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World Shaman Spell Change Proposal

Discussion in 'General Suggestions' started by hppeng, Jan 31, 2021.

?

Yay or Nay? (Comments appreciated)

  1. Yay

    76.5%
  2. Nay

    11.8%
  3. :wynnic_e:

    44.1%
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  1. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    Main things:

    Shaman spell design kinda upload_2021-1-31_18-26-5.png

    Main issues:
    - Haul isn't great for dodging/strafing, especially against mobs that have ranged/explosion
    - Uproot isn't that great at repositioning totems and can only position towards/away from the player
    - Uproot is unreliable in moving the totem because mobs can get in the way

    Solutions:
    - Haul taking a mix of totem direction and player facing direction
    - Uproot passes through mobs and only explodes at max range / on contact with totem
    - Uproot would still move mobs it passes through if you use that functionality
    - Uproot: + Mind Control, ability to move the totem while it is being bounced by uproot - turn head sideways to have the totem move sideways instead of forward/back
    (you really have to watch the video to see this)
    The way it works in the video is as follows:

    When uproot comes on contact with the totem, the unit vector from player->totem is stored. Call it the "original vector". (Only 2D) If shift is held at the time of explosion this is negated.

    While the totem is being "kicked", the unit vector representing which direction the player is currently facing is constantly read. Call it the "player vector". (Only 2D)

    Take the component of the player vector orthogonal to the original vector. (Other components are ignored). Created a scaled copy of the "original vector" based on the magnitude of this component:
    - 0 <= magnitude < 0.3: Scaled by 1
    - 0.3 <= magnitude < 0.4: Scaled by 1/2
    - 0.4 <= magnitude < 0.5: Scaled by 1/3
    - 0.5 <= magnitude < 0.7: Scaled by 1/4
    - 0.7 <= magnitude < 0.9: Scaled by 1/5
    - 0.9 <= magnitude < 1.0: Scaled by 1/6

    Add the scaled vector and the orthogonal component of the player vector to get the velocity vector of the totem. Set the totem's velocity to this value.

    Demos:

     
    Last edited: Feb 4, 2021
    Saya, Toaster, aFireBlaze and 9 others like this.
  2. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    Bump, I guess

    please haul changes
     
  3. TigerYaisou

    TigerYaisou Famous Adventurer VIP+

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    this looks pretty cool, haul is a definite upgrade, not sure on uproot tho, its just kinda a weird spell in general.
     
    Epicness937 and hppeng like this.
  4. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    Yeah, my uproot is... kinda sketchy

    I definitely have tried to headflick in wynn proper at least once by not haha (and then be moderately surprised that it didn't work) so I guess theres definitely cases where it would be applicable

    Haul though

    shaman really needing an overHAUL rn /s
     
  5. Deco113

    Deco113 Well-Known Adventurer HERO

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    Alternatively for uproot, keep its current limited functionality in effective repositioning, and instead push it in a more combat viable direction. Uproot already has a short blind/stun effect so boosting it’s damage even just a little could make it like a ranged, weaker version of assassin’s spin, while remaining limited in its totem utility.
    ________________________________
    Also make haul only do the bounce if u shift
     
    hppeng and dr_carlos like this.
  6. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    bump I guess
    edited wording in uproot
     
  7. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    bump since it came up in conversation
     
  8. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    bump since this came up ig
     
  9. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Very cool uproot, I didn't realize you had already implemented something like this.
     
    hppeng likes this.
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