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Proposed Life/mana Steal Change

Discussion in 'General Suggestions' started by creature, Nov 24, 2019.

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Chance or timing based life/mana steal?

  1. Chance

    4 vote(s)
    28.6%
  2. Timing

    10 vote(s)
    71.4%
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  1. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    Minecraft:
    How I believe life/mana steal currently works:
    With every melee attack there's a certain chance that you will get mana/HP back when hitting an opponent with it. This chance is based on your attack speed in such a way that you will get ~ 1 proc of mana/life steal every 4 seconds so long as you're perfect with timing your melee attacks and hitting one enemy.

    My proposed change:
    rather then having this proc be chance based, give it a cooldown of 4 seconds. 100% chance after 4 seconds, 0% chance before 4 seconds (since the last proc).

    Why would this be a good change?

    1. Reliability is nice

    2. As it stands people who want to use mana steal reliably force -tier attack speed into their endgame builds so that they can have as reliable mana as possible. Leading to the point where supposedly hybrid builds kill their melee DPS with something like atlas in order to be able to enjoy more reliable mana. Changing this vastly increases the viability of both hybrid builds with faster attack speeds since they're more reliable and spell-based builds using mana steal on the side, since they can now time when mana steal will proc and don't have to give out 'useless' melee attacks in between.
    As for life steal, as someone who started out with mage and as such can't live without life steal. I've often been at a point where I was at low health and tried to get my HP back through life steal, but I wouldn't get a single proc in 10 seconds time. I've also had it the other way around with life steal really saving me from what should be certain death by triggering 4 times in a row with a very fast attack speed. I personally see both of these things as negatives from a game design standpoint but I will admit that it does add tension and creates high highs and low lows.

    Are there negatives to this change?
    Attack speeds differ. The intervals are (if nothing changed the past 3 years)
    0.25s for super fast,
    0.30s for very fast,
    0.38s for fast,
    0.5s for normal,
    0.77s for slow,
    1.43s for very slow,
    2s for super slow
    The formula for these is: 1/x where x is the spell multiplier for each attack speed, this is a list for spell multipliers which I found 3 years ago:
    4.0 for super fast,
    3.3 for very fast,
    2.6 for fast,
    2.0 for normal,
    1.3 for slow,
    0.7 for very slow,
    0.5 for super slow
    This means that when hitting non-stop, the intervals get past 4 seconds at different times. (rounded to 1 decimal)
    4.0s for super fast (16 hits)
    4.2s for very fast (14 hits)
    4.18s for fast (11 hits)
    4.0s for normal (8 hits)
    4.6s for slow (6 hits)
    4.3s for very slow (3 hits)
    4.0s for super slow (2 hits)
    So life steal / mana steal would be worse for a weapon with slow attack speed than it'd be for a weapon with super slow or super fast attack speed. (If you attack non-stop with melee.)


    It might also get kinda broken with groups of mobs. But that's already the biggest reason to go for mana steal over mana regen so... eh... It's also already where life steal excells and I don't think it'll be much better in situations where you're surrounded by mobs then it currently is. I could be wrong about this, though.

    It doesn't seem hard to code to me, but it might definitely be. Considering how we've got no actual hard cooldowns on any spells or identifications. If it's hard to code I think it's best to leave things as they are. It's also more of a buff to life steal than it is a nerf. Which I don't think it needs after 1.19 since life steal items get 50% more life steal.

    EDIT:
     
    Last edited: Nov 25, 2019
    BqwaOLD likes this.
  2. BqwaOLD

    BqwaOLD Famous Adventurer

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    XD the tag. Nice idea, but I had another way of doing it. I'd say to give mobs a hidden "Mana bar" and then Mana steal would actually take the Mana away from them, preventing the casting of spells. Idk how balances it is though...
     
  3. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    So this is actually how its meant to work, however by salteds offical word, it was apperetly far to laggy.
    They optend to change it. Fixing it is in the books, however in the far future.
     
    creature likes this.
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