Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

New Classes, Damage Reduction Rework, New Item Type, Ability Tweak, And More! (unfinished)

Discussion in 'General Suggestions' started by 100klemonreimu, Dec 14, 2020.

Thread Status:
Not open for further replies.
  1. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    (Reposted because of bug)

    Here are some suggestions for possible new classes
    (If there can be a cooldown system it will work great for their abilities)

    Nomad/Ranger(Boomerang)
    (Personally best one)
    Class Defence: -30%
    Weapon: Boomerang
    -Can be thrown out(right click, can be hold to spam like bow) and grabbed back(automatically, the boomerang disappears after a while even when the player didn't catch it or if it hit enough enemies) similar to the block-and-chain/cube of annihilation of Twilight Forest, and the bonemerang of Hypixel Skyblock, 0.625s cooldown.
    -Weapon Attack Speed affects how much targets can the boomerang hit(it hits through targets). (using the super slow as 1 and super fast as 7 scale, can't be lower than 1)
    -Also has a unique stat that determines how many projectiles can be at the same time.
    -Has the damage slightly higher than wands.

    Abilities:
    1 Tornado (Costs 6/30 Mana)(125%Damage 40%air)
    Casts an aura that rushes ahead and launch up enemies(lasts for 4 seconds, travels at 5.5block/s).
    +Windy Aura: Hit enemies are unable to ranged attack the player at the moment(blinded effect?). +Disarm: Hit enemies take +25% damage for 4s(125%Damage 40%air 15%thunder).

    2 Leap (Costs 4/20 Mana)
    Long jump forwards or upwards. Only usable when not being hit for 6 seconds.
    +Whisper of Winds: You are invisible during the leap. +Parthian Tactics: Cooldown caused by being attacked down to 2s from 6s.

    3 Terrain Roll (Cost 8/40 Mana)(350%Damage 40%earth)
    Rolls the terrain in front of the player and use them to damage enemies(sets a line of area of attack, channels for a little time, then rock or dirt or grass rolls up to deal damage(a bit similar to ice snake but casted at ground level)), the player is unable to attack(or even move) for a moment.
    +Sensitivity of Nature: The attack is prepared faster(350%Damage 40%earth 15%thunder). +Guided Ramming: you can set the area of attack(except the default straight line) by looking on nearby floor of similar height level. The length of the attack is greatly increased.

    4 Bone Plating (Costs 8/43 Mana 40%max health)(lasts for 12 seconds)
    Summons 3 shields made that orbit you with the diameter of 5 blocks. They can block off projectiles.
    +Guardian: Enemies that are touched by the shields are hit and knocked back.(100%Damage 15%fire). +Quadratic Structure: There are 4 shields instead of 3.


    Scout/Tracker(Whip/Hook)
    Current System Class Defence: -30%
    Weapon: (idk which is better)
    Damage: between wands and daggers
    Option 1=Hook(fishing rods that can damage mobs it hooked multiple times)
    -right click to launch hook
    -hits landed on target base on attack speed(1, 1-2, 1-3, 2-3, 2-4, 3-4, 3-5)
    Option 2=Whip
    -melee weapon that attacks a few blocks straight in front of you (little longer than warrior but much shorter than mage, no sweep(hits only 1 target)).

    Abilities:
    1 Entangle (Costs 7/35 mana)(50% damage 40%air 20%earth 15%thunder)
    Fires a slow-flying bolt that freezes the first mob hit for 3 seconds but you become unable to attack.
    +Grab: Pulls/teleports the hit target to you. +Scorpius Poison: The target is weakened(if not then slow) for 30%.

    2 Grapple (Costs 4/20 mana)
    Launches a fishing rod hook, left/right click to let it pull you ahead.
    +Hookshot: Replace the fishing rod motion with a arrow shot. +Soaring: You can pull multiple times.

    3 Spiked Whip (Costs 6/32 mana, 250% damage 15% thunder)
    Use your weapon to slam targets in front of you.
    +Punish: Slows down enemies 30%(300%damage 20%thunder 10%earth). +Bleeding: Poisons targets for extra average neutral dmg*attack speed/3s(or longer if it is legal).

    4 Fiery Snake (Costs 8/42 Mana 20%max health)(60%damage 25%fire /0.5s)
    An aura of flames of ~4-5 blocks surrounds you for 5 seconds, dealing damage to nearby enemies.
    +Blazing Aura: the heat causes your enemies to panic(=blind)(35%fire). +Flame Tendrils: All enemies in a 8-10 block area are damaged for 200%damage 75%fire.



    Martial Art Fighter

    (originally I had also thought of berserker that uses axes but it may be too similar to warrior and assassin, and healer/naturalist but making a support class for a singleplayer game feels weird, and can't think of the weapon)
    Visit https://forums.wynncraft.com/threads/how-damage-is-calculated.176082/ if you want to know more about the current system.
    Disclaimer: Certain points of my suggestion are inspired/make use of(or stolen? sorry but I am not able to tag everyone, and they're all for the game) other's previous suggestions

    Honestly, while Wynncraft is a well made RPG, I had to say that the current system isn't that good, here are some of the examples:
    1- No need to upgrade much defense skill cause the reduction can be easily bring up high, maybe except shamans and archers but they'll go for agility instead because of abilities and walkspeed builds respectively.
    2- Large health pool but no armor/defense? It is probably the easier way to calculate and program but having neutral armor/defense can be more RPG-ish and have more variables
    3- Awkward situations for having both strength and dexterity to equip gears as that are partially overlapping.
    4- Is quite confusing
    5- and more...

    But with the new system, there can be more variables for builds, and it will be more well balanced, more RPG-ish, etc

    Rework Class Defense
    Of course all classes are tanky, but some classes are tankier than others. The current system is that different classes has a initial damage reduction. However, it is calculated in a additive form to defence skill. Classes like archer and shaman has lower defence while warrior has high defence. It seems to make sense, but, it means that warriors aren't going to invest much into defense due to having their damage reduction at cap with its class buff and senseless abilities, while few archers and shamans actually invest defense, making them easy to die.

    -Incoming Maths Warning-
    If we turn the damage reduction into health multiplier of the same EHP(ratio), we got these:
    (calculated by 100%*(100/damage received percentage))
    Warrior: 125% Assassin: 100%, Mage: 83.3'%, Archer: 71.'428571'%, Shaman: 62.5%

    While these numbers are of the same EHP, some of them are fraction/recurring decimals, which may be hard to be presented or included. Also with the addition of my suggestion of armor value system. There can be multiple solutions for it, but I guess just making it apply to base health and gear health are ok.

    Armor/Armour (armor/armour value, armor/armour point, neutral defense/defence, or how you want to call it)
    Having armor to add only health (and elemental defenses) as main values is boring(honestly armor adding health is a bit nuts, it's like treating the armor as a part of you). So why not add an 'armor' that acts as neutral defense or something like that? And other than armor maybe it can also be granted by other items and leveling up. Lets analyse some of the ways of implementing it:
    1- Additive withdraw (honestly bad and severely unbalanced, and fast attack speed enemies may deal 0 damage)
    Reduce the incoming neutral damage by subtracting armor.
    Formulas: Incoming neutral damage - armor=neutral damage received/passing on next reduction
    Neutral EHP=Health + armor*neutral hits received - negative damage to be ignored

    2- EHP Multiplier (is a good one and implementable if N is raised up to a higher number, but it will be hard to balance especially when the stat is grant by armor, and may make it seems too like Hypixel Skyblock)
    When N=100
    Each one defense equals raises the value of the player's health against neutral attacks by 1%. Each one hundred defense gives the player +1 times of EHP. Examples of this method: Armor of League of Legends, Defense of Hypixel Skyblock (lol Riot and Hypixel have a suspicious relationship and is certainly more than Hytale coorperation. They often use each other's gaming elements)
    Formula: Neutral EHP=(1+Armor/N)*Health

    3- Current Defence Skill Reduction (is the current one and is suggested to be changed)

    4- Mixed multiplier and reduction method (I guess I am one of the first to think of it)
    Mixing the use of both method 2 and directly adding percentage. Here is a example:(the example formula is just an example of showing it and will be changed if admins really made it in game)(unlike how current Wynncraft does method 3 with pre-set reduction percentages, this one always has 0.02% as the addition)
    (warning: it can be capped just like method 3, unlike method 2)

    Each 1 armor gives damage reduction that increases effectiveness of health by 0.2% against neutral attacks, but also gives an extra 0.02% damage reduction.
    Formula: Neutral Damage Reduction=(Armor/Armor+500)*100%+Armor*0.02%
    Getting 500 armor in this case should grant 50% damage reduction of method 2 and 10% by the extra reduction. Formula: Neutral Damage Reduction=(500/500+500)*100%+500*0.02%
    =50%+10%
    =60%

    5- Multiplicative Damage Reductions (this is not invented by me but seems nice so I'll include the link here)
    https://forums.wynncraft.com/threads/lets-fix-defense-now-in-game.237578/
    Basically it is multiplying the damage reductions separately.
    "Attack Damage Gross*(1-Defense Bonuses)*(1-Defense Stat)*(2-Defense Class)" -Quoted from the suggestion post

    But, while it technically works, it costs quite some work to do the balances. So probably fufilling others will be better.(although armor is really cool)
    New Gear Type:
    It is basically a secondary weapon(please help me think of a good name) that you can put in your hotbar and right-click to use its ability. While I had thought of if they can be put on offhand and activated by sneak or automatically, it won't work. While they has variants and stronger ones that require higher level, the level difference is extremely minor compared to those of weapons and armours. This is because the usefulness of their abilities are scaled with main gears, if they got a large progression difference than the effect will be op. The player can have multiple secondary tools, but using one gives cooldown to all.

    Shield
    Shields can grant the player absorption health of certain percentage of max health, but causing the player unable to attack for a brief moment. As it gets stronger when the player is more tanky and hinders attack, it will be favored by tank builds.
    Stats: absorption percentage, weaken duration, cooldown

    Throwing Weapon
    Channel 1 second and fires a projectile that has no gravity and pierces through multiple targets. The damage is calculated by having the fixed attack value multiplying a class' basic attack multiplier(=the scale of weapon attack damage of different classes(decreased for archer because it is single target attack))
    Stats: relative attack damage, relative elemental damage, cooldown

    Cape
    The cape allows a player to teleport a very short distance, and gaining extra dodge chance(it'll be a great buff and it should be allowed to surpass 100% in this case, as it is supposed to make the player nearly undamagable) for 3 seconds. This is useful if the players want to dodge attacks, get near an enemy, escape or pass through terrain obstacles.
    Stats: teleport distance, dodge chance buff, cooldown

    Health Potion rework:
    Currently the potion system is acceptable, but there are some things that I think that needs to be changed, while I also came up with some interesting mechanics.
    In the current system, people who do mob-grinding often face the problem of having excess potions (cough cough Troms dead miner dropping 1280 health potions cough cough). While you know that you won't run out of them, it feels bad to sell or throw away them, but bank and inventory spaces worth a lot. Also, spamming health potions may be a bit unbalanced.

    Refillable Health Potion
    It will probably be an hotbar-locked(while having 4 hotbar-locked items are annoying, I guess everyone carries at least one health potion in their inventory, and maybe combining skill compass with soul point/displaying soul point in other way may work?) item that starts out with 5 'max drink chances' and each 10lv and 2-10 bank upgrades increases one slot respectively(so if you are lv100 and got at least 10 slots your potion has 24 max drink chances). The potion heals for the amount of health of the level that the player qualifies(or maybe a bit less)(and also basing on the class health multiplier if it is really implemented). The potion may only refill its first few slots for either staying in a town, being empty for long or dying or something like that. However it can be actively charged by fighting certain amounts of mobs of your level, and maybe when discovering new areas.


    The original health potion can be remade into instant health potions, shielding potions and/or regeneration potions(something like 100HP/10s or 600HP/30s, and may hopefully be able to stack with refillable health potion). Like mana, experience and skill potions. Of course they will become much harder to get.

    If you have any thoughts, comments, ideas, please say it in the comment section!
    Thanks for reading!
     
    Last edited: Dec 17, 2020
  2. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

    Messages:
    4,668
    Likes Received:
    6,659
    Trophy Points:
    215
    Minecraft:
    Add a poll
     
    Melkor likes this.
  3. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    I want to too but I think adding it after I finished the whole thing will be better
     
  4. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

    Messages:
    4,668
    Likes Received:
    6,659
    Trophy Points:
    215
    Minecraft:
    Why did you post before finishing?
     
    Sg_Voltage likes this.
  5. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    I hate when spoilers tab appearing out of nowhere and became nearly impossible to delete due to bug(idk what caused it but I guess it is stacking spoilers, but I can do it before)(it may also be possible that it is caused by having fonts in/near the spoilers tag command). Sad that I don't have time and energy to make a bug report.
    ________________________________
    I can't trust draft save. (yeah I have trust issues so what)
     
    Last edited: Dec 14, 2020
  6. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

    Messages:
    4,668
    Likes Received:
    6,659
    Trophy Points:
    215
    Minecraft:
    Maybe use txt file or google doc?
     
    Melkor likes this.
  7. Emogla3

    Emogla3 az is bad 2: the movie HERO

    Messages:
    1,965
    Likes Received:
    4,081
    Trophy Points:
    162
    Guild:
    Minecraft:
    don't know about the other ideas and didn't look about this suggestion too deep yet, but the one thing I do support is merging compass and soul points for more space. Soul points should still be visible on the HUD as a number, so maybe move them to the actionbar?
     
    100klemonreimu likes this.
  8. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

    Messages:
    3,119
    Likes Received:
    6,159
    Trophy Points:
    215
    Guild:
    Minecraft:
    This is inaccurate.
    This is the old calculation, I actually made the new one, here:
    https://forums.wynncraft.com/threads/lets-fix-defense-now-in-game.237578/
    Everything in that thread is currently how the game calculates defense with the expectation of element defense.


    Again, wrong, warriors don't have a defense cap anymore.
     
    dr_carlos likes this.
  9. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    Exactly

    Is your idea already accepted?
    Also mine it does not affect elemental defense, this is intended as I saw somewhere that admin said that elemental defense blocking high-speed attacks are supposed game mechanic.
    Your ideas are nice ones btw, may I include the link as a possible method
     
    Last edited: Dec 14, 2020
  10. dr_carlos

    dr_carlos Morph Gang!

    Messages:
    1,765
    Likes Received:
    1,938
    Trophy Points:
    128
    Guild:
    Minecraft:
    Um read the title, "now in game"
     
    JaydonTheWarrior likes this.
  11. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

    Messages:
    3,119
    Likes Received:
    6,159
    Trophy Points:
    215
    Guild:
    Minecraft:
     
  12. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    That makes no change, this one is only about neutral defense
     
  13. dr_carlos

    dr_carlos Morph Gang!

    Messages:
    1,765
    Likes Received:
    1,938
    Trophy Points:
    128
    Guild:
    Minecraft:
    Um yes it is implemented (the title), but it removes the Warrior damage reduction cap.
    Also, you wrote that it 'seems nice' but it exists
     
    100klemonreimu likes this.
  14. iTechnically

    iTechnically don't ask me for warrior builds CHAMPION

    Messages:
    305
    Likes Received:
    395
    Trophy Points:
    83
    Minecraft:
    A little rundown on improvements to the thread:

    - Defense is actually multiplicative now (although there's still some funkiness when involving player IDs and stuff but I'll ignore those at the moment) and it affects elemental damage.

    - Not all classes are tanky, as seen shaman, archer and mage are actually designed to be glassier than the "normal"

    - You may want to refrain using EHP in the mix as it's derived from the damage reduction anyways and so it just over complicates stuff.

    - Investing into defense actually has increasing returns even though the increment per skill point goes down (this can actually be viewed from the EHP function being a hyperbole that outgrows the diminishing returns for 0 < x < 0.808).

    You can think of it as: the effect of reducing damage from 1k to 600 is greater than the effect of reducing damage from 1k to 800, and it is big enough to overshadow the fact that you get less reduction per skillpoint.
    1k to 800 with 1k hp: you went from dying in one hit to dying in 1.25 hits.

    1k to 600 with 1k hp: you went from dying in one hit to dying in 1.66666 hits.

    You can see that as you increase the % of damage reduction, the amount of hits you can take grows faster.
     
    Last edited: Dec 14, 2020
  15. quick007

    quick007 Master Adventurer

    Messages:
    715
    Likes Received:
    382
    Trophy Points:
    95
    Guild:
    Minecraft:
    I write long suggestions in grammerly
    ________________________________
    I'm to tired to read this sry
    ________________________________
    also I read the last part, and all I can say is I'm not losing another slot. I alr have to use 1-2 for my wans, and another for my horse. This would leave a whopping 2 slots left
     
    Last edited: Dec 15, 2020
  16. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    They should show soul point in the side bar.
    Also don't you put potion in hotbar? As original health potions are changed into as rare as mana potions.
     
  17. quick007

    quick007 Master Adventurer

    Messages:
    715
    Likes Received:
    382
    Trophy Points:
    95
    Guild:
    Minecraft:
    I'm a mage so I may keep one in my inv in general, but not usually my hotbar (besides bossfights)
    ________________________________
    I also never use mana pots anyways so
     
    100klemonreimu likes this.
  18. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

    Messages:
    182
    Likes Received:
    115
    Trophy Points:
    67
    Minecraft:
    Understandable fellow mage
    Have a nice day
     
  19. SpiritualFox

    SpiritualFox Well-Known Adventurer VIP

    Messages:
    66
    Likes Received:
    11
    Trophy Points:
    49
    Minecraft:
    They should add a class call "Warlock" and he uses books to summon golems (iron golems) to fight for him. The book will determine how much additional stats the golems get. (idea taken from the game Dota 2).
     
  20. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

    Messages:
    615
    Likes Received:
    779
    Trophy Points:
    123
    Minecraft:
    This suggestion came from a good place. Wanting to improve but half your info is out of date/incorrect. It's been corrected and you still have the incorrect data. You said you're still working on it, so I'll hold back on beating the dead horse.

    The classes are alright, though I'd rather honestly see some that have a bit more in-depth thought through them. In terms of balancing and presentation.

    The only gear I like is the shield, but still only kinda of. Mainly since it wouldn't be another thing to take up a slot in my inventory and it won't cause a lock slot.
     
Thread Status:
Not open for further replies.