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1.8 Class Idea: Sharpshooter (idea Scrapped)

Discussion in 'General Suggestions' started by Untitled Doc, Apr 16, 2016.

?

Was this a good idea?

  1. Good Idea

    1 vote(s)
    9.1%
  2. Good Idea, needs some changes though

    0 vote(s)
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  3. OK Idea

    2 vote(s)
    18.2%
  4. Bad Idea, could be changed though

    1 vote(s)
    9.1%
  5. Bad Idea

    7 vote(s)
    63.6%
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  1. Untitled Doc

    Untitled Doc 1 man robotics team

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    This thread was created on Saturday, April 16, 2016 at 6:21 PM
    This idea was scrapped, due to the inconsistency with lore.

    Note 1: This is NOT my idea, @Slimeonatree57 allowed me to modify his idea and make a thread of my own
    Original Idea: Gunslinger
    Note 2: I am not pushing for this to be in game, but for you guys to give me unbiased feedback, pretend that I am.
    Note 3: I kinda rushed this idea out... so yeah sorry if it seems confusing at first, I haven't had the time to think it through fully yet.

    So after reading Slimeonatree57's class idea, I was interested about the firing mechanism which suggested that the attack speed did not influence the attack speed, rather, it affected how many bullets it could hold. However, I didn't like how one had to reload, which I didn't see many people being too happy about. I tried to find alternatives to the shooting/reloading mechanics, and first I thought about changing how fast you could shoot, but I found that hitting something very accurately would be nearly impossible, especially if you are moving, and have recoil, which no matter how you shot the gun, I didn't think you could make it realistic enough if you just changed the firing speed. The next thing I looked at was how to look at recoil, which led me to create an inaccuracy factor when using basic attacks, you can shoot as fast as you want, but each bullet may not be as powerful and accurate than if you stood still and waited. So after a while, I decided to make a class focused on true sniping, which rewards a calm, orderly play style, and not a dangerous-dive-rush-reckless play style.

    Introducing... the Sharpshooter

    The sharpshooter focuses on using it's basic attacks to take down enemies from afar, able to reach amazing accuracy from long distances. However, it lacks AoE damage, but is very powerful in single, controlled combat, making it a deadly opponent in PvP and against bosses. It's skill focus around dealing high damage to single enemies, and disabling their skills for a very short time. It can quickly disengage a short distance o better position themselves for a better shot.

    Level Requirement: 200 Levels and 3 different classes.

    Weapon: The pistol (not a modern one, think a western style gun, made of the dull metal from large cannons)
    The pistol is a long ranged weapon, which shoots an ender pearl, but is scaled down so the actual bullet has a radius 1/3 of a regular ender pearl. It has a particle trail following behind it, which depends on the type of element. A neutral weapon has a black particle trail. The trail is very thick around the ender pearl, but thins down the farther it is from the pearl. The pistol does damage like an archer, and has no drop off (gravity does not affect it). The bullet has a maximum range of 24 blocks, and travels 32 blocks per second. Hits one enemy at a time.

    Skip down to the end of this section if you don't want to hear a bunch of math stuff
    Inaccuracy factor: You can shoot the gun as fast as you want to, however, the more you shoot it, the less damage and knock back it will deal, and the accuracy decreases with each shot.
    Here is the initial times before a bullet will deal 100% damage and knock back, and your aim is 100%:
    Super Fast: 0.7 seconds
    Very Fast: 0.8 seconds
    Fast: 0.9 seconds
    Normal: 0.1 seconds
    Slow: 1.1 seconds
    Very Slow: 1.2 secons
    Super Slow: 1.3 seconds
    However, you can shoot as fast as you want to, you can shoot 100 bullets per second if you want to, however, there is a drawback to shooting very fast. The first factor is damage. Say you shoot a normal gun every 0.1 seconds rather than every 1 second. You deal 10% of the damage and 10% of the knockback, which doesn't seem too bad, since you still deal the same DPS. However, with each shot, it decreases your accuracy. Every percent of the time between shots, decreases your accuracy by that percent subtracted from 100% and multiplied by 1 degree (if you shoot a normal weapon at 0.1 seconds, that is 10% which is subtracted form 100% to get 90%, and multiplied by 1 degree to get 0.9, therefore decreasing your accuracy by 0.9 degrees). This effect stacks with each bullet, capping at a maximum of 9 degree inaccuracy factor. If you are moving, the amount of degrees added to the inaccuracy factor is increased by 50%. The factor is reduced if you wait longer than the charge time (you wait for 2 seconds instead of one, increasing your accuracy by 0.9 degrees, caps at 0, since you can't have an angle with negative degree value). Moving does NOT affect increasing accuracy.
    In order to picture this, draw a circle on a piece of paper with a radius of 24 cm, label the center as the person, and draw a line to the outside edge. The line to the outside edge will be your line of sight. Now measure a 18 degree angle, where the line of sight will bisect the angle into two 9 degree angles, and mark the two new radii. The two radii represents the inaccuracy factor, and now your bullet has a chance of reaching any point of the minor arc you just created, if you had an inaccuracy factor of 9 degrees.


    Example: You shoot a bullet from a normal speed gun, then shoot another bullet 0.2 seconds later. The time is 20% of 1 second, so the inaccuracy would be 80% of a degree, or 0.8 degrees. If you are moving, it would be 1.2 degrees inaccuracy, so your next shot would have an inaccuracy of 1.2 degrees. If you shot again 0.2 seconds after the second shot (while moving), it would increase the inaccuracy factor by 1.2 more degrees for the next shot, so your fourth shot would be 2.4 degree inaccuracy. However, if you waited for for 1.8 seconds, your inaccuracy factor would go down by 0.8 degrees.
    *I feel as if I did a horrible job of explaining the inaccuracy factor.. I feel as if it was better in my mind than writing it down.
    SUMMARY OF INACCURACY FACTOR: If you shoot when your gun is fully charged, you deal 100% Knock back and damage, accuracy is perfect. If you shoot before fully charged, the accuracy, damage, and knock back goes down. Moving decreases your accuracy. Wait longer than the recharge time to increase your accuracy.


    Now that is over with, now to go on to something less clunky and more exciting, the skills.

    Skill 1: Snipe
    (Left-Right-Left)
    Channel this skill for 1 second, gaining slowness 3 (can use other skills while channeling, including this skill again). Deals high damage to a single target, and aims specifically for the head of enemies. Targets enemies closest to your line of vision. Maximum lock on range of 24 blocks, maximum bullet range of 32 blocks. Shoots a bullet which moves 64 blocks per second. If you hit the head of your enemy, deal 50% more damage.

    Level 1:
    Mana: 6
    Damage: 150% Spell Damage
    Elemental Damage: +10% Air, +5% Thunder

    Level 2:
    Mana: 6
    Damage: 150% Spell Damage
    Elemental Damage: +20% Air, +10% Thunder
    + Crippling Shot: Snipe now gives the enemy Slowness II (-40% movement speed) for 3 seconds. Does not stack

    Level 3:
    Mana: 6
    Damage: 150% Spell Damage
    Elemental Damage: +30% Air, +15% Thunder
    + Crippling Shot: Snipe now gives the enemy Slowness II (-40% movement speed) for 3 seconds. Does not stack
    + Twin barrel: You now shoot two bullets of snipe, capable to hitting 2 individual targets


    Skill 2: Roll
    (Left-Left-Left)
    Roll forward X amount of blocks in 1 second. Instantly resets your inaccuracy factor back to 0 degrees (perfect aim). Must be near the ground to cast. You take 50% damage while rolling

    Level 1:
    Mana: 4
    Damage: None
    Movement: 4 blocks

    Level 2:
    Mana: 4
    Damage: 50% Spell Damage
    Elemental Damage: +10% Earth
    Movement: 5 blocks
    + Collision Course: You collide into your enemies, dealing small amounts of damage and knocking them back 1 block

    Level 3:
    Mana: 4
    Damage: 50% Spell Damage
    Elemental Damage: +20% Earth
    Movement: 6 blocks
    + Collision Course: You collide into your enemies, dealing small amounts of damage and knocking them back 1 block
    + Pocket Blades: Slice the legs of your enemies as you roll past, preventing them from jumping for 8 seconds


    Skill 3: Flash Bang Grenade
    (Left-Right-Right)
    Throw a flash-bang 6 blocks in front of you in 1 second, immediately interrupting any spells that are being channeled or in progress (if you flash-bang a charging warrior, immediately the warrior stops charge, same with any skill. Does not end debuffs (slowness, leg-breaking, etc.) Radius of 2 blocks from the center. Explodes upon contact with an enemy, and knocks them back 1 block.

    Level 1:
    Mana: 8
    Damage: 25% Spell Damage
    Elemental Damage: +10% Fire, +5% Earth

    Level 2:
    Mana: 8
    Damage: 25% Spell Damage
    Elemental Damage: +20% Fire, +10% Earth
    + Stun: The Grenade now stuns opponents for 1 second, preventing them from moving, casting spells, or attacking. Can be cleared by the healing talent.

    Level 3:
    Mana: 8
    Damage: 25% Spell Damage
    Elemental Damage: +40% Fire, +15% Earth
    + Stun: The Grenade now stuns opponents for 1 second, preventing them from moving, casting spells, or attacking. Can be cleared by the healing talent.
    + Medkit: Your grenade now heals your allies within the blast radius, healing them equivalent to 25% spell damage


    Passive Ultimate/Negative Perks: See my first Paladin/Templar idea for more information

    Skill 4: Marked for Death

    Level 1:
    + Survival of the Fittest: You now gain health regeneration equivalent to 1% of your maximum health and extra mana regeneration of 1/4s.
    - Exhaustion: If you fall below 2 mana, you gain one extra level of slowness (-20% movement speed)

    Level 2:
    + Survival of the Fittest: You now gain health regeneration equivalent to 1% of your maximum health and extra mana regeneration of 1/4s.
    - Exhaustion: If you fall below 2 mana, you gain one extra level of slowness (-20% movement speed)

    + Predator: Permanently deal 10% more damage and gain speed 1 (movement speed +20%).
    - Prey: Every 4% of health you are missing, reduce your movement speed by 1% (missing 80% health, you are slowed 20%)

    Level 3:
    + Survival of the Fittest: You now gain health regeneration equivalent to 1% of your maximum health and extra mana regeneration of 1/4s.
    - Exhaustion: If you fall below 2 mana, you gain one extra level of slowness (-20% movement speed)

    + Predator: Permanently deal 10% more damage and gain speed 1 (movement speed +20%).
    - Prey: Every 4% of health you are missing, reduce your movement speed by 1% (missing 80% health, you are slowed 20%)

    + Weather the Storm: You now take 10% less neutral damage and 20% less damage from elements
    - Execute: If you fall below 10% health, take double the damage from all sources


    Thanks,
    Ethan_Washington
     
    Last edited: Apr 16, 2016
    Mistrise Mystic likes this.
  2. Oh_Yeah_MrKrabs

    Oh_Yeah_MrKrabs Bird Wizard VIP+

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    Wynn is medieval times, no guns yet
     
  3. Felinka

    Felinka throw speed CHAMPION

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    So... it's archer but with (slightly) different spells?
     
  4. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Like I said in my original post, The first guns were invented in the 1400s
     
  5. FishWaffle

    FishWaffle It's ya boi VIP

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    However, those guns were clunky huge things, not revolvers, which came way later around the 1700-1800s. The guns they had were either very basic firearms or large canon-like guns that require two hands to use and insane reloading time, making bows more favored, as the arrows went longer and could be drawn in an instant. So yes, they did have guns, but they were slow, large. clunky, and barely used.
     
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  6. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    meh, still counts. and as I say a lot: let's not bring history and timelines into a server with mechs, labs, time travel and santa.
     
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  7. FishWaffle

    FishWaffle It's ya boi VIP

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    Then at least change the Flashbang spell. Rename it, whatever, but a cowboy running around medieval times with a modern grenade is un-excusable .
     
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  8. Untitled Doc

    Untitled Doc 1 man robotics team

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    Well I didn't think that the lore would be an issue.
    I just suggest concepts.

    Perhaps change it to a sound type bomb? since they have banshees who can apparently make you lose your hearing...
     
  9. Loggerhead

    Loggerhead Some Loggerhead

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    ethan, most of your suggestions are good. but, this 1.. doesn't it seem abit too modern aged for the mediavel aspects of wynn?
     
  10. Kahsol

    Kahsol Local Serial Liker

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    Archer...?
     
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  11. Untitled Doc

    Untitled Doc 1 man robotics team

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    Yea I realize this wasn't one of my better ideas...
    Perhaps I should stick to making my own ideas... rather than modifying others...
    hmm

    I knew I should have worked on my Chronomancer idea.
    This idea has been scrapped, not retired, scrapped.
     
  12. llllllllllllll

    llllllllllllll Famous Adventurer

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    I don't know. After Corkus was revealed to be fake, it went back to medieval. You know how it would take a few hits with a spear irl to kill something/one? Well, irl a bullet is death.
     
  13. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    I'm pretty sure that a spear through the heart would be enough to kill someone. So would an arrow. And a dagger.
     
  14. FlamingPinecone

    FlamingPinecone infinite lava source VIP

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    No offense, but basically you took Archer and whacked the valid lore out of it.
     
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  15. llllllllllllll

    llllllllllllll Famous Adventurer

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    Armour bro. Also, kevlar doesn't exist so yeah.
     
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