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World Spell Research (version 1.3) 88.6% Approval - 77 Supporters

Discussion in 'General Suggestions' started by ItsFreakinHarry, Aug 7, 2018.

?

Have I gone insane?

  1. Yes, but this is still a great idea!

    37 vote(s)
    37.8%
  2. Yes, and this is good but it needs work.

    34 vote(s)
    34.7%
  3. Yes, what are you thinking? This is terrible.

    3 vote(s)
    3.1%
  4. Idk man don't ask me

    5 vote(s)
    5.1%
  5. No, your ideas are incredible!

    7 vote(s)
    7.1%
  6. No, some of your ideas are great but they need work.

    9 vote(s)
    9.2%
  7. No, you're just bad at gameplay design.

    3 vote(s)
    3.1%
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  1. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Hello there! Hopefully some people actually recognize my name and realize what is coming. Well, after some of my previous stuff went kinda well, I decided to go for another shot. This time, it's researching spells! For those who don't want to read a page long-thread, I will have a tl;dr in a moment for your reading. For those who actually want to see how much effort I put into stuff that will likely never happen, feel free to read the entire thread. If you actually read this entire thread please let me know, I don't want to keep making these if no one reads them at all.

    Anyways, here is a tl;dr:

    - Spell upgrades replaced with Research: Use emeralds and points to unlock special spell upgrades!
    - Research Points: Gained by killing monsters, use to research spells.
    - Two other special items unlocked at certain level increments, used for higher level research.

    Now for the nitty gritty details, have fun reading!

    Research? What?

    Yes, Research! The current system used for upgrading spells, while it works, is a little bit too simple. And if you know me, you know I hate simple. While you still unlock spells at level up's (1, 11, 21, 31), the upgrades are no longer based on levels. Instead, once you reach Level 20, you gain access to the Research section. Here is a few mock-GUI's of what that looks like:

    [​IMG]

    Upon reaching Lvl. 20, you can open this menu and be greeted with another menu. I sadly forgot to get a screenshot of just the GUI by itself, but I think you can figure it out based on multiple screenshots.

    On the left side is 3 books. The top one displays basic Research information:

    [​IMG]

    The middle one shows your current items:

    [​IMG]

    The bottom one explains the different tiers of research:

    [​IMG]

    Then there are 4 books, one for each spell for that class. For this thread, the Archer will be mostly used, I will explain more at the end regarding other classes.

    [​IMG]

    Ok, those are some GUI's. Time to explain the system as a whole.

    Research Mechanics
    EDIT: Fixed up with balancing

    First of all, Research Points (RP). RP is gained by killing monsters, the amount you get is based on the monster's level. The chance of this dropping is based on your current level as well, meaning it will be slightly easier to gain RP as you level. This used to scale with Intelligence, but after feedback this was simply not necessary, so the scaling is only by level now.

    To determine IF you gain RP from a monster kill, here is the math:

    20 + ((Current Level - 1) * 0.1) + (# of Research Upgrades) = Drop Chance %

    This makes the chance of getting RP range from 20% to 30% (not sure if this has to be 29.9% because level 101 would make it 30). This number is also scaled with based on Research Upgrades for each spell.
    A modifier could be introduced to armor and weapons to boost this stat if desired.

    To determine HOW MUCH RP is gained if dropped:

    (Monster Level)/10 = RP Granted (Round down to the next whole number)

    So for example, monsters at level 20-29 would grant 2 RP per kill if they drop, 30-39 would grant 3, and so on.


    As you saw earlier, Research is divided into 3 Tiers: Basic, Advanced, and Ancient. Basic research is done with RP and Emeralds, basic stuff. Basic Research is mostly stat bonuses. Advanced Research requires another component: Research Scrolls (RS). RS can be gained at every 5th level above 20, excluding levels where you gain Ancient Scrolls. So at Levels 25, 30, 35, 45, etc. a character gaines 1 RS. Advanced Research contains more useful mechanics, as well as most of the upgrades you already know. Ancient Knowledge is lost and forgotten knowledge, only uncovered by powerful beings. Ancient Research requires Ancient Scrolls (AS), which are gained every 20 levels above level 20. So at levels 40, 60, 80, and 100. This means you only get 4, which is perfect. Ancient Knowledge contains powerful mechanics and effects, and you can only have 1 per spell. There are 3 for each spell, each one made for a specific purpose.

    Arrow Storm was used here as Archer is my main and it is the lowest level spell known. More Spells have been worked on as of now, with even more on the way. Check out the Spell Charts at the end of the thread for more Spells!

    [​IMG]

    Here is the main menu, in all its blandness.
    Paper represents Basic Research, regular books are Advanced Research, and enchanted books are Ancient Knowledge.

    [​IMG]

    Included in every spell is a Basic Research that allows you to increase RP drop chance by 1% per upgrade, with a max of 2 upgrades per spell. By doing this for each spell, a Level 50 character will have a 33% chance for gaining RP on kill, rather than 25%.

    Here is another example of Basic research:

    [​IMG]

    You can boost the powers of your spells by researching them! This is not limited to Fire damage, you can do this for every damaging element except 1, which depends on the spell. For Arrow Storm, Water damage is unavailable. Also, the [1/3] means that this Research is at Rank 1, with 3 ranks total for that Research. Each rank provides the upgrade specified once again. This only applies to Basic Research.

    However, that is just Basic Research. Remember Haste? Yeah, he's an Advanced Research now:

    [​IMG]

    And he is not alone, Triple Shot and a few extra effects are joining him there, including this one:

    [​IMG]

    If you take another look at Haste, you see that not only does it have a level requirement, but also a previous Research requirement. In this case, it requires Rank 1 of Cloud Strike, which is a Basic Research that grants +15% Air damage.

    Ok, here is the big one: Ancient Knowledge:

    [​IMG]

    Like I mentioned earlier, some research requires that you do not have some previous effects. One of those is Arrow Hurricane, which cannot be researched if Haste is already researched. This is mostly for balance reasons, as it can seem a bit extreme to have that many arrows dealing so much damage at such a fast speed. Other spells have similar mechanics.

    Resetting Research

    Remember the Tower of Amnesia? The quest that was made useless when the Gameplay Update came out (pretty sure that was the one)? Well now it has a use. Skill Reset Scrolls are gone. For 3 LE, you can reset all your Research (excluding upgrades that grant RP drop bonuses) and gain back 80% of all your Research Points. You also gain back all of your RS and AS, no penalties there. Another community feedback idea previously not considered, thanks guys!

    Ok, that is pretty much all of the details.

    Research Examples

    NOTE: Spell Charts are being updated/replaced.
    As for the full chart for Spells, here is a section for them. I will add and update this section every now and then, hopefully finishing it one day. Hidden inside spoilers to slightly decrease length:


    Black arrows require the unlocking the previous tier. This only applied for the spell itself and Ancient Research.
    Blue arrows require Rank 1 of Basic Research, coming from a certain Research section.
    Blue-green arrows require Rank 2, similar to Blue arrows.
    Purple arrows require Rank 3, similar to Blue and Blue-green arrows.
    Red arrows require that you DO NOT have that research.

    Arrow Storm:
    Research Bonus
    Increases RP drop chance by 1% per rank.
    COST:
    Rank 1: 28EB (1792 E)
    Rank 2: 28EB (1792 E)

    Flaming Arrows
    Increases Fire damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Cloud Strike
    Increases Air damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Arrows of Thunder
    Increases Thunder damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Stone Strike
    Increases Earth damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP
    Haste
    Doubles the rate of fire and number of arrows.
    Requirements:
    - [Lvl. 25]
    - Cloud Strike Rank 1
    COST:
    50EB (3200 E) + 550 RP + 1 AS

    Triple Shot
    Triples the number of arrows fired.
    Requirements:
    - [Lvl. 35]
    - Arrows of Thunder Rank 1
    COST:
    1LE (4096 E) + 700 RP + 1 AS

    Storm of Vengeance
    Each Arrow has a 25% chance to deal 40% bonus Fire damage on hit.
    Requirements:
    - [Lvl. 40]
    - Flaming Arrows Rank 1
    COST:
    1LE + 16EB (5120 E) + 850 RP + 1 AS

    Barbed Arrows
    All arrows deal a bonus 15% Earth damage every 2 seconds for 6 seconds on hit (does not stack).
    Requirements:
    - [Lvl. 35]
    - Stone Strike Rank 1
    COST:
    1LE + 16EB (5120 E) + 850 RP + 1 AS
    Arrow Hurricane
    Doubles the number of arrows fired. Each arrow does an extra 80% Air damage.
    Requirements:
    - Cloud Strike Rank 3
    - Triple Shot
    Restrictions:
    - Haste
    COST:
    5LE (20480 E) + 1500 RP + 1 AS

    Dragon's Breath

    Arrows deal a bonus 60% Fire damage, with a 30% chance to deal another 60% bonus Fire damage (120% total with bonus).
    Requirements:
    - Flaming Arrows Rank 3
    - Storm of Vengeance
    COST:
    6LE (24576 E) + 1900 RP + 1 AS

    Electric Arrows
    Arrows deal 30% bonus Thunder damage each second for 6 seconds (does not stack). (Barbed Arrows damage still applies).
    Requirements:
    - Arrows of Thunder Rank 3
    - Barbed Arrows
    COST:
    4LE (16384 E) + 1300 RP + 1 AS

    Escape:
    Coming Soon

    Bomb Arrow:

    Research Bonus
    Increases RP drop chance by 1% per rank.
    COST:
    Rank 1: 28EB (1792 E)
    Rank 2: 28EB (1792 E)

    Flaming Blaze
    Increases Fire damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Gliding Arrow
    Increases Air damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Shockwave
    Increases Thunder damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Boulder Strike
    Increases Earth damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP
    Leg Breaking
    Slows and prevents enemies from jumping for 10 seconds.
    Requirements:
    - [Lvl. 25]
    - Boulder Strike Rank 2
    COST:
    40EB (2560 E) + 500 RP + 1 AS

    Explosive Force
    Bomb Arrow knocks back the target upon a direct hit, dealing a bonus 40% Thunder damage.
    Requirements:
    - [Lvl. 35]
    - Shockwave Rank 1
    - Gliding Arrow Rank 1
    Restrictions:
    - Bounce
    COST:
    48EB (3072 E) + 480 RP + 1 AS

    Bounce
    Bomb Arrow will bounce up to 4 times.
    Requirements:
    - [Lvl. 50]
    - Shockwave Rank 2
    COST:
    1LE (4096 E) + 650 RP + 1 AS

    Ignition
    Targets hit directly take 80% Fire damage.
    Requirements:
    - [Lvl. 35]
    - Flaming Blaze Rank 1
    COST:
    1LE + 8EB (4608 E) + 700 RP + 1 AS
    Tsar Arrowa
    Explosive Force deals an additional 175% bonus Fire damage. Surrounding enemies take 40% bonus Fire damage instead. Increases Mana Cost by 2. (Cannot be reduced by any means.)
    Requirements:
    - Flaming Blaze Rank 3
    - Explosive Force
    - Ignition
    COST:
    8LE (32768 E) + 2500 RP + 1 AS

    Bone Shatter

    Triples the duration of Leg Breaking. Deals 50% bonus Earth damage.
    Requirements:
    - Boulder Strike Rank 3
    - Leg Breaking
    COST:
    3LE (12288 E) + 1100 RP + 1 AS

    Mechanical Arrows
    Each arrow bounce has a 40% chance to spawn a second arrow that bounces once. These arrows deal 80-110% of the damage of a normal Bomb Arrow* and cannot spawn new arrows.
    Requirements:
    - Bounce
    COST:
    4LE (16384 E) + 1300 RP + 1 AS

    *The damage here is based on which bounce the arrow spawns on. If the arrow spawns on the first bounce, it will deal 80% of the damage of a normal arrow. This increases to 90% for the second bounce, 100% for the third, and 110% for the final bounce.

    Arrow Shield:
    Coming Soon
    Bash:
    Research Bonus
    Increases RP drop chance by 1% per rank.
    COST:
    Rank 1: 28EB (1792 E)
    Rank 2: 28EB (1792 E)

    Blaze Strike
    Increases Fire damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Feather Mark
    Increases Air damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Storm Surge
    Increases Water damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP

    Earthly Infusion
    Increases Earth damage dealt by 10% per rank.
    COST:
    Rank 1: 20EB (1280 E) + 180 RP
    Rank 2: 40EB (2560 E) + 400 RP
    Rank 3: 1LE (4096 E) + 700 RP
    Double Up
    Causes a second explosion, dealing the same damage twice.
    Requirements:
    - [Lvl. 25]
    - Blaze Strike Rank 2
    COST:
    30EB (1920 E) + 350 RP + 1 AS

    Earthquake
    Prevents enemies from jumping and slows their movement speed for 10 seconds.
    Requirements:
    - [Lvl. 35]
    - Feather Mark Rank 1
    COST:
    48EB (3072 E) + 480 RP + 1 AS

    Super Smash
    Knockback is increased greatly, targets take an extra 40% Earth damage.
    Requirements:
    - [Lvl. 55]
    - Shockwave Rank 2
    Restrictions:
    - Soaking Strike
    COST:
    1LE (4096 E) + 650 RP + 1 AS

    Soaking Strike
    Targets hit take 25% bonus Water damage and become Soaked.
    Requirements:
    - [Lvl. 40]
    - Storm Surge Rank 2
    COST:
    50EB (3200 E) + 500 RP + 1 AS
    Ground Breaker
    Bash strikes in an area around you twice, dealing an extra 60% Earth damage on the first cast, and 40% on the second.
    Requirements:
    - Blaze Strike Rank 3
    - Double Up
    COST:
    7LE (28672 E) + 2100 RP + 1 AS

    Force of the Ancient World

    Targets hit are immobilized for 10 seconds, knocked back a great distance, and take 65% bonus Earth damage.
    Requirements:
    - Earthly Infusion Rank 3
    - Earthquake
    - Super Smash
    Restrictions:
    - Double Up
    COST:
    7LE (28672 E) + 2100 RP + 1 AS

    Tsunami
    Bash strikes only once in a line in front of you, starting from you and ending at its max range. All targets hit take 45% Water damage, become Soaked, and are carried to its max range. (Double Up is not restricted here, but the effect is useless to have since Tsunami only strikes once.)
    Requirements:
    - Storm Surge Rank 3
    - Soaking Strike
    COST:
    5LE (20480 E) + 1550 RP + 1 AS

    Soaked: Targets take 50% more Water damage, as well as 20% more damage from all other elemental damage. If the target is affected by an effect that would inhibit its ability to move or cast spells, it takes double damage from whatever caused said effect, and removes the Soaked status effect.

    Charge:
    Coming Soon!

    Uppercut:

    [​IMG]

    War Scream:
    Coming Soon!
    Heal:
    Coming Soon!

    Teleport:
    Coming Soon!

    Meteor:
    [​IMG]

    Ice Snake:

    [​IMG]
    Spin Attack:
    [​IMG]

    Vanish:
    Coming Soon!

    Multiattack:

    [​IMG]

    Smoke Bomb:
    Coming Soon!

    Conclusion

    I want to thank anyone who actually read the entire thread, I put way too much work into these things and I hope that at least SOMEONE out there appreciates what I do. I love making these though, helps me procrastinate on college homework.

    If you have any suggestions or comments, feel free to talk about them here! I love reading comments and seeing people's input.

    I know this and many of my other ideas will never happen; they are too complicated to code and balance. It is just a fun mechanic I like to play around with. Anyways, that is it from me for now. Have a wonderful day everyone!



    Changelog (System):
    V1.3 - No More Spell Charts! (12/5/18)
    * Spell Charts are in the process of being replaced by simple Forums formatting
    * Started with Arrow Storm and Bomb Arrow, will be updating more in the coming weeks!

    V1.2.2 - Spell Chart (11/4/18)
    No system changes, just added Multiattack spell chart

    V1.2.1 - Minor Update 2 (9/15/18)
    * Reduced RP gain from Level/4 to Level/10
    (This was done due to some calculations revealing how quickly one could get enough RP for research compared to emeralds and scrolls.)

    V1.2 - No More Confliction! (8/21/18)
    * Mock-GUI's have been updated, they no longer conflict with charts.
    * Fixed up some missed changes from previous versions.

    V1.1.2 - Minor Update
    * RS is no longer granted at the same levels as AS (40,60,80,100).

    V1.1.1 - Extra Additions (8/15/18)
    * Intelligence scaling completely removed
    * RP drops based on current level.
    * ToA now gives Research Reset Scrolls instead

    V1.1 - Fixing Issues (8/8/18)
    * Intelligence still gives mana reduction
    * No longer grants RP/Level
    * Changed formulas a bit
    * Updated chart; mana reduction upgrade replaced with Research Bonus upgrade
    * Minor fixes


    V1.0 - Release (8/7/18)

    Changelog (Research Items):
    V1.3 - Arrow Storm + Bomb Arrow Format Update (12/5/18 + 12/6/18)

    V1.2.2 - Multiattack Uploaded (11/4/18)

    V1.2.1 - Uppercut + Ice Snake Uploaded (9/15/18)

    V1.1.2 - Bash + Meteor + Spin Attack Uploaded (8/21/18)

    V1.1 - Bomb Arrow Uploaded! (8/8/18)

    V1.0 - Release (8/7/18)
     
    Last edited: Dec 14, 2018
    Geag, Cauterise, starx280 and 24 others like this.
  2. Pifg

    Pifg aaaaaaaaaaaa CHAMPION

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    Wow you put a lot of thought and work into this, so you got my support for that alone.. but its a great idea too :D
     
  3. H0Y

    H0Y H0Y HERO

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    Oof intel, will fuck over builds.
     
  4. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Remember you can still reduce Mana by research; and it is not just 2 Mana total. I haven't figured out how yet, but it will either be the lowest level possible with full mana, or the lowest level +1. Either way, still a buff imo

    Also water damage modifier stays, so if you're referring to that then no lol.
    ________________________________
    Thanks, this was actually born out of an idea for swappable spells that just never made it out of the theory phase. Really appreciate the support!
     
  5. H0Y

    H0Y H0Y HERO

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    Refering to intel reqs
     
  6. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Not too sure what you mean? Intel requirements? How would this ruin that?

    Sorry for the confusion, like I said balancing isnt my thing :/
     
  7. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    looks really good and i think customizable spells will be great for wynncraft as an rpg with jsut the same rigid spells no matter your playstyle is kinda meh
    only problem is i dont think changing intelligence is a good idea as you could jsut put all your skill points into intel before lvling up and the fact that youd be wasting a bunch of skill points on something that doesnt directly affect you in combat will make water builds less desirable probably
    ________________________________
    also
    go do your homework D:<
     
  8. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    You have to waste Soul Points to do this, so for the time being I would say it is fair if people want to game the system. If I HAD to come up with a balance solution, I would make it so that after resetting your skill points, you don't gain any RP bonus until your NEXT level up, so if you were Lvl. 30 and reset right before hitting 31, you don't gain the benefit until you reach 32. This comes with other issues but is the best I can think of. Also remember you can get combat benefits from research, just makes it more diverse than normal intelligence.
    ________________________________
    Also I am doing my hw right now, Trig is not fun :(
     
  9. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    see, thats where skill reset scrolls come in uwu
    ________________________________
    not hating but definetly not a good solution imo
    that would jsut make switching builds and such a pain in the ass
    yea but again, having points in intelligence would just be a waste in combat, so in endgame when you dont lvl up anymore no one will use it and items with intel reqs will be rly bad
    lol rip
     
  10. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    On the RP bonus thing; not really. Here, math time.

    Say you're Level 79, going to 80, and are switching your skills. You have a (hypothetical) 60% bonus to Intelligence. If you switch to a build with 0%, you lose literally nothing. On the contrary, switching from 0% to 60% cheats you out of 72 points, which by that time is so little it is not really worth considering. Not to mention you can gain that back by killing 4-8 monsters at that level. So no, it doesn't really screw over people. The skill reset scrolls still exist but if this penalty happened I doubt it would cause problems.

    As for the second point, that is another problem I forgot about. Don't have an immediate solution atm, considering some other permanent bonus for Intelligence beyond just RP gain, but idk yet. Pitch me some ideas if you have any!
     
  11. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    or just keep intel as it is ree
    um not rly sure what your saying but it soudns kinda like intelligence is useless then if you can just get that much rp from killing some mobs?
     
    A Human likes this.
  12. A Human

    A Human Definitely not an alien. VIP+

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    I find this could be interesting, but don’t understand some things. Are the spells themselves unlocked normally, or do they have to be researched too? If so, what tier of research do they fall under?

    Also, I would personally prefer for intelligence to keep lowering mana usage, since all water based items and builds rely on lowered mana usage and I find casting spells at their original price to be really annoying (I mean, 8 mana for a meteor?) If there will be a research that can lower mana usage by decent amounts, then it would be fine.

    And finally, perhaps this could add a new use to the tower of amnesia? So you can reset your research points for a price.
     
    ItsFreakinHarry and H0Y like this.
  13. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Intel boosts the chance of getting that RP
    Also the reason I took out mana was to avoid making intel OP, since you can also reduce mana from Research and having it grant both RP and mana reduction would, imo, be op. However, after all this, sounds like its causing more problems than its solving. Ill look into it deeper when I can.
    Also might shift some RP/lvl stuff, since its good for low levels but now that I think about it its not good for high lvl, will look into that as well.
    ________________________________
    Spells are unlocked as normal, no research needed to learn them.

    As for mana, im still looking into it but Meteor would have a lot of mana reduction upgrades, so that it would still be cheap with enough research. Im gonna re-visit all this at a later time when I am not under pressure to finish hw.

    I really like that idea actually with the ToA, didn't think of that.
     
    A Human likes this.
  14. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    i think the best way to do it is jsut keep intel as it is and not make the mana reductions through researching as strong or have other drawbacks attached to it
    also getting rp from jsut grinding or maybe like some runes or smth from loot chests would be a good idea imo
     
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  15. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    I agree actually, the original idea was RP/lvl only but I realized that had WAY too many issues so I added grinding, but now I realize RP/lvl just aint good, so ill probably edit and change a bunch of shit tomorrow and bump the thread with an update.
     
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  16. Shadwer0Z

    Shadwer0Z Lusuco Resident HERO

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    Question, if this was implemented would there be compensation for all the high levels that just lost a considerable amount of firepower?
     
  17. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Ahh, I was going to add that to the thread but I completely forgot.

    Yes, for the current characters, it would grant a bunch of RP automatically based on their level (not too sure yet on how much, might be 2.5*lvl or 5*lvl, idk) and would grant a permanent bonus to RP gained from monsters, anywhere from 50%-500% bonus depending on level, for maybe a few days to a few weeks after their first login since the update. Many of my numbers can be tweaked, just my thoughts. I will be re-doing alot of this sometime this week based on feedback.
     
  18. Shadwer0Z

    Shadwer0Z Lusuco Resident HERO

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    alright, and I assume the advanced and ancient scrolls would be given out to level 25+ and level 40+ accordingly, or is it dealt with separately?
     
  19. Locky1110

    Locky1110 Famous Adventurer CHAMPION

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    I really like the idea, and it will serve as an actual money sink
    but as other people stated, intelligence should stay the same
    it will become useless once a class is fully upgraded, because then theres no use for intelligence
    but then all the items that require intelligence wont be as fun because you're not getting an benefits from intelligence aside from a water damage increase, but all the other stats give a damage increase AND an extra skill for combat
    i don't think changing intel is a good idea unless it's still within the boundary of combat
     
  20. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Accordingly, think of it as "You have x amount of y to spend at z level", no matter how you get there.
    ________________________________
    Agreed, going back to the drawing boards on changing intel, hopefully it will be still worthwhile without making it OP in this regard.
     
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