19. SgtClips

    SgtClips Well-Known Adventurer HERO

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    By the way, this is totally busted. You just get double your effective health (a term I made up) for free. Nerfing this would not help much since it would just be boring to use. Maybe revamp it into:
    +Shock, Deals additional damage upon Impact (like 1 extra smoke tick) and slows enemies by 75% for 2 seconds.
     
  20. SgtClips

    SgtClips Well-Known Adventurer HERO

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    This ability is pretty much do or die. Either you oneshot your opponent (which isn't that hard with 10 additional hits and the additional thunder damage) or they will kill you in the two seconds afterwards. How about changing it into:
    +Extreme Speed, Crouching during channelling the spell will make you dash to the enemy once Fatality procs and grants you Speed 3 for 2 seconds.
    This would give the spell some outplay potential instead of even more stupid damage.
     
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