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Cosomos' Change List 2

Discussion in 'General Suggestions' started by Cosomos, Apr 29, 2016.

?

What did you like?

  1. Liked Vanish idea #1

    5 vote(s)
    50.0%
  2. Liked Vanish idea #2

    8 vote(s)
    80.0%
  3. Liked Vanish idea #3

    7 vote(s)
    70.0%
  4. Liked Healing spell idea

    5 vote(s)
    50.0%
  5. Liked Strength idea

    4 vote(s)
    40.0%
  6. Liked Defence idea

    6 vote(s)
    60.0%
  7. Liked Max Mana Change idea

    6 vote(s)
    60.0%
  8. Liked Intelligence idea

    6 vote(s)
    60.0%
  9. Liked Dexterity idea

    4 vote(s)
    40.0%
Multiple votes are allowed.
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  1. Cosomos

    Cosomos Well-Known Adventurer

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    I have seen a few of requests to tweak stat mechanics so I decided to state my thoughts of what could be done and some math on what that would play out to be. I also came up with a few ideas on changing skills. The main purpose of this thread is not to demand any sort of change, but to give some ideas should the need arise. All and all, I really am not proclaiming this as a "buff this or nerf that" type of thread but just a list of ideas of going about changing certain aspects of the game.

    Strength:
    I have 2 ideas on how to buff strength:
    1) (all damage)*(1+0.01*(strength))
    this would be a small buff that would double your damage at 100 Strength
    2)(all damage)*(1.01^(strength))
    this would put strength progression on the same level defense progression, so they would cancel out
    Also, I think it could be beneficial if poison was effected by strength


    Defense:

    My idea here would be both a small nerf/buff depending on the situation
    Basically instead of defense reducing damage it will increase your max health
    the formula is: (max health)*(1.01^(defense))
    it would be unnoticeably weaker, but the main difference is that you would have alot of health if you wanted to. This would negatively effect things like poison, health regeneration(in all respects), and cactus builds. However, in a small note is that the difference in leveling up your defense on will be more apparent, making it feel more significant. At 150 Defense you would be looking at x4.03 more health.
    Also, this does mean that life steal could be less nerfed.
    To make potions relevant I would have the amount they heal be buffed by your defense stat aswell

    Intelligence:
    This would be a rework, that would make mana regeneration(in all respects) more consistant and open up options to control regaining your mana. Like I suggested in my last change list I would have the natural max mana be 100 instead of 20, but now I would have intelligence's max mana amount increase as you level intelligence, instead of spells getting cheaper
    the formulas I had in mind would be either:
    1) (100)+(intelligence)
    basicly 1 more max mana per level
    2) (100)*(1.01^(intelligence))
    this would be mean the same max as you are use to
    In order to make the max from 20 to 100, the base cost of each spell and natural mana regen(no ID's) x5 need to be times as much. Once that is done I would have the id mana regen give 1 mana per second, instead of 5 mana every 5 seconds. The natural regeneration would be 5 mana per second already, so it would not be a very dramatic increase with only 1 mana regen ID, but say you get 20 mana regen ID in total you would have x5 mana regen then normal. At 150 Intelligence you would have 403 max mana.
    In a side note this may mean that the mana steal id may be less nerfed.

    Dexterity:
    Here I have a twist on how to manage crits, rather then the chance of a crit being increased and it's damage being fixed at x2. I would have its chance be fixed at 10% and have its damage increase by 10% for each point
    The formula is 10% chance for an extra: (damage)*(1+0.1*(dexterity))
    Also if you want a version that competes with defense: (damage)*(1+10(-1+1.01^(dexterity)))
    I had to make it complex to make it adjust at the same rate as the second strength idea
    However if you want it to be more frequent and less powerful you could have it be a 20% for a 5% increase. At 90 Dexterity you would have a 10% chance to do x10 damage it can get quite strong if at 10% for 10%
    With 20% for 5% you would have a 20% chance to deal x8.5 damage with 150 dexterity


    Agility:
    I can not change this in anyway, you can't do anything with "chance to negate damage".

    Vanish:

    As it stands now vanish is the only aspect that needs to be buffed on assassin It feels like it's effects are outdated to some regard, and needs a bit of sprucing up. My ideas are just thoughts I have had:
    1)have Tier II give x2 damage and maybe have 50% wind damage like an attack spell
    I feel that it is a bit weak and should deal significant extra damage instead of the 30% it is now
    2)have Tier III give Swiftness V(x2 speed) instead of Swiftness III(x1.6 speed)

    Assassins already have to lose mana per second, so at that cost they should have an easier time being able to move. I just feel that in order to really be sneaky that you need to be able to go in and out of combat, where the extra speed would help accomplish that.
    3) Another thing is that it is hard for Assassins to get out of sticky situations against players. Although my previous idea would help, I have another idea that fit's the sneaky theme.
    Shadow Step- part of Tier III
    basicly it is a leap forward 2.5 blocks up and 5 blocks in directional distance
    how you would use it is that when on ground you hold shift and a directional key(even holding 2 that aren't opposites) then you cast vanish, it is then you will make a sudden leap in the appropriate direction.
    It is not that OP though you have to cast vanish so you will make a poof before it and it is not cheap to be in vanish for a long time. Also if you are not moving but you are holding shift you won't leap. Maybe it could allow some wall jumping features, or not, just an idea...

    Healing Spell:
    I have had one idea for the healing spell of mage's, I had an idea for an alternate Tier III Restoration effect:
    I would have have the actual spell's heal and 2 pulses heal the same amount each healing 50% of what the current amount is now. It was one heal of what it is now and 2 10% pulses(120% of original amount) before, now it is 3 pulses 50% of what the amount is now, the main idea behind this is to make it more like a potion.
    Cosomos' Change List 1:
    link
     
    Last edited: May 1, 2016
  2. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    So basically an assassin buff thread
     
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  3. Cosomos

    Cosomos Well-Known Adventurer

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    That is just one topic I had why do you call the entire thread buff assassin. Also I am not trying to add creative content I am reworking game mechanics throughout the majority of this thread. Did you read the ideas I had one changing stats?
     
  4. DirtyDoge

    DirtyDoge Master Procastinator HERO

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    Honestly, I call everything with an assassin suggestion an assassin buff thread, but unlike other people, he actually put thought into his other suggestions, whereas other threads just have those as an excuse to not call their thread an assassin buff thread.
    ________________________________
    And he only focused on the assassin spell that actually needs a buff.
     
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  5. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Creator Karma:
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    A lot of these boosts are rather unnecessary and rather overpowered. You just need to learn how tot use the spell more efficiently.
    I do not really understand what you are saying here...

    They already are on the same level, and poison already is affected by the Strength stat.

    The issue there comes with more health. Not only does that nullify potions, forcing defensive builds to guzzle the things, but if that health can be upkept(hello Mages) they will be impossible to kill. It is fine as it is now.

    The mana bar is the hunger bar. Without extremely tedious and generally not-worth-it plugin work, we cannot increase the player's hunger bar.
    This would ruin dexterity. The idea of Dexterity is that the weapons that use it are generally fast-hitting, meaning you get more crits since you are hitting more often. this would utterly ruin the stat and make it useless.
     
  6. Cosomos

    Cosomos Well-Known Adventurer

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    I know they are OP to some regard I am just stating some options I came up with, based off some post's I saw that requested some sort of buffing/nerfing in stats. The only real things I suport with my own opinion is vanish, healing spell, defence, and intelligence. The other's are only idea's I had after reading some post's on it.
    Also, I don't think you have grasped that having extra health would not make mages more op, the only difference between adding health and reducing damage is regen rates. I am adding the contigency that potion's would get buffed aswell
    I see that my Intelligence idea would be hard to code, so I will say that the hunger would function like. The hunger bar will represent the perecentage full your mana is and the number's at the top will say the exact amount of mana you have
     
  7. flip

    flip Chef HERO

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    1. Please stop making buff assassin threads.

    2. The poll is very biased
     
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  8. Cosomos

    Cosomos Well-Known Adventurer

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    For the last time this is not a buff assassin thread that is just one topic!!!
    you cast a blank vote to dislike, and I only voted for my assassin stuff, def and intel
     
  9. Cosomos

    Cosomos Well-Known Adventurer

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    Well atleast it is not getting called a nerf mage thread...
    Back to animating my boss concept for the command blocker content team...
     
  10. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Creator Karma:
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    The Heal spell heals based off percentages of your total health. Thusly, having higher health makes Heal more efficient. At the levels of health people would reach via your defense change, Mages could heal away all the damage anything could deal to them.

    The Vanish changes are just unnecessary, as I said.

    I still do not quite get what your change would do. Are you saying to equalize the health healed by the Pulses?

    And, on the Intel topic, a 100 mana system was proposed initially. There was a big controversy over a few items that had Mana Regen rates at 10 and above, because they were balanced for that system, which was scrapped for various reasons. Thusly, suggesting to bring it back will not really change anything.
     
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  11. Cosomos

    Cosomos Well-Known Adventurer

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    Yes I understand that still say you heal 1000 health as a mage with 75% damage reduction that 1000 health is equal to 4000 health already with that amount of damage reduction, so are you saying that if you had x4 health and the same percentage of health loss that healed 1000 health that you would heal more than 4000 health with my system?
     
  12. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    To be fair, you can raise the hunger bar woth the saturation effect, but it's invisible. It works but you can't see it.

    And heal heals based on how much health you have left, not your max health, so in a pinch it's horrible, I think it should be changed to always heal a percentage of your max health, raising it's effectiveness in a pinch but lowering it's effectiveness at high health.
     
  13. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Yes, because with a smaller health pool, Heal levels off faster. With a larger health pool, you have much more leniency, making Heal far, far, far more effective than you claim it to be.
     
  14. TurtleTheSeawing

    TurtleTheSeawing That dragon that's studying magic HERO

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    PLEASE STOP with the Assassin buffs,
    The other ones... idk... cause I haven't looked at them, cause I saw that, and I kinda gave up... there are already enough people asking for Assassin to change, or to be buffed, but it's fine as is.
     
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  15. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Saturation does not increase hunger, it gives your hunger a regeneration effect(of which we already have our plugin-based one).
     
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  16. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    Ah, that makes sense.
     
  17. Cosomos

    Cosomos Well-Known Adventurer

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    Do I really need to move the vanish idea to the bottom?
     
  18. ThePokemonKing

    ThePokemonKing YEET LORD HERO

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    its a good idea but i think heal spells should stick to mages its kinda of there signature besides meator
     
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  19. Cosomos

    Cosomos Well-Known Adventurer

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    I have moved vanish and heal spell to the bottom, also I added an explanation of what the meaning of this thread is about
     
  20. Cosomos

    Cosomos Well-Known Adventurer

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    I must disagree with the concept that more health=more time to cast a healing spell.
    Although effectively you do have more health to take away, as it stands now you lose less health to begin with.
    My view is that percentage wise you would lose the same the same fraction of your health from each attack.
    Say you have 100 health and have 50% damage reduction now, with my system you would have 200 health and no damage resistance.
    Which is effectively the same since a 200 damage attack would perfectly deplete both health pools.

    However, let's settle this dispute on if healing spells would become stronger:
    Say you have 10,000 max health, 75% damage reduction, and are almost dead at 100 health(you are at 1% health left).
    Say you are spamming a heal spell, so restoration is not being able to kick in.
    Now what I understand about the healing spell you heal 70% of your current health, not including restoration.
    So if my is indeed faster it will take less healing spells to get to full, correct?
    Now how you would say this in math terms is: 100*(1.7^x)=10,000, where x is the number of times you use the healing spell.
    So solving for x would result in: 1.7^x=100, which would then equal x=log1.7(100)=8.6787~9 heal spells

    Now with my idea keeping the same percentage of health(1%) you would get:
    40,000 max health, with 0% damage reduction, and almost dead at 400 health(1% health left).
    Now the equation to say this would be: 400*(1.7^x)=40,000, where the number of healing spells required would be x
    and solving this would result in: 1.7^x=100(what I did was divide both sides by 400),
    So you can see that they need the same 9 spells, since they are identical at this point.

    Now unless my understanding of healing spells healing 70% your current health is wrong,
    Also since each attack you are hit by will take the same percentage of your max health in both methods,
    Then the Mage's healing spell would experience no change
     
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