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Enemy Stats

Discussion in 'General Suggestions' started by MegidoGamerGod, Aug 21, 2019.

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Would you see this being a good addition to Wynncraft?

  1. sure!!!!!!!!!!!

    84.6%
  2. lol no i hate you.

    15.4%
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  1. MegidoGamerGod

    MegidoGamerGod megido >gamer< god GM CHAMPION

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    This idea is pretty simple, give enemies player stats.

    Right now, enemies don't have much to them, the notable things being AI types, spells, speed and health. (I know there's a ton more, but they're minor and/or not combat related.)

    The stats system currently works kind of like a soft rock paper scissors from what I've seen.
    Extra damage from Strength would be good for getting a hit on Agility,
    Dodging from Agility would be a soft counter to the critical hits from Dexterity,
    Dexterity crits allow for essentially a Defense counter,
    and Defense reduces damage taken from Strength.

    Right now, this only really matters in pvp fights, and still doesn't matter too much. On the other hand, if enemies had stats, there would be an inherent buff and debuff to every stat other than INT from the counter cycle I just listed. If you want to deal more damage to high defense enemies, you could put more thought in to Dexterity. Currently, dexterity doesn't counter anything, it just buffs your current damage. Adding player stats to enemies would be a great way to take advantage of the existing soft stat rock paper scissors cycle.

    Intelligence for enemies could lead to an interesting new mechanic too. Enemies can follow the same mana rules as players, with every spell costing a set amount of mana. The enemies INT would of course speed up their mana regen. This could allow for a more dynamic and in-game spell cooldown system for enemies. Perhaps their AI could let them wait a certain amount of time before casting 2 spells (The time it would take to let have them regen to the amount of mana required), but if you Mana Steal in that time frame, they won't have enough mana and would not be able to cast their second spell. I see this buffing mana steal a lot, by allowing it to essentially stagger enemies out of spells, which could either be good or bad.

    That's about it for the suggestion, I would see it being hard to implement due to having to first code this new mechanic, but then give it to every existing enemy and make sure it's balanced. Hopefully it could be added eventually. Feel free to give your opinion too, I would like to see other perspectives on this.
     
    Runaiic and Theeef like this.
  2. RazorGuild

    RazorGuild FEATURED WYNNCEAFTIAN (WIP) (IM MAKING IT BIG) HERO

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    cybel with dodging? Count me in

    For serious though, they're probably gonna do this in dern, or a future update, they know that bosses are getting stale and aren't differentiating enough.
     
    Last edited: Aug 21, 2019
    Iboju, NicBOMB, Theeef and 2 others like this.
  3. WhatDunsparce

    WhatDunsparce Travelled Adventurer

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    This is a cool idea, but enemies already have spell cooldowns(correct me if I’m wrong), so what is the point of deriving a player equivalent stat from this? You could simply increase the spell cool down length on the enemy when using a mana steal weapon to get the same effect. Additionally enemies do different types of damage and defense based on elements, so they do interact with the Rock Paper Scissors mechanics you discussed. Qira hive, for example has plenty of elemental defense meaning you should use neutral damage weapons during the fight.


    Other than the mana steal issue I like this and approve. Let’s make cybel dodge attacks lol
     
    Last edited: Aug 22, 2019
  4. MegidoGamerGod

    MegidoGamerGod megido >gamer< god GM CHAMPION

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    the spell cooldown aspect of INT would just be a way to integrate spell cooldowns in to the game world, and it fit with the suggestion. it doesn't really need to use the int stat on enemies, but that would make it immersive, but if the developers wanted to just keep the current system that'd be completely fine
     
  5. WhatDunsparce

    WhatDunsparce Travelled Adventurer

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    Good point :)

    You would need a way to actually realize that enemies have an intelligence stat for it to make a difference in immersion, because no one really spends the time deriving stats from mobs on the wiki. I would personally like a /enemyguide that gives you the stats of all enemies encountered and rewards you for finding new enemies.

    Thanks for the response, I hope this and your idea gets added into the game :)
     
  6. MegidoGamerGod

    MegidoGamerGod megido >gamer< god GM CHAMPION

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    for my suggestion to be viable there'd have to be some kind of bestiary that gives the info of every enemy you killed, so I assumed that'd be a given
     
  7. WhatDunsparce

    WhatDunsparce Travelled Adventurer

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    I mean, I doubt the average person looking at the post would come to that conclusion, since most people merely glance at threads. Feel free to add a bestiary type thing to this suggestion if you planned for said addition to be in the game.

    Thanks for your response.
     
  8. MegidoGamerGod

    MegidoGamerGod megido >gamer< god GM CHAMPION

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    bumping because this got lost in the depths of suggestions
     
  9. Runaiic

    Runaiic t

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    simply amazing
     
  10. ServoRo

    ServoRo Leeroy Of Jenkins HERO

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    My only request is that after you attack a mob, the line with it's defense, weaknesses and resistances would just stay there
     
  11. MegidoGamerGod

    MegidoGamerGod megido >gamer< god GM CHAMPION

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    that isn't really related to this suggestion at all
     
  12. StormKing3

    StormKing3 Famous Adventurer

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    I don't want monsters to dodge. Would add too much randomness into the game tbh
     
  13. MegidoGamerGod

    MegidoGamerGod megido >gamer< god GM CHAMPION

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    enemies won't just have random stats, it's up to the content team whether they give monsters insane amounts of AGI or not. even if there was some randomness in battles, it wouldn't be a significant handicap, it opens up much more opportunity for more uniquely designed bosses and enemies.
     
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