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Crits And Dodges - Turning Chances To Charges

Discussion in 'General Suggestions' started by AcadeeAlkana, Jan 7, 2021.

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Would the Charge System be a good thing for Wynncraft? (Please read the post before voting!)

  1. Yes

    21.9%
  2. No

    12.5%
  3. Maybe

    65.6%
  4. I Think...(comment?)

    0 vote(s)
    0.0%
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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    The basic idea is that for every hit, instead of having a chance to Crit or 'proc,' you instead fill up an invisible meter of sorts, similar to how Powder Specials work. When that meter hits 100%, the effect will go off on the enemy which you last hit.

    For example, if you have a 25% Crit Chance, then your Crit-to-Hit ratio goes from potentially being this:
    • Hit #1 - Crit!
    • Hit #2 - Crit!
    • Hit #3 - Normal Hit
    • Hit #4 - Crit!
    To something more like this:
    • Hit #1 - Crit Charge: 25%
    • Hit #2 - Crit Charge: 50%
    • Hit #3 - Crit Charge: 75%
    • Hit #4 - Crit! (Crit Charge: 100%)
    This would likely have the effect of nerfing Life Steal (something which I think a lot of people want to see, currently), as it technically has a 'proc' Chance which will be converted into a 'proc' Charge.
    Though, concerning Attack Speeds, the Super Fast would obviously need many more hits to Charge it than it would take to do so with a Super Slow, for balancing purposes. Whenever the Charge goes past 100%, then your effect goes off, and the meter goes down 100%. (So if you had 75% + 75%, it would add up 150%, and then start you off with 50% on the next Charge.)

    I really don't think that it's just Wynncraft which should adopt a system like this, either - Critical Hits in RPGs can be absolutely stupid (*ahem* Pokemon), so having a Charge system where you're guaranteed to Critical Hit after a set amount of hits would go miles to make things less random, and make Dexterity more viable in the early-to-mid game. I didn't think this thing up for Wynncraft, I've just had it floating around my head for a good few months.

    Of course, if you like your randomness, this entire Charge system could be an optional thing which you activate in a Menu or something, because in some cases, it could actually be a downgrade to your strategy (like 50% Crit Chance on a Super Fast > 1/2 of the Super Fast hits being Crits). In fact, past 50% Chances, you could easily see it as pointless to use the Charge system altogether.

    Please let me know what you think of the idea!
     
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  2. Dwicey

    Dwicey mmmyes CHAMPION

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    Suggestion sort of falls apart here? I don't really see why it would be a thing you toggle, just makes it seem like you aren't confident in what you're suggesting.

    Dexterity is not a bad skill point boost because of randomness, it is bad because it is a marginal damage boost once you have any sort of damage-boosting item.

    Definitely not a bad suggestion though, I'm not sure if I would necessarily want this over the current system, but I wouldn't be upset if it was added - so I voted "Maybe".
     
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  3. fishcute

    fishcute fish CHAMPION Builder

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    I guess it could also have an overflow mechanism, so 80% charge would go 0-80-60 (proc) - 40 (proc) - 20 (proc) - 0 (proc) - 80 ...

    However, as dwicey said this really isn't the problem. Dexterity is also meant to be less reliable, but better than strength when it does proc. The problem is that if you have something like The Nothing, at 150 dex you have an 80% chance of dealing a whopping 8 extra damage in each element. This is extreme, but dexterity only acts as +80% damage as an id. This means that it ends up not really mattering much. It's noticeable, but not something that you would want to spend those few extra skip points left over on due to diminishing returns.
     
  4. AcadeeAlkana

    AcadeeAlkana . . .

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    You're right - I'm not, tbh.
     
  5. one_ood

    one_ood c lown VIP

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    Dexterity isn’t useless because of RNG it’s useless because of damage calculation. Also I think it being random is more thematically appropriate.

    I would like to see a change to how lifesteal is procced, and since I’m assuming these will be balanced around the four second clock, I’ll vote maybe because I’m not sure what your charge percents are going to be.
     
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  6. AcadeeAlkana

    AcadeeAlkana . . .

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    For most 'Chance' effects (Crits), the chances will match the 'Chance of' %. (IE: 25% Crit Chance = 25% Crit Charge)
    As for Life/Mana Steal, I don't know - I haven't seen proc chances yet, so I can't really judge if making their Chance to activate their Charge would be balanced - it could be broken or underpowered, given I don't know the values of those. I'd appreciate it if you could point me to a post which has info on that!
     
  7. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    So you are turning every chance-based thing into charge?

    I like Crit chance charge, but I am not really a fan of dodges having charges.
    Also how it would scale with multiple skill points?
    There is a difference between 1 dexterity and 50 dexterity.
     
  8. AcadeeAlkana

    AcadeeAlkana . . .

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    It would just convert percentage chances into percentage charges as a 1 to 1 ratio. No matter what, the minimum percentage it takes to trigger X effect is 100%.
     
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  9. Yraw

    Yraw Water Fountain

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    don't really agree with the dex cause rng on dex is fine, it's just that it adds 100% damage which isn't double the damage. I do want to see a mana proc change though and having it charge would be interesting
     
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  10. one_ood

    one_ood c lown VIP

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    no i just don't really like the concept of dex being guaranteed

    the thing is, % proc chance for stealing is a fine concept, but actually it just really hurts certain attack speeds- super slow is a 49% proc chance, which as of now, is pretty much every two hits, which is how the four second clock works. however, with this charge system, it would take 3 hits to proc, which is 150% of the time, or 6 seconds instead of 4.

    i think i'd more prefer a system where it procs every 4 seconds or something along those lines for above reason.
     
  11. AcadeeAlkana

    AcadeeAlkana . . .

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    This almost works. Almost.
    Pardon my confidence, but we could just buff the Super Slow by 1 proc chance % to balance this issue. While I'm sure people have made 1% a difference between life and death before (somehow), I don't think that buffing it by 1% would be hard to do, nor unbalanced.

    The 4 second timer idea's pretty good, but Mobs can kill you in 2 seconds. Unless that's the point, in which case...
     
  12. one_ood

    one_ood c lown VIP

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    first of all, what mobs are killing you in 2 seconds? do you not have armor on?

    secondly, how would a charge system remedy this fact? assuming for super slow you get 50% charge every hit, it still takes just about 4 seconds before you can proc life steal?
     
  13. AcadeeAlkana

    AcadeeAlkana . . .

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    Yes. My highest HP build averages 2,000-2,500 HP. And Nesaak Mobs can turn me into powdered snow in less than 6 seconds (specifically Miniature Snow Storms), though that might just be my problem - maybe you professional players know ways around it, though. (I might just make a Lvl 39 Therck Set and see how far that gets me...)

    About the Charge system remedying the Super Slow's problem - it doesn't. It would just make the somewhat scarce healing more consistent.
     
  14. TheWitch3r

    TheWitch3r "Killing monsters" CHAMPION

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    Hmm, intersting suggestion. Reminds me a bit of the Might System in Shadow of War Series (- increased dmg with hitstreak). Yes, it could improve the experience. However, It hink like in Shadow of War, there should be a punishment if you recieve a hit, reseting the Crit Chance/reducing the Crit Chance. Otherwise you'll just go through and charge it up like the special powder effect.
     
  15. EpsilonDown

    EpsilonDown Vibing to TNA theme

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    Idk about dexterity, you will basically hit so much that it'll eventually converge.
    But agility, I'd like it, tired of getting one-shot by every boss
     
  16. Candras

    Candras Well-Known Adventurer

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    Except that's the thing, you would get one shot. Rather than having a chance to dodge 5 times in a row, it will be come like a turn based game, boss hits, boss misses, hits, misses, etc. Also, if you get one shot, then you'd get oneshot before you even have a chance (lol) to do anything. Granted, exaggeration, but you also have to think about: "When do you proc it?" when do you use your charge?
     
  17. TwentyZ6

    TwentyZ6 average wynncraft addict HERO

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    idk if that’s worth it, Therck Chain is getting removed in 1.20 and I hear if you have one in 1.20 it’s heavily nerfed sooo
     
  18. PopePurpleTTV

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

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    Nuzzlelock. Also it's part of the challenge and part of the builds. Some builds focus only on spells, others raw damage and spammy swings, and some go for crit. I guess more consistent damage is cool and all, but that's not the point of doing a "Critical Build". It's run in, do low damage until you get lucky and the big number flashes before you. And than the stupid mage taking all your credit.

    But yeah dodges and Crit are chances because you do take a chance going with the build. If you can get them up high enough, then great you put the time and effort into it and didn't buy any loaded dice. So the Chaos Gods don't mutter while plotting your death.

    But with a system like this you could 100% Remove any dodge build because most of them (At least the ones that are like 75%+ Dodge) would explode like Russia when it tried to bully Japan since they'd need to charge their dodge.

    And you weaken some crit builds, buff some, ruin others. Which if you don't like Crit now, just imagine the punishment CD team could give if they gave ANY boss 75% crit. He'd stare at you funny, you'd drop your items and beg for your life. Not an attack, I would as well. Every other hit would auto be a crit and thats a lot of damage -Philip Swift
     
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  19. AcadeeAlkana

    AcadeeAlkana . . .

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    There's a noticeable difference between frustrating stupidity and hilarious stupidity. Critical Hits can fall into either category, depending on who's on the receiving end of one.

    Yeah, the entire system would mostly just be for Critical Hits - I did keep in mind while writing this post, "Wait, what about Agility Mains?"

    I think that there's uses and advantages for both Charges and Chances. Maybe as a Major ID on an obscure Thunder-based Item nobody uses would be nice...
     
  20. PopePurpleTTV

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

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    That's fair, but still. We don't want two different systems competing for space, makes things nasty in a balancing sense. And lets all be real, some things were polished with Mary sue in terms of balance. I guess it could go on an item like that. probably not the one in your inventory ;) but it would probably turn crit chance into a charge just for some random damage instead of doing crits at all.


    True, but it's also something that needs to be planned for, ya know? I've been critted out by bosses, mobs, and in my nuzzlelocks for platinum. I am so sorry Turtwig. So I understand, but knocking out or changing 1/3 of build types (Going umbrella here as raw damage, spell damage, crit damage) is a pretty massive undertaking.

    Also leveling is a big help (Considering how levels on mob's heads aren't 100% this mob is xlvl, but seem more like Mob's minimal requirement is xlvl cause I've gotten my butt beat by mobs that were on lvl with me) Feel free to ask for help, and I'm sure someone would go grinding w/ you.
     
    AcadeeAlkana likes this.
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