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Improve Mob Totems.

Discussion in 'General Suggestions' started by PopePurpleTTV, Jan 15, 2021.

?

How should the mob totem be changed if at all?

  1. It should only be able to spawn mobs vertically within ten blocks of it

    52.9%
  2. It should have a smaller area in which it can spawn

    5.9%
  3. The XP to 0 outside of the totem should be removed

    58.8%
  4. It should not be changed

    11.8%
Multiple votes are allowed.
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  1. PopePurpleTTV

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

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    Minecraft:
    Mob totems overall are a grinder and mob drop collector's bread butter. They increase spawn rates, get you swarmed and in turn give you more chances for loot. However, I have a bit of a problem with them and I have some suggestions to improve them so one doesn't need to cling to the totem like a breath of fresh air.

    To show what currently happens with totems in current situations
    yes I've been able to replicate it.
    [​IMG]
    Totem is placed inside the upper part of Temple Island. Therefore the Temple should be swarming with enemies that refuse to allow me to intrude on their summoning of Satan.
    [​IMG]

    However they were just down on the bridge, chilling with the angels. Now I too, would chill with the angels, but these summoned by the great Totem and should be up there, kicking my butt.
    So after their ruin fleeing from the temple, I went back up and I was greeted with this surprise just outside the totem's area and the front door: (This is literally right outside the circle, I'm just about to walk in it)
    [​IMG]
    On my way up I was also fighting and snapping pictures but I couldn't hit print screen fast enough!
    Putting it behind a spoiler so the page isn't that tall.


    Behind spoiler #2 is my recreation of a Mob Totem and Shaman's Approx ranges. Since a mob totem's base is slightly smaller and a shaman totem is slight bigger at the base. Please take this with a grain of salt and don't 100% destroy me.
    Overhead; Total Area
    [​IMG]

    Shaman Ranges:
    [​IMG]
    [​IMG]

    Mob Totem Ranges:
    [​IMG]
    [​IMG]

    What does this tell us:

    The Coal Blocks is showing the area of effectiveness of each totem. Areas divided up by the inner ring, closer being the shaman area and outer being the mob totem.

    The cobble/stone is the outermost edge of said areas and broken up to make it easier to count and follow.

    The Grass is used to show Compass direction and add in division as to how the area is divided up

    The Iron is just a break from cobble/stone and coal and has no actual meaning in this example.

    Now that I dumped that all on you, lets get to the actual suggestion I mainly want the spawning area changed for the mob totems. And I have a few solutions that could be used to fixed the no XP and lower spawning from random places.

    So far from my own testing it appears the mob totem functions in a cylinder that's at least 30-50 blocks down. Due to the nature of the watchers spawning on the bridge(Y:~114-130) instead of in the temple (Y:160) and at least 10 blocks tall above the totem. Due to the chest area around here:

    upload_2021-1-15_18-31-6.png

    So: (They are in order in which I personally would rather it be fixed. Of course there are reasons for all things that I might not know about as to why some of these many not work.)

    Solution 1: Make the cylinder shorter in lower height. Instead of the insane tested but not 100% proven height of 50, draw it up to like 10. So it's more like a squashed oval

    Solution 2: Reduce it's total area to that of the Shaman totem. This would make the spawn box tighter, allowing for less places of offset spawning.

    Solution 3: Remove the 0 XP debuff when killing totem mobs outside of the totem's range. As a said note, I already know that sometimes they can still give you their full value of XP, but it ruins the flow of grinding when it happens at all.

    I'll be honest, not sure if I'm the only one that feels this way, I might be, but it can't hurt to try. Please vote for your favorite and give your feedback. It's your turn to hurt me @AcadeeAlkana

    tl;dr

    Totem Broke, make totem: Squashed Oval, Shaman Circle, XP all the time
     
  2. quick007

    quick007 Master Adventurer

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    pls add multiple selections
     
  3. PopePurpleTTV

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

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    Sure but I was more so trying to see the most popular suggestion, but fair! Multiple selections.
     
  4. fishcute

    fishcute fish CHAMPION Builder

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    Creator Karma:
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    Don't the mobs spawn directly from the totem in 1.20? I thought I saw that in one of rene's videos
     
    ZockerCam likes this.
  5. PopePurpleTTV

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

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    They might, I haven't done much if any research into 1.20 so that could be the case. If so then my problem would be fixed.
     
  6. PopePurpleTTV

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

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    Bump for views. If you've played 1.20 are the totems changed or? Big thanks
     
  7. fishcute

    fishcute fish CHAMPION Builder

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    Creator Karma:
    Minecraft:
    Found the clip of rene using a totem
     
    PopePurpleTTV likes this.
  8. AcadeeAlkana

    AcadeeAlkana . . .

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    No need to, from my perspective - I think this is a well designed, fleshed-out suggestion!

    Onto the post itself, I think that the Mob Totem's radius being too large for Shaman to AOE with their Totem is more of an anti-cheese than anything. Since, what happens when Really Strong Poison Build meets Totem AOE? A 3-second guaranteed disintegrator of everything inside it's radius.

    I mean, I'm perfectly fine with the Mob Totem as is, minus the fact that the Mobs can spawn right behind/on top of you occasionally.
     
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