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Powder Effects On Armor Rework Wip

Discussion in 'General Suggestions' started by RedstoneLogic, Dec 22, 2016.

?

How would you feel about this rework?

  1. Looks awesome!

  2. I think it would pretty cool.

  3. I don't think the current system needs changed.

  4. Um, no.

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  1. RedstoneLogic

    RedstoneLogic Has a neato shop haha please buy my stuff HERO

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    Minecraft:
    Currently, putting powders on armor can feel really boring, as it doesn't have many fun effects or abilities, but here are my ideas for some ways to change this to make it more fun.

    Air (Rift Walk):

    Air powder would now charge when you are close to a mob without taking damage, at full charge, the ability is immediately triggered and you give you bonus dodge chance and speed II temporarily.

    Ability cannot be charged while its effect is active.

    Tier IV: Fills on being near a mob 5 seconds, and its effect (+50% dodge chance) will last 5 seconds.
    Tier V: Fills on being near a mob 4 seconds, and its effect (+65% dodge chance) will last 6 seconds.
    Tier VI: Fills on being near a mob 3 seconds, and its effect (+80% dodge chance) will last 7 seconds.

    Taking damage resets charge.


    Earth (Stone Skin):

    Earth powder would charge up by taking damage. Upon full charge, the effect would immediately trigger, granting you bonus defense and damage.

    Cannot be charged while effect is active.

    Tier IV: Fills on taking damage equal to 30% of your health, effect would last for 5 seconds and give you +50% melee damage, and reduce the damage you take by 20%.
    Tier V: Fills on taking damage equal to 20% of your health, effect would last for 6 seconds and give you +60% melee damage, and reduce the damage you take by 25%.
    Tier VI: Fills on taking damage equal to 10% of your health, effect would last for 7 seconds and give you +70% melee damage, and reduce the damage you take by 30%.

    Not taking damage for 5 seconds resets charge.



    Fire (Flame Within):

    When enemies are close to you, they passively take damage (Stacks with how many pieces have the effect.) Charge is generated by burning enemies, the more enemies burnt, the faster the charge. Upon full charge the effect immediately triggers causing a fiery explosion dealing damage to nearby enemies and gives 'cursed fire' (Acts like poison, poison amount is different per-tier).

    Burning one enemy for one second is equal to one stack.

    Tier IV: Fills on reaching 13 stacks, and its explosion will be in a 1.5 block radius, and deals 300% of your fire damage. Cursed fire is '''400% of your fire damage/4s'
    Tier V: Fills on reaching 10 stacks, and its explosion will be in a 3 block radius, and deals 500% of your fire damage. '''400% of your fire damage/4s'
    Tier VI: Fills on reaching 7 stacks, and its explosion will be in a 5 block radius, and deals 700% of your fire damage.'''400% of your fire damage/4s'

    Charge depletes quickly if no enemies are being burnt.


    Thunder (Inner Chaos):

    Charge is generated when sprinting. At full charge, you gain 100% crit chance temporarily.

    Tier IV: Fills on running for 7 seconds, and its effect will last 3 seconds.
    Tier V: Fills on running for 6 seconds, and its effect will last 4 seconds.
    Tier VI: Fills on running for 5 seconds, and its effect will last 5 seconds.

    Cannot be charged while effect is active.

    Charge is reset when you stop sprinting for 2 seconds.


    Water (Arcane Energy):

    Charges upon using mana in a spell. Upon full charge, your mana regen is doubled temporarily.

    Tier IV: Fills on using 15 points of mana, and its effect will last 5 seconds.
    Tier V: Fills on using 13 points of mana, and its effect will last 6 seconds.
    Tier VI: Fills on using 11 points of mana, and its effect will last 7 seconds.

    Charge is reset if you don't cast a spell for 4 seconds.


    Stacking Powdered Armors:

    Having multiple armors with the same effect but with different tiers, the highest tier effect is always put in place, but with the others, the following occurs.

    Stacking multiple armors with the same effect increases the charge rate of that skill by

    Teir IV: +10% of its original charge.
    Teir V: +20% of its original charge.
    Teir VI: +30% of its original charge.

    (EXAMPLE: I have boots with two tier 6 powder on them, granting them the thunder effect. I also have a helmet with two tier 5 powders, the thunder ability now only takes 4 seconds of sprinting instead of 5)

    Let me know what you think! :D
     
    Last edited: Dec 30, 2016
    Ghalt likes this.
  2. Turtlebomb

    Turtlebomb idk VIP+

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    For the love of dark theme please change the text color.
     
  3. Daridon248

    Daridon248 Well-Known Adventurer

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    Minecraft:
    Air: For how much time will be? If is 3 seconds will be too op,at least 5 seconds in tier VI,6 seconds in tier V and 7 seconds in tier IV, and cannot charge while active
    Earth: Nice, this is the best balanced thing in all the post, but think more in exact stats for it, like how much charge one hit, or how much % will give the bonus damage and defense effect in each tier
    Fire: Do you thinked what is the power to set someone on fire? You can kill qira in 10 seconds with only this! Sorry but is too OP to be added, but ignoring that, the passive damage while near is good idea, only think in a balanced ammount of damage per second for each tier and think in another active effect for it, because set on fire cannot be
    Thunder: Make the charge reset in 1 second of no sprinting,and for how much time you say to sprint or the active effect? I think in tier IV will be 9 seconds of sprinting and 3 seconds of the effect, in tier V will be 8 seconds of sprinting to trigger a 4 seconds effect,and in tier VI can be 7 seconds sprinting to active a 5 seconds effect, also that cannot charge while active

    And the water? Where is my water? ;_;
     
    Last edited: Dec 22, 2016
    Ghalt and coolname2034 like this.
  4. RedstoneLogic

    RedstoneLogic Has a neato shop haha please buy my stuff HERO

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    Minecraft:
    Don't know how I missed water, fixed now! xP
     
  5. Daridon248

    Daridon248 Well-Known Adventurer

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    Ok so now is my new updated opinions (only for the updated ones :P)
     
  6. Toasted Asian

    Toasted Asian Toasty VIP+

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    Now you know how us light theme users feel
     
  7. ?!

    ?! Famous Adventurer

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    Minecraft:
    it sounds cool to have abilities on armour but it would be more balanced and better abilities,but i like the idea
     
  8. Daridon248

    Daridon248 Well-Known Adventurer

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    Minecraft:
    Opinion of the updated elements:

    Air: Well, this is now pretty balanced like earth with cannot charging while the effect is active
    Fire: Nice, but these "poison" cannot be named poison, think in a name of these "special fire"
    Thunder: I didn't sayed that LOL. I sayed 5 seconds of ability for a tier VI thunder powder, but Ok don't care
    WATER: THANK YOU, and looking it, makes a bit of good sense, but make that while active cannot be charged again (to avoid spam spells like mana steal in the old wynncraft :P)

    In terms of everything, you can add exact stats for every element like how much adds, the duration or the passive ability and how much require to active it for every tier that have it (IV-V-VI). Only add these stats to your post and will change everything to better
    ________________________________
    An extra thing I noticed is that you don't have poll, add one to be able to see your acceptance of the post and have supporters good counted. Supporters make the post viable and more probably to be saw by the owners or staff (remember that make a good poll, thinking in all the opinions that can have the person about it)
     
    Last edited: Dec 22, 2016
  9. Daridon248

    Daridon248 Well-Known Adventurer

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    Minecraft:
    Hey there is another idea for water:
    While using spells,will charge depending of how much mana is consumed,until reaching a certain ammount of mana casted will increase your natural mana regen in 50% for a certain ammount of time (50% because can be stacked with the armor,if all the set will reach to increase it in 200% or triple of speed). This charge reset if you didn't casted spells in 5 seconds

    Tier IV:
    Will be filled on 15 points of mana casted,and it's effect will last 5 seconds.
    Tier V: Will be filled on 13 points of mana casted,and it's effect will last 6 seconds.
    Tier VI: Will be filled on 11 points of mana casted,and it's effect will last 7 seconds

    If you use multiple pieces of armor with these passive ability,will be stacked the mana regen effect but the requirement and effect time will be the average depending of the tier type (if is like 13,5 points of mana required will need 14 points intead or if last 6,5 seconds will last 7 seconds instead)
     
    Pokextreme likes this.
  10. RedstoneLogic

    RedstoneLogic Has a neato shop haha please buy my stuff HERO

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    Minecraft:
    A few major changes have been made, and tiers have been added! -Edit: Added a section about how stacking armors with the same effect works. -Edit #2 added name ideas and slightly balanced air powder as asked!
     
    Last edited: Dec 23, 2016
  11. Zepic12

    Zepic12 Well-Known Adventurer VIP+

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    Minecraft:
    its a good idea but what i think u should do is change air to give u a 20% dodge chance buff instead of invincibility to make it not as op
     
  12. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    But wait, doesn't armor already have powder abilities?
     
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