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Special Powder Combinations Idea | Create Pseudo-elemental Powders By Combining Elemental Ones

Discussion in 'General Suggestions' started by rainbowcraft2, Oct 21, 2017.

?

Do all of these seem fitting to you?

  1. Ice fits.

    25 vote(s)
    80.6%
  2. Ice doesn't fit.

    3 vote(s)
    9.7%
  3. Metal fits.

    18 vote(s)
    58.1%
  4. Metal doesn't fit.

    9 vote(s)
    29.0%
  5. Wood fits.

    16 vote(s)
    51.6%
  6. Wood doesn't fit.

    9 vote(s)
    29.0%
  7. Smoke fits.

    17 vote(s)
    54.8%
  8. Smoke doesn't fit.

    9 vote(s)
    29.0%
  9. Aether fits.

    24 vote(s)
    77.4%
  10. Aether doesn't fit.

    5 vote(s)
    16.1%
Multiple votes are allowed.
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  1. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Many people would like more stat possibilities, but that's not really possible without a complete overhaul of the whole server. I think a good compromise would be to add new powders though, powders that are earned by combining different powders with a special kind of powder master. Only a few of the usual powder masters will have this ability, and the emerald cost will be twice that of regular Upgrading

    ("X" means 'insert variable here')
    Ice (Created by combining Water and Air)
    Frostbite (Armor ability): Enemies that attack you are immobilized for X seconds.
    Flash Freeze (Weapon Ability): Water and Air damage is converted into Ice damage and enemies hit lose X% speed for X seconds.

    Metal ✠ (Created by combining Fire and Earth) Metal is an Element in China.
    Fortitude (Armor Ability): Fire and Earth damage you take is converted into Metal damage and reflected back at the enemy and damage you take is reduced by X% (You still take damage from Fire and Earth elements)
    Valor (Weapon Ability): Damage you and everyone nearby takes is reduced by X (or X%) for every 5% of your health you have left.

    Wood (Created by combining Water and Earth) Wood is an element in China
    Vitality (Armor Ability): Water and Earth damage you deal is increased by X% and you are healed health based on mana used. (I'm thinking 1% of your maximum health per mana used, or maybe exactly 100+10 per tier of powder for a maximum of 120 per mana used.)
    Nutrients (Weapon Ability): You restore mana based on any Water and/or Earth damage you deal and X% of damage you deal is converted into Wood damage.

    Ash ✱ (Created by combining Fire and Thunder)
    Burning Aura (Armor Ability): Anything that touches you takes X Thunder damage and X Fire damage each second they keep touching you. (Based on weapon values + a specific number; probably 15% if your weapon's Thunder and Fire damage + 55 fire and 20 thunder. [Each tier after 4 increases the base Thunder and Fire damage, so T5 provides 10 more fire damage and 5 more thunder damage while T6 provides a total of 75 fire damage and 30 thunder damage +15% of your weapon's Thunder and Fire values. ])
    Fiery Cloud (Weapon Ability): Thunder and Fire damage you deal is converted to Ash damage and enemies hit take an additional 175% (Or Something between 125% and 200%) damage dealt as Ash damage over the course of X seconds

    Aether ✡ (Created by combining Air and Thunder) Aether is a Greek element.
    Wisdom (Armor Ability): Dodge and Critical Hit chance is increased by X% (Either 15 or 20) for X seconds. (Basically, this will take your dodge chance and increase it; if you have a 20% Dodge chance from your air stat, your chance will be increased multiplicatively and will be .2*1.15, which is 23%. If you have 50% Critical chance and it is activated [if we use 20%] the chance will be increased to 60%)
    Justice (Weapon Ability): Thunder and Air damage is converted into Aether Damage and increased by X%. (I'm thinking 50% increased)

    Combining 2 powders together gives you 1 of the same tier of powder. (Example: Combining a Tier I Air Powder and a Tier I Water Powder will yield one Tier I Ice powder. If you combine a Tier I Air Powder and a Tier I Thunder Powder, you will get one Tier I Aether Powder.)

    Most enemies will be unchanged, but a few enemies will have a resistance (or weakness) to any of these pseudo-elements.
     
    Last edited: Jan 18, 2018
    euouae, Jacquie, Lex! and 7 others like this.
  2. Vaward

    Vaward First 100% Discoveries as of 12/19/17 22:42 CHAMPION

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    I love this concept.

    I would recommend changes with the name Wood and Metal.

    Also, Aether is air, thunder and another thunder?
     
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  3. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Two thunders?

    Also Good Idea™.
    ________________________________
    You need to work on the names, and these are off center.
    Change smoke to fire + thunder and rethink it.
    You've got 3 airs and only one thunder.
     
    Last edited: Oct 21, 2017
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  4. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    That's why that part's 2 thunders.
    ________________________________
    I made some changes. Others will come soon, but I need more time to think of names and effects.
    Wood and Metal are elements in China. https://www.travelchinaguide.com/intro/astrology/five-elements.htm
    Any name ideas? And what do you mean by "off center"?
    Good idea with changing smoke to Fire and Thunder.
     
    Last edited: Oct 21, 2017
  5. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    It's a good idea, but I don't see how they are complimenting their respective playstyle. For example, earth-water isn't very tanky based, so making them gain mana from taking damage makes no sense.
     
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  6. llllllllllllll

    llllllllllllll Famous Adventurer

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    um, they're used everywhere
     
  7. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Bad idea, stay consistent.
    Also you're still one air above.
    Change it to just one air and thunder.
    Change smoke to Fire + Thunder.

    Meteor or something for fire + thunder.
    By off center I mean it's inconsistent, 2 for most of them then 3 on the last one?
    Not the same amount of elements?
    ________________________________
    Earth + Fire = Volcanic
    Earth + Water = Plant/Wood
    Earth + Thunder = Tectonics
    Earth + Air = Dust Devil

    Fire + Water = Steam
    Fire + Thunder = Meteoric
    Fire + Air = Smoke

    Water + Thunder = Tsunami
    Water + Air = Ice

    Thunder + Air = Aetheric

    These are all your possible combinations and names.

    Fire + Earth = Volcanic
    Water + Earth = Plant/Wood
    Water + Fire = Steam
    Thunder + Earth = Tectonics
    Thunder + Fire = Meteoric
    Thunder + Water = Tsunami

    Air + Earth = Dust Devil
    Air + Fire = Smoke
    Air + Water = Ice
    Air + Thunder = Aetheric
     
    Last edited: Oct 22, 2017
  8. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    I made some changes. I tried to make them fit their respective styles more. Let me know what you think.
    I made some changes. As long as all elements are used the same amount, I think these 5 are good enough.
     
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  9. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    Looks pretty good now, I only disagree with meteor. It doesn't seem like an actual element, no idea for a substitute though. Maybe lightning?

    Also you could do a pseudo-element called Lava, which is fire + water, where the idea is that you regain health faster passively until you are hit, it is then deactivated for a few seconds before reactivating. No idea about the active element, but I think it'd make sense with how fire/water items are made.
     
  10. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    I could do Ash. Ash clouds actually create a lot of lightning.

    If I have any more, I will wait until I have another 5; All elements need to have the same number of recipes.
     
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  11. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    You mention that Metal and Wood are Ancient Chinese elements...

    But you DON'T mention that Aether is an Ancient Greek element?
     
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  12. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    I feel like that should be the Decay
    Maybe this could be the void?
    ________________________________
    Considering how badly Wind Prison and Dodge interact, and how fire, a defensive element, has a special that both damages directly and increases the damage you deal, I don't think the playstyles really need to be taken into account
     
  13. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    Wind prison and dodge both revolve around the player not taking damage, where wind prison allows you to hold and/or launch a mob and dodge increases your damage when you are not hit.

    Fire is a TANK element. Tanks are most useful in groups, because Courage is meant to increase the damage of your bros as well. Another supportive ability. The armor special increases your damage when you TAKE damage.
     
  14. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    Wind Prison and Dodge have almost zero synergy together; knocking an enemy away from you completely defeats the point of Dodge.

    Fire is designed as a defensive element that's designed to tank attacks. The entire point of tanking is keeping your team alive, not making them dealing more damage. In addition, we already have an offensive-supportive element in water. And while tanks are most useful in groups, that could be said of EVERY archetype; glass cannons work better in groups, supports are designed specifically for groups, etc. etc. (In fact, I'd argue that tanks are currently LESS useful in groups as the current game makes mobs aggro on the person dealing the most damage, which tanks should not be dealing to begin with). I'd argue a much better Fire ability would be one that makes all mobs aggro on you, as that would both fit the playstyle of a tank-to keep people alive- than the current special and synergize well with the armor special.
     
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  15. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    I have replaced Meteor with Ash, The reason I feel this works is because Ash clouds can create monster thunder storms, and thunder is very similar to air in many ways. I have also put the origins of Aether in there for you, @SPYROHAWK
    The regular elements all provide a bonus to strength, dexterity, wisdom, defense, or agility. Unlike them, the pseudo elements have no attributes of their own. I feel that regularly, they wouldn't need abilities to follow their playstyle exactly, but in this case, the pseudo-elements only have power directly through another element. For this reason, I agree that the abilities should be consistent with the elements they are made from. I didn't follow the playstyles exactly though, as I was not going for something to capitalize on the current elements but for something to complement them.
     
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  16. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    We already have the void.
    Decay is no.
     
  17. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Yeah... the current 5 pseudo-elements in this thread are probably enough.
     
  18. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    I added colors and Symbols for all the elements, and added the colors of the current elements to almost every time they are mentioned. Let me know if the colors for the descriptions of abilities needs to be changed back. Do you think the symbols I chose fit?
     
  19. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    I guess this thing is dead, huh... should I just let it go?
     
  20. SUPER M

    SUPER M shoop CHAMPION

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    you gave up on this way to easily
     
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