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Mana Costs Affecting Spells?

Discussion in 'General Suggestions' started by Candras, Oct 31, 2020.

?

Verdict? (Depending on the reception, I might make a class Idea out of this.)

  1. Too complicated/wouldn't fit wynncraft

    3 vote(s)
    42.9%
  2. Very Interesting/Definitely Doable.

    4 vote(s)
    57.1%
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  1. Candras

    Candras Well-Known Adventurer

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    Now, There are a lot of interesting spell types in wynncraft, but one that I think could be cool is one where mana cost to cast the spell directly affects the effects.

    For some reason, people became fixated on the fact that I said "Fire Mage", completely ignoring the fact that I was using it as an example to introduce a mechanic concept.

    E.g.
    Fire Mage (IDK, just a random class i thought of in 2 secs not a balanced class.)

    Spell - Flamethrower

    Deal 80% damage for 5 seconds

    Intensity - deal 10x% damage for 5 secs where x is mana cost.

    This would mean that a high mana cost would increase the damage but decrease spammabilty. Now, this would drastically decrease the damage of the spell in this situation but you get the idea.

    Now the other way it could be used is to prolong effects of a spell.

    E.g

    Poisoner

    Spell - Apply Poison

    Next melee hit will apply 80% poison damage (80% per tick) for x seconds where x is mana cost.

    Here, a high mana cost will increase the total damage drastically, granted even a 3 mana cost will be huge but if that was 1/2 x for example, you would need 6 mana cost to get even 3 secs of damage. However, even here you might choose spammability as it's per tick and the dps may be the same on average.

    But you could also give it to different effects e.g. blindness or speed or slowness, or resistance, etc.

    The other interesting thing is how it would interact with items. Previously, lower spell costs were always better. But with a class like this? Maybe the other way round is more useful?


    Should I give people 2 votes or is it good with a single vote?
     
  2. dr_carlos

    dr_carlos Morph Gang!

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    I like the concept, but how would it affect intelligence?
    I think that the skill points should be a bonus, not a 50/50.
    Otherwise, interesting idea that could be implemented as a Major ID?
     
    creeper1562 likes this.
  3. Candras

    Candras Well-Known Adventurer

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    Well that's the thing, int would work the exact same way except you'd need to strategise that much more for what items you use or how much int you invest into. A major ID could work for this but it would be hard to justify using it whereas it could be built into a class' mechanics easier.
     
  4. dr_carlos

    dr_carlos Morph Gang!

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    Right, so with this int would be a bad thing?
     
  5. Candras

    Candras Well-Known Adventurer

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    Int would be both, it means spell costs get lowered so you can use spells more, but you don't want to lower it to the extent that it makes your spells useless. It's likely a very difficult class to play if you want to go for spells, but the outcome should be equally good if you balance it right.

    You want a balance of spell cost vs spell effect. Which depends on int.

    Also, you have to remember that with the current mana system there are certain int boundaries which means that you have that much leeway to create your build.
     
  6. dr_carlos

    dr_carlos Morph Gang!

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    Okay, that makes sense. More challenge for builders then...
    I personally don't think that a new class is coming any time soon, but I think this would fit as some sort of major ID.
     
  7. Candras

    Candras Well-Known Adventurer

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    Well the problem with making it a Major ID, is what exactly it would change. The reason I suggested a class idea is because that can use this as a core mechanic wheras a Major ID would have to change the original spell system to make it work. Also, you have to consider that Major ID's are tied to an item which could limit potential builds.

    If it was a Major ID, it would have to be something like:

    Intensity: Deal +10% spell damage/mana point used on a spell.

    Now, I chose a random number for this so it might be off slightly. Another thing you have to remember though is that spell costs increase the more you spam the spell meaning that every time the cost goes up, you get an extra 10% damage.
     
  8. dr_carlos

    dr_carlos Morph Gang!

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    This was the kind of thing I was thinking of.
    It would be hard to implement, but would be useful in some builds...
     
  9. Candras

    Candras Well-Known Adventurer

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    Maybe, it would definitely be interesting although it would probably have less strategy than an entire class dedicated to the mechanic. It would also be important what the Major ID is placed onto. If it was a ring, it would be used in different builds than a chestplate.

    Also, considering all spells cost at least 1 mana, it would be a straight up +10% sd that just gets better as you spam so it might just be completely broken. Maybe something better would be gain +50% spell damage if the spell used 6 mana or more.
     
  10. dr_carlos

    dr_carlos Morph Gang!

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    I think an accessory would be better, because it makes it easier to incorporate.

    Not all spells internally cost 1 mana...
    If you get enough int, you can get to at least -3 mana, however it still uses 1 mana.
    This mechanic could mean less damage....
     
  11. Candras

    Candras Well-Known Adventurer

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    I don't see how int alone can make a spell go below 1 mana cost. It decreases cost by a percentage that never goes above 80 or so. The only other way is via items e.g. double draoi. Either way, it would be based on the one mana it uses. Not the -3 mana.
     
  12. dr_carlos

    dr_carlos Morph Gang!

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    Okay, maybe not with int alone, but with a good build you can get negative mana costs.
    It still uses 1 mana, but I think this could be an interesting mechanic if the damage was based on this, as too low mana costs would have negative (?) damage.
     
  13. Candras

    Candras Well-Known Adventurer

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    I suppose it would still fit the archetype. So it wouldn't be bad. Might make some builds move away from Things like double draoi and spell spam.
     
  14. dr_carlos

    dr_carlos Morph Gang!

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    I just think it would be an interesting mechanic in general, but yeah, those would be good.
     
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