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New Weapon Behavior Ideas

Discussion in 'General Suggestions' started by AcadeeAlkana, Dec 22, 2020.

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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    I'll just present these ideas, and see what you think of it! These would freshen up the gameplay soooo much, even if you're fighting the same Mobs over and over!

    Long story short: These will be applied to some Weapons/Armor/Jewelry in the game to make them more interesting, though they will not apply to Crafted Items.

    There's prolly no way to make Mobs interesting to fight, due to the technological limits of Minecraft, but there sure are ways to make your arsenal interesting to fight them with!

    Player's Notes are more basic - gameplay feel and alla that - while Nerd's Notes are more technical stuff, like specific percentages.


    Magic Bolts - Staves Only
    Your normal attack fires magical bolts which act like the Shaman's. You fire one bolt per attack which can only hit a single target at a time.

    Cursed Attacks - Staves and Reliks Only
    All of your damage is quadrupled (times 4!), and then converted to Poison damage. Does not convert Poison damage to Poison damage (that'd be ridiculous).
    Player's Note: Uh, this is just having 133% damage. But Poison.

    Burning Attacks - Fire Damage Weapons Only
    Your normal attacks will set enemies on fire, dealing 50% of your Fire Damage once per second for 4 seconds. Only your Fire Damage is affected this way.
    Nerd's Note: Calculated after all modifiers, such as Fire % and Powders.

    Interceptor - All Weapons
    Your normal attack can block incoming projectiles, reducing the damage they deal to you.
    Nerd's Note: Damage against incoming projectiles is reduced by 50%. Keep in mind that you have to actively aim and shoot down these projectiles, so it'd be largely defensive.

    Piercing - Bows Only
    Your normal arrows pierce Mobs, but don't fly as far.
    Nerd's Note: Range and flying speed is halved for Piercing Arrows. That's still quite far, though.

    Super Homing - Projectile Weapons Only
    Your normal attacks home in on the enemy closest to you, even turning on a dime mid-flight to do so! It may be less beneficial in practice, however...
    Player's Note: Ripped straight from Hypixel Skyblock, and still just as braindead, to boot!

    Spell Spam - Staves Only

    Makes your Third Spell your Main Attack. You're welcome!
    Nerd's Note: Meteors from your Main Attack do the same damage as your Main attack. They also drain 5 Mana per Meteor spawned from your Main Attack, the Mana drained affected by modifiers to the Third Spell's cost.

    Stave Stab - Staves Only
    This Stave can be wielded by Assassins and Warriors, but not Mages, acting like a Dagger or Spear. How peculiar...!

    Throwing Dagger - Daggers Only
    This Dagger is thrown, flying like an arrow, and not like a melee attack. You'll never lose the Dagger by throwing it, as you're throwing a magical clone of the Dagger, instead. The throw replaces the normal attack for Assassins, though this Dagger cannot be used by Archers.
    Player's Note: It's a Bow which only Assassins can use. You'd think that ASSASSINS would invest in some RANGE so that they could silence people from afar...

    Ritual Dagger - Daggers Only
    Shamans can use this Dagger. Replaces their normal attack with the Assassin's normal attack!
    Player's Note: I mean, you're realistically dealing a third of the damage you'd do with a Relik when using a Dagger, so I don't see a problem with it.
    Nerd's Note: Halves the chance to 'proc' Life/Mana Steal (after the usual calculations).

    Ritual Spear - Spears Only
    Shamans can use this Spear. Replaces their normal attack with the Warrior's normal attack!
    Player's Note: Again, it ain't broken. Your damage is cut to a third, since you're not shooting three bolts - you're only making one slash, here!

    Constant Charging - Spears Only
    Reduces the cost of the Charge Spell to 2 Mana. Also modifies the Charge Spell to propel you slightly upwards!
    Player's Note: Why isn't this already in the game? Especially that slight propulsion upwards for the Charge!
    Nerd's Note: You levitate a total of 2 blocks every time you use Charge, gradually levitating throughout the dash's duration.

    Assault Smoke - Daggers Only
    Changes the properties of Vanish. Instead of becoming invisible when Vanishing, you instead gain Speed and deal more damage overall for the duration of the Vanish, but lose the usual Invisibility.
    Nerd's Note: Reduces the damage of Vanish from 85% to 35%. Doesn't take a genius to realize that the entire reason Vanish gave you extra damage is because it's a surprise attack...

    Wave of Carnage - Reliks Only
    Your normal attack is replaced with a spread of 9 weaker bolts. These 9 bolts don't fly as far, but all 9 of them can hit the same enemy for glorious carnage!
    Nerd's Note: The bolts not only deal 33% of the usual damage each, but randomly spread out, due to inaccuracy.

    Totem of Aura - Reliks Only
    Why rely on the Totem's aura when you can rely on the Totem's Aura? Aura is constantly cast until you run out of Mana!
    Nerd's Note: Only triggers the first Tier of Aura. The auto-Aura only deals 200% of your normal damage, and is cast, draining 5 Mana once every second.

    Medical Staff - Staves Only
    The Mage's Heal Spell becomes the Shaman's Totem's healing radius, except centered around the Mage. It heals twice as much as the Shaman's Totem's healing, to boot, but reduces the Mage's overall damage by 50%.

    Burst Blows - All Weapons
    You deal double damage to all enemies!...But, if an enemy survives longer than 5 seconds after
    first being hit by you, they take halved damage from you, instead.
    Nerd's Note: Halves the

    Junk Merchant - Helmets Only
    You can choose to sell Unidentified Weapons and Potions for Emeralds by dropping them in your Ingredient Pouch!
    Nerd's Note: All Items sold only sell for exactly 1 Emerald. Still better than said Items clogging up your inventory, sure, but is it really worth the money you're technically losing...?

    Hoarder - Chestplates Only
    You can store anything in your Ingredients Pouch!...But you can't bring yourself to sell anything. You cannot take off Hoarder Chestplates unless your Ingredient Pouch is empty of all non-Ingredient items.

    Freezing Aura - Armor Sets Only
    You slow down the moving speed of Mobs within a 5*5 radius of you by 25%!
    Nerd's Note: Only affects Mobs within the 5*5 radius. Keep in mind that Mobs will immediately lose the debuff upon exiting the radius.

    Poison Aura - Armor Sets Only
    You automatically poison enemies within a 5*5 radius of you! Only works if you can deal Poison damage with your normal attack.
    Nerd's Note: Players in Hunted Mode are unaffected by the radial Poison effect. It'd be impossible to play the game in Hunted Mode if it weren't...!

    Poison Lengthener - Poison Weapons Only
    Poison lasts an additional 3 seconds! No damage increases or decreases attached.

    Archer's Eye - Helmets Only
    Your projectiles gain 25% more range! Spells don't count.

    Pickpocket - Jewelry Only
    Doubles your Stealing!
    Player's Note: It's also impossible to wear Old Keeper's Ring (and those like it) with Pickpocket, for...monstrously overpowered reasons.

    Explodo-Maniac - Jewelry/Armor Only
    Doubles your Exploding, and doubles Exploding damage!
    Nerd's Note: The effects of multiple Explodo-Maniac Jewelry and Armor will not stack atop each other.

    Explosive Criticals - Weapons Only
    The enemy you hit explodes whenever you land a Critical Hit!

    Exploison - Weapons Only
    What's better than Poison and Exploding? BOTH AT THE SAME TIME! Enemies which are taking Poison damage from you explode every time they take damage from your Poison!
    Player's Note: ...Exploding only occurs on death, usually...Right? Exploison isn't how it already works in-game, to my knowledge.

    I'm open to ideas and criticisms on these Weapon Behaviors! Keep in mind that they would be applied to some of the Armor and Weapons already in-game, to make things interesting!
     
    Last edited: Dec 23, 2020
  2. Yraw

    Yraw Water Fountain

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    A lot of these IDs are just either really boring, or just straight up OP

    This is going to be really busted on melee builds or cstack, without any major downside this literally triples your damage (unless it also splits your damage into 3, in which case it kind of sucks)

    2x damage on ANYTHING is op, let alone on a crafted. How do you even go about converting your normal damage into poison? Things like vanish, spell multipliers, attack speed multipliers, really the entire spell system in general throws a HUGE wrench into this.

    Needs more detail, is this pre powder conversion or post powder conversion, will this damage be effected by ele damages? Is this multiplicative or additive?

    Fast melee crafted time uh oh

    This is going to be either really finniky or really busted with HM builds. How much less of a range will the arrows have?

    Going to combine these two, basically kill aura for cancelstack builds, very annoying for heavy melee, very op for spellsteal and fast hybrid.

    Just no..... I hope I don't have to explain why making meteor spell a main attack would be a terrible idea

    Will it just take the base damage and IDs of the wand? Either way this basically lets you use woodcutting IDs on other classes, I can only imagine the carnage from that.

    This is just going to be busted for assassin spellsteal, you can just use your melee attacks, get back when you get low hp, then just throw it to proc ls and ms till you're full.

    These two will be stupidly good on shaman fast hybrid and spellsteal, now you don't need to worry about having 1/3rd the proc chance each beam, taking out the little skill needed for shaman spellsteal seeing as you actually got to get close to the enemy to proc ls and ms

    So free cancelstack preloaded on your weapon? You can probably see why this would be pretty bad...

    Honestly this should just be a feature in warriors spellset, minus the 1 mana cost

    Heavy melee here I come. Vanish's 85% damage is already extremely busted on it's own, there is no reason for it to get more, especially on a crafted.

    Is LS and MS split or kept the same? What about melee damage? If you get 3x the melee damage then that's already busted, don't forget that these are on crafted items.

    WFA spellspam shaman now can just afk in boss battles while in totem. Spellsteal and fast hybrid shaman just need to rely on melee to keep procing ms. Combining this with aura trap, is a recipe for disaster.

    Higher range, higher healing, lower damage. You can probably do most of this with just normal ingredients, and mage's heal radius is pretty big already

    So is the halved damage ontop of the double damage? If so it does nothing. If it's half damage when you first start then have fun fighting the eye, almost every boss in Li, essentially every boss in the game. Also when does the half damage end? When it gets killed or when you switch weapons? If it's just on kill then what if a boss just outheals you? If it's on weapon switch just keep switching weapons and have double damage forever.

    So just a portable blacksmith in your inventory? This just gets in the way of the gameplay loop, because you don't really need to stop at a city to sell your stuff.

    So just toggleable ironman mode?

    How long will this effect last? Is it a permanent effect? A lot of spells already do something like this, ice snake and smoke bomb for a few.

    Imagine using this with toxo, hunted mode is going to be hell for proffers...

    How will this happen? Spell damage is very complicated to calculate on its own, and trying to convert that into poison damage will be even harder. How will spell multipliers effect the poison damage? What about rs or % spell?

    So just doubles poison duration. Also how do you separate a normal crafted with poison from a poison crafted? Besides from that, having poison be /6s instead of /3s just makes it easier to keep poison procced.

    Cool but poison already stacks with other DoT damage if you include spells. Also for this to be possible you would need a fire poison crafted which is pretty weird to make

    What counts as a projectile? Is meteor a projectile? Is ice snake considered a projectile? What about aura? Increased aura range would be really busted.

    Combine this with okr and oh boy time to have easy hp slaps!

    With some of the new 1.20 items this feels like it can be very OP

    This is an ok idea honestly, I can see this on a normal item but on a crafted ehhhhhhhhhhhh

    iirc this is how it works already (EDIT: Was wrong there, it happens on death, so I haven't really decided how i feel about that yet)

    A lot of these ideas show that there's just not much knowledge on crafteds in general. Endgame crafteds are hell to balance out, look at large lapis or anything of that sort. These don't really feel well rounded for normal items let alone crafteds. Also the fact that they're random is a pain in the ass, this makes the same problem as attack speed on weapons but larger. I would suggest that you first try to understand the item system and classbuilding before even trying to dabble in crafted balancing. There's a reason why major IDs aren't going to be on crafteds, and it's not because the suggestions are bad, it's because it's going to be almost impossible to balance.

    To set in perspective, classbuilding as a basic concept is just taking items that synergize well together, and seeing what comes out of it. There are hundreds of unique items, and because of that there's hundreds of builds as well. Go one step further there's item making, item making in general is probably one of the hardest CT to get into, you need to have extensive knowledge of classbuilding, item designs, and balancing to just get started. It's like classbuilding but instead of items you have IDs, (Also baselines but that's another story entirely), of course it's more complex that that, but in general it's like that. Then we have crafted items. Crafted items are made up of 6 ingredients, so you already have to balance ingredients with eachother, then see what items will be made up of those ingredients, and balance around those items as well. Adding major IDs to them is just going to make it much, much harder to just get started on balancing.

    Tldr: These ideas are flawed because just on normal items they're pretty boring, and on crafteds it's just not going to work no matter what. Try getting into buildmaking first at least before tackling items let alone ingredients.
     
    Last edited: Dec 23, 2020
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  3. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    then why not just make the weapon have super fast attack speed
     
  4. fishcute

    fishcute fish CHAMPION Builder

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    I think that it's just the shaman attack but only one beam which deals normal damage.
    Poison divides things by three, so this would be pointless as it actually decreases your dps drastically, especially if you are spamming aura or meteor. since you can only deal 2/3 of your highest damage attack every second
     
  5. Yraw

    Yraw Water Fountain

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    Poison spreads your dps out over three seconds, how do you convert your spell damage into dps without doing some major gimmicky stuff. If you just divide by 3 then that's assuming every attack takes 1 second to do, but attacks like spin are instant. How do you go converting spin into poison?
     
  6. AcadeeAlkana

    AcadeeAlkana . . .

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    ...Okay, yeah - it's kinda pointless.
    In fact, a lot of these are crazier/less crazy than I'd like them to be - I kinda posted this on a whim, and these would definitely work better with normal items.
    ________________________________
    ...It's a STEALING increase. Not LIFE STEAL.

    I don't mean to be provocative, but you should really go back and read it a bit more carefully. I'm already working to balance these better for normal items, too. Crafted Item balance would be a nightmare and an RNGfest, so I'll change the description.
     
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  7. Yraw

    Yraw Water Fountain

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    .... OKR has a major ID so when you get emeralds from stealing proccing you gain hp. There is ZERO mention of LS at all
    upload_2020-12-23_14-9-46.png
    Doubling your stealing would double your chance of getting emeralds, and doubles your healing from OKR.
     
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  8. AcadeeAlkana

    AcadeeAlkana . . .

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    Oh, dear Venus, that looks broken... and you could wear two of them at the same time...
    Okay. I'll add a footnote: Incompatible with OKR.
    ________________________________
    Yep, that's exactly how it works!
    I updated the Cursed Attacks modifier to be times 4 damage converted to Poison, which is realistically just 133% damage every second. Plus, Poison already on Weapons/applied via Armor IDs is unaffected, so that it doesn't break the game.
     
    Last edited: Dec 23, 2020
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  9. Saya

    Saya you win at uwynn HERO

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    I say this to every newbie who makes embarrassingly uninformed suggestions like these:
    Play. The. Game.
    You can get to combat lv40 in a single sitting. Get to endgame and learn the bare minimum about items before trying to mess with them.
    And even once you make it to endgame, you'll still know nothing. 99.9% of players don't know anything about items. Wynn as a game misleads new players and doesn't tell them about the vast majority of very basic game mechanics. You need to seek out knowledge, it won't come to you.


    If you're going to make big suggestions involving items, at least know what you're talking about first so your entire thread doesn't get invalidated. I want to have good discussion about interesting concepts, not something that falls apart when someone who knows the bare minimum about the game reads it a single time.

    And please, don't act condescending like you did over OKR. If you think something's a mistake, there's so many nicer ways to say it without making yourself look bad.
     
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