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World Pseudo-elemental Powders | Created By Combining Two Powders | V 2.0 Complete!

Discussion in 'General Suggestions' started by rainbowcraft2, Feb 10, 2018.

?

Would you like to see these added?

  1. Yes

    72 vote(s)
    70.6%
  2. No

    10 vote(s)
    9.8%
  3. Maybe with changes.

    18 vote(s)
    17.6%
  4. Only some of them (Which ones?)

    3 vote(s)
    2.9%
  5. Other (What are your thoughts?)

    0 vote(s)
    0.0%
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  1. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Many people would like more stat possibilities, but that's not really possible without a complete overhaul of the whole server. I think a good compromise would be to add new powders though, powders that are earned by combining different powders with a special kind of powder master. Only a few of the usual powder masters will have this ability, and the emerald cost will be twice that of regular Upgrading
    NOTE: Powder effects may change later. The current version is only the best I have been able to come up with based on the current feedback. Having mentioned this, please let me know what you think after you read this.

    ("X" means 'insert variable here')
    Ice (Created by combining Water and Air)
    Frostbite (Armor ability): Enemies that attack you have a 15% chance to become immobilized for 2 seconds. Immobilized enemies are immune to further immobilization for 1.5 seconds after the immobilization wears off. (17.5% for T5 and 20% for T6)
    Flash Freeze (
    Weapon Ability): Water and Air damage is increased by 20% (22.5% at T5 and 25% at T6) and enemies hit lose 40% speed for 2 seconds. (45% for T5 and 50% for T6)
    T1:
    +1-2 Air damage, +1-2 Water damage
    +5% Neutral to Air, +5% Neutral to Water

    T2:
    +1-3 Air Damage, +1-3 Water damage
    +6% Neutral to Air, +6% Neutral to Water

    T3:
    +1-4 Air Damage, +2-3 Water damage
    +7% Neutral to Air, +7% Neutral to Water

    T4:
    +3-6 Air Damage, +2-5 Water damage
    +8% Neutral to Air, +9% Neutral to Water

    T5:
    +4-7 Air damage, +4-6 Water damage
    +10% Neutral to Air, +11 Neutral to Water

    T6:
    +7-10 Air damage, +8-9 Water damage
    +11% Neutral to Air, +13% Neutral to Water
    T1:
    +3 Air def, +2 Water def
    -1 Fire def, -1 Thunder def

    T2:
    +4 Air Def, +3 Water def
    -2 Fire def, -1 Thunder def

    T3:
    +6 Air Def, +5 Water def
    -3 Fire def, -2 Thunder def

    T4:
    +8 Air Def, +8 Water def
    -4 Fire def, -3 Thunder def

    T5:
    +10 Air def, +10 Water def
    -5 Fire def, -4 Thunder def

    T6:
    +13 Air def, +13 Water def
    -6 Fire def, -6 Thunder def

    Metal ✠ (Created by combining Fire and Earth) Metal is an Element in China.
    Fortitude (
    Armor Ability): Earth Damage you take is reduced by 20% and 20% of fire damage you take is reflected on the attacker. (22.5% for T5 and 25% for T6) (You still take damage from Fire and Earth elements.) All other damage is reduced by 5%.
    Valor (
    Weapon Ability): Damage you and everyone nearby takes is reduced by 2% for every 10% of your health you have left. Lasts 6 seconds. Does not stack with other Valor abilities - strongest one applies. ( 2.25% for Tier 5 and 2.5% for tier 6) (Maximum of 25% [Previous maximum was 20%])
    T1:
    +1-2 Fire damage, +1-2 Earth damage
    +5% Neutral to Fire, +6% Neutral to Earth

    T2:
    +1-3 Fire Damage, +2-3 Earth damage
    +6% Neutral to Fire, +7% Neutral to Earth

    T3:
    +2-3 Fire Damage, +3-4 Earth damage
    +7% Neutral to Fire, +8% Neutral to Earth

    T4:
    +3-4 Fire Damage, +4-6 Earth damage
    +9% Neutral to Fire, +9% Neutral to Earth

    T5:
    +4-6 Fire damage, +5-7 Earth damage
    +11% Neutral to Fire, +10% Neutral to Earth

    T6:
    +6-9 Fire damage, +7-9 Earth damage
    +13% Neutral to Fire, +11% Neutral to Earth
    T1:
    +2 Fire def, +2 Earth def
    -1 Water def, -1 Air def

    T2:
    +3 Fire Def, +3 Earth def
    -1 Water def, -1 Air def

    T3:
    +5 Fire Def, +5 Earth def
    -2 Water def, -2 Air def

    T4:
    +8 Fire Def, +8 Earth def
    -4 Water def, -4 Air def

    T5:
    +10 Fire def, +10 Earth def
    -5 Water def, -5 Air def

    T6:
    +14 Fire def, +14 Earth def
    -7 Water def, -7 Air def

    Wood (Created by combining Water and Earth) Wood is an element in China
    Vitality (
    Armor Ability): Every time you cast a spell, you get healed 30+15% of the Water and Earth damage you deal when dealing damage. The effect lasts for 0.5 seconds for every mana used, and new spell casts add more to the time. The duration cannot exceed a total of 8 seconds after the first spell cast, and has an 8 second cooldown after the duration is over. (Max duration is 9 sec at T5 and 10 sec at T6. Base healing (before adding damage to healing) is 40 at T5 and 50 at T6.)
    Nutrients (
    Weapon Ability): Water and Earth damage you deal is increased by 25%. You restore 1 mana every time you kill an enemy. You cannot gain more mana for 3 seconds after each kill (2.5 seconds for T5 and 2 seconds for T6).
    Nutrients (Weapon Ability): When activated, restore 4 mana +1 every time you kill an enemy (2 second cooldown on mana gain). Earth and Water damage is increased by 50% (55% for T5 and 60% for T6). Lasts 8 seconds (9 at T5, 10 at T6).

    T1:
    +2-3 Water damage, +1-3 Earth damage
    +5% Neutral to Water, +6% Neutral to Earth

    T2:
    +2-4 Water Damage, +2-4 Earth damage
    +6% Neutral to Water, +7% Neutral to Earth

    T3:
    +3-5 Water Damage, +4-5 Earth damage
    +7% Neutral to Water, +8% Neutral to Earth

    T4:
    +3-5 Water Damage, +5-6 Earth damage
    +8% Neutral to Water, +9% Neutral to Earth

    T5:
    +4-7 Water damage, +6-8 Earth damage
    +9% Neutral to Water, +11% Neutral to Earth

    T6:
    +4-8 Water damage, +10-11 Earth damage
    +11% Neutral to Water, +13% Neutral to Earth
    T1:
    +2 Water def, +2 Earth def
    -1 Thunder def, -1 Air def

    T2:
    +3 Fire Def, +3 Earth def
    -1 Thunder def, -1 Air def

    T3:
    +5 Water Def, +5 Earth def
    -2 Thunder def, -2 Air def

    T4:
    +8 Water Def, +8 Earth def
    -4 Thunder def, -4 Air def

    T5:
    +10 Water def, +10 Earth def
    -5 Thunder def, -5 Air def

    T6:
    +14 Water def, +14 Earth def
    -7 Thunder def, -7 Air def

    Ash ✱ (Created by combining Fire and Thunder)
    Burning Aura (Armor Ability): Anything that touches you (for 2 seconds or longer) takes 10 Thunder damage plus 10% of weapon thunder damage and 25 Fire damage plus 10% of weapon fire damage for every second they keep touching you. (T5 increases Base fire damage and Thunder damage by 40 and 15 respectively, and increases the weapon multiplier to 11.25%. T6 increases base fire and thunder damage to 55 and 20 respectively, and increases the weapon multiplier to 12.5%)
    Choke (
    Weapon Ability): Thunder and Fire damage you deal is increased by 25% and enemies hit take an additional 175% (Or Something between 125% and 200%) damage dealt as Neutral damage over the course of 5 seconds (Was Ash damage - pseudo-elemental damage was scrapped a while ago - neutral damage emulates the hypothetical "ash" damage).
    T1:
    +1-2 Fire damage, +0-2 Thunder damage
    +7% Neutral to Fire, +3% Neutral to Thunder

    T2:
    +1-3 Fire Damage, +0-3 Thunder damage
    +7% Neutral to Fire, +5% Neutral to Thunder

    T3:
    +2-3 Air Damage, +1-4 Thunder damage
    +8% Neutral to Fire, +6% Neutral to Thunder

    T4:
    +3-5 Fire Damage, +2-7 Thunder damage
    +9% Neutral to Fire, +8% Neutral to Thunder

    T5:
    +4-6 Fire damage, +3-8 Thunder damage
    +10% Neutral to Fire, +11 Neutral to Thunder

    T6:
    +5-8 Fire damage, +4-12 Thunder damage
    +11% Neutral to Fire, +13% Neutral to Thunder
    T1:
    +2 Fire def, +2 Thunder def
    -1 Water def, -1 Earth def

    T2:
    +3 Fire Def, +3 Thunder def
    -1 Water def, -2 Earth def

    T3:
    +5 Fire Def, +5 Thunder def
    -2 Water def, -3 Earth def

    T4:
    +7 Fire Def, +7 Thunder def
    -3 Water def, -4 Earth def

    T5:
    +9 Fire def, +10 Thunder def
    -4 Water def, -5 Earth def

    T6:
    +13 Fire def, +13 Thunder def
    -6 Water def, -6 Earth def

    Aether ☆ (Created by combining Air and Thunder) Aether is a Greek element.
    Wisdom (
    Armor Ability): Dodge and Critical Hit chance is increased by 20% for 10 seconds whenever your health drops below 15%. (17.5% at T5 and 20% at T4). The ability has a 30 second cooldown before it can activate again. (Basically, this will take your dodge chance and increase it; if you have a 20% Dodge chance from your air stat, your chance will be increased multiplicatively and will be .2*1.2, which is 24%. If you have 50% Critical chance and it is activated the chance will be increased to 60%)
    Justice
    (Weapon Ability): Thunder and Air damage you deal is increased by 65% (70% for T5 and 75% for T6) and enemies hit cannot use abilities (IE: Multihit) for 2 seconds. (Effect duration is 2.5 seconds for T5 and 3 seconds for T6)
    T1:
    +1-3 Air damage, +1-3 Thunder damage
    +5% Neutral to Air, +5% Neutral to Thunder

    T2:
    +2-3 Air Damage, +1-4 Thunder damage
    +6% Neutral to Air, +6% Neutral to Thunder

    T3:
    +2-4 Air Damage, +2-5 Thunder damage
    +7% Neutral to Air, +7% Neutral to Thunder

    T4:
    +3-6 Air Damage, +3-7 Thunder damage
    +9% Neutral to Air, +8% Neutral to Thunder

    T5:
    +4-7 Air damage, +3-10 Thunder damage
    +11% Neutral to Air, +10 Neutral to Thunder

    T6:
    +7-9 Air damage, +4-12 Thunder damage
    +13% Neutral to Air, +11% Neutral to Thunder
    T1:
    +2 Air def, +2 Thunder def
    -1 Fire def, -1 Earth def

    T2:
    +4 Air Def, +4 Thunder def
    -1 Fire def, -2 Earth def

    T3:
    +5 Air Def, +6 Thunder def
    -2 Fire def, -3 Earth def

    T4:
    +7 Air Def, +8 Thunder def
    -3 Fire def, -4 Earth def

    T5:
    +9 Air def, +9 Thunder def
    -4 Fire def, -5 Earth def

    T6:
    +13 Air def, +13 Thunder def
    -6 Fire def, -6 Earth def

    Combining 2 powders together gives you 1 of the same tier of powder. (Example: Combining a Tier I Air Powder and a Tier I Water Powder will yield one Tier I Ice powder. If you combine a Tier I Air Powder and a Tier I Thunder Powder, you will get one Tier I Aether Powder.)

    *EDIT 5/1/2018* Completely removed Pseudo-elemental damages; instead, players will gain buffs to the elemental types that were used to create the powders. I've also started adding the powder's effects on weaponry.

    *EDIT 6/17/2018* Finally finished all powder effects on weaponry and armor. I also did some balancing changes on many of the powder effects; hopefully they will be more balanced than before.

    *EDIT 11/9/2018* Added missing Aether Weapon stats. Rebalanced a few powder stats (A few elements aren't loved by the powders as much as other elements - all should be very near to equal).
    Each element now has a powder that converts 13% neutral and a powder that converts 11% neutral. Which means there are now majors and minors for every powder type. The representation of powder should be more equal now. Additionally, some powder tiers have been rebalanced for better scaling and/or balancing in general.

    *EDIT 11/9/2018 (2)* Rebalanced most of the powder abilities. Made valor stronger, but gave it a more specific duration and made it impossible to stack valor abilities. Made the Burning Aura ability description a lot simpler and clearer. Replaced the ash damage with neutral damage, because ash damage doesn't exist. Finally, I created an alternate version of Nutrients. It can be found in a spoiler below the current version of the ability. Let me know if you think that version is better.
     
    Last edited: Nov 9, 2018
  2. NubPotato

    NubPotato broke af HERO

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    I like it, but I feel metal is ehhh... go for magma or something


    also doubt this would get added but its a cool idea none the less


    I have some suggestions for other combinations if you don't mind me adding
     
  3. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    The logic is that melting stones (specifically ores) with heat is what creates metal, and magma is too close to fire to me. I also felt it was right to have metal as a pseudo element, considering it is one in many places.

    As for your own suggestions, by all means, go ahead. If they seem fitting to me, I will likely add them. If not, I will tell you why I feel like they wouldn't fit.
     
  4. NubPotato

    NubPotato broke af HERO

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    alright thanks!
     
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  5. fall98

    fall98 Depressed trash HERO

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    Bump, pretty cool
     
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  6. Denuclearization

    Denuclearization IGN: AckButFat

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    Steam (Created by combining Water and Fire)
    Steam Jet (Armor ability): Enemies that attack you have an X% chance to be pushed back, while pushing you forward.
    Sprinkler (
    Weapon Ability): Water and Fire damage are done to all enemies in an 80 degree fov (Or, within 40 degrees where the player is looking), and blinds them.

    Storm (Doesnt make sense for a name but whatever. Created by combining Water and Thunder)
    Hurricane (Armor Ability): Enemies that attract to you have an x% chance to be pulled towards you and damaged, every 5 seconds.
    Tempest (Weapon Ability): Send forward a tornado which scatters enemies and deals neutral damage.

    Also, there are 15 different possibilities, I think this would be too confusing to implement.
     
    Last edited: Feb 22, 2018
  7. DappyKape

    DappyKape DerpyKape HERO

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    Sounds good

    But then people with rainbow weapons will have to make it MORE rainbow-er, and people that wants a rainbow elemental defense will have to make it MORE rainbow-er. This can potentially break the elemental system

    [EDIT] pls no ash(and metal), we already have reflection and thorns to make op cactus build, adding it on armor makes it more gagtus
     
  8. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Pseudo-sets will likely be separate from rainbow sets.

    Ash and metal can be modified if necessary.
     
  9. ____________birb

    ____________birb borpus Staff Member Moderator

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    lmao if you have aether with 150 agi or dex you'll have a 80 + x% to dodge/crit
     
  10. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    80% * 1.15 == 92% dodge/crit chance.
    I just need to figure out a trigger for it that won't make it broken.
     
  11. ____________birb

    ____________birb borpus Staff Member Moderator

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    yeah a 92% chance to crit or dodge would be broke, let me barely take dmg real quick
     
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  12. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    It depends. If it only activates when you are on the brink of death, it might be balanced... considering you have an 8% chance to get hit and would be killed after the next hit... that might work. Whenever your health is below 10%.
     
  13. Muhuru

    Muhuru S̶̢̭͎̣̠͎̬̩̣̬͚̤̤̣͌̓͋̄̊̾̉͋̃̚ CHAMPION

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    This seems very well done and the idea is pretty nice. Would love to see something like this implemented.
     
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  14. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Thank you!
     
  15. HyperPanda

    HyperPanda Travelled Adventurer

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    It is cool, however, there needs to be some ironing out. There need to be ten different powders for every possible permutation without repeats. Also, combing two tier 4 powders should lead to a tier 3 Pseudo-powder, and 2 fives should lead to a tier 4 Pseudo-powder, etc, to make them harder to get. Also, I don't think specials should be available for pseudo powders.
    ________________________________
    Also, I hate to be this guy (i mean HATE to be them), but where do you stop? Ten different specials, and pseudo-pseudo-powders would be redundant. Part of the magic of classes is that it forces you to choose, you can't have it all, and I feel like that is something that is good with the current system. I will have some ideas about this coming out soon, as a new suggestion thread
     
  16. pseudocraul

    pseudocraul Well-Known Adventurer

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    pseudoraul likes pseudo-powders ;p
     
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  17. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Each different powder is used twice.
    And I personally don't think the resulting pseudo powder should be a tier smaller. Because they aren't any more powerful than regular powders (in fact, they are less powerful because there won't be so many weaknesses caused by them) and you already need to spend two powders for one. 2 tier 6 powders (hard to get as it is) creates only one tier 6 pseudo-elemental powder. So to get one of the abilities, you need four tier six powders, and you need to do it with 2 different powders as well.
    What?
    There's pseudo-elemental powders, not pseudo-pseudo elemental powders...
    This isn't intended to go anything past this. I though about having pseudo-pseudo elemental powders, but I couldn't think of a way to geth them to work anyway.

    If you think the abilities are too strong, just say so.
     
  18. Duckkyy

    Duckkyy The Ducklord of Wynn HERO

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    Great, more things for me to be confused about.

    I like it +1
     
  19. Clam Lady

    Clam Lady Well-Known Adventurer HERO

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    It's a good idea but...
    I feel that adding so many new (pseudo) elements would convolute the current system a bit too much. If, like you suggested, the elements weren't added inherently to items but were only available in powder form, a good defense against them would be difficult to achieve. In order for this to be implemented in a balanced fashion, a complete overhaul of the current item system would likely be necessary.

    I really like the idea but I think it would be better to just add the pseudo-elemental powder specials and not to add in the pseudo-elements as types of damages themselves.
     
  20. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    In that case, it should add a small amount of both elements as damage. For example, metal would give some stone and fire damage, but not as much as the original powders.
     
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