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World Spell Paths [all Classes And Spell Designs] (wip)

Discussion in 'General Suggestions' started by Golfbawl, Jan 1, 2018.

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  1. Golfbawl

    Golfbawl [] CHAMPION

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    DISCLAIMER: This thread is based off the concept design created in this thread. I have chosen to create a new thread to post all the spell paths I have designed for each class in order to minimize the clutter on the main concept thread. I also did it to farm likes.

    Anyways, if you have not read the thread I have linked above, then you probably will not understand anything I am going to be writing here. I will be going into excessive details about each spell path I design, and how each spell path is meant to change the usage of each individual spell. I'll also describe particle changes that will be made to accommodate changes made to the spells by selecting a certain path.



    ASSASSIN
    Path 1 is intended to turn spin attack into a highly defensive spell. The intention for this path is to limit spammability, which is noticeable in the immensely high hunger costs of each spell cast. However, intense knockback, a fire ring ability, and extreme single-hit damage all aim to turn this spell into a single-hit crowd control spell, repelling opponents away from the user.

    Grade IV gives an immense knockback to the spell, which would be set at 5 blocks distance for every attack speed of weapon (no, you won't get 50 blocks knockback with super slow, and 1 block knockback with super fast).

    Grade V creates a fire ring around the outline of where the last spin attack was cast. The duration of this fire ring is based on the user's defense PERCENTAGE (not the user's actual skill point number, but the percentage), where every 10% defense is an added 1 second to the fire ring. This means that a player with 0% defense would not have a fire ring, and a player with 80% defense would have a fire ring that lasts 8 seconds. There can only be ONE fire ring in play at once, so recasting spin attack will reset the timer and create a new ring.

    Grade VI is the final upgrade of this spell path, which removes the debuffs given from spin attack, but increases damage and knockback. Added knockback would be based on the user's agility skill point, where every 10% agility would add 1 block of knockback to the spell. So, if the user has 80% agility, the spell has a 13 block knockback, and if the user has 0% agility, it only has the default 5 block knockback.

    Particle changes would involve adding flame and snowshovel particles to the animation of spin attack, to sort of express the air and fire fluency of the spell path. The fire ring would simply be flame particles that cover the outline of spin attack.
    Grade IV
    Level: 76
    · Hunger: 8
    · Damage: 270%
    · + Protective Spiraling: Your spin attack is given a far more defensive edge, being made a more defensive tactic to repel those too close to you. Spin now deals incredible knockback.
    · 10% 15%

    Grade V
    Level: 86
    · Hunger: 7
    · Damage: 270%
    · + Fire Ring: A ring of fire will encircle the outline of your last spin attack radius. Enemies who walk into this fire ring take 40% damage per half a second. The duration of this fire ring is based on your defense skill point.
    · 10% 15%

    Grade VI
    Level: 96
    · Hunger: 7
    · Damage: 300%
    · + Self-Defense: Your enemies are no longer stunned or crippled by your spin attack. However, you do significantly more damage, and the knockback is increased depending on the amount of skill points you have allocated in agility.
    · 10% 15%
    Path 2 aims to turn spin attack into a more offensive spell, focusing on elements thunder and water, with the intention of being able to dish out the most spins in a short amount of time. A lower hunger cost, lower damage per each individual spin, and spell upgrades focused around attacking the most enemies with a high amount of spins aim to turn spin attack into a high-dps spam spell.

    Grade IV lowers the damage slightly from the base grade spin, but cuts the mana cost in half.


    Grade V is interesting, allowing the user to do a double spin with a single spell cast. The time between each spin is based on the user's dexterity skill. By default, the second spin would come 1 second after the first. However, each 10% in dexterity shaves off .1 seconds off of the time between the two spins. A user with 80% dexterity is able to do both spins almost simultaneously, with only .2 seconds between both spins.

    Grade VI is focused on increasing the range of the spell, so the user can deal the powerful dps of this spin attack path to a wider range of opponents. Each 20% in intelligence adds 2 minecraft blocks to the overall diameter of the spin.

    Particle changes would include adding droplet and blockcrack (gold block) particles to the animation of spin attack.

    Grade IV
    Level: 76
    · Hunger: 2
    · Damage: 180%
    · +Rapid Spinning: Your spin attack is geared far more towards weaker, yet fast and consistent spin attacks.
    · 20% 15%

    Grade V
    Level: 86
    · Hunger: 3
    · Damage: 125% per spin
    · +Double Spin: You now spin 2 times per 1 spell cast. The time between the two spins is based on the user's fluency in the dexterity skill.
    · 20% 15%

    Grade VI
    Level: 96
    · Hunger: 3
    · Damage: 130% per spin
    · Magic Reach: Spin attack has an extended range, depending on the user's intelligence skill.
    · 18% 17%

    Path 3, like path 2, aims to turn spin attack into a far more offensive spell, but in a completely different manner. It has the ability to dish out incredible single-hit DPS, however the spell cost is extremely high. The main focus of this path is to be able to hit as many opponents as possible and as hard as possible, allowing the user to deal immense damage, while also getting a vacuum ability and a weakness debuff added to the spell.

    Grade IV is the starting point of this change, turning spin into a high-cost, high damage spell based around earth and air elements.

    Grade V increases the damage and hunger cost, but adds a vacuuming ability that will suck mobs in from longer ranges, depending on the user's agility skill point. On the outer section of spin attack, there will be a suction radius which is increased by 1 block in diameter for every 10% agility that the user has. So if the user has under 20% agility, he won't get any suction ability, but if he has 80% agility (max), then all the mobs in the 8-block diameter around spin will get sucked in. For safety, users will only be sucked in JUST enough to be hit by multihit. They won't fly directly into the user's face or right on top of them, but just onto the range of the spin attack.

    Grade VI adds a weakness debuff to spin, based on the user's strength skill. For every 10% strength the user has, 6% weakness and 1 second duration will be added to the debuff. So, if the user has under 10% strength, no weakness debuff will be added, but a user with 80% strength will give stricken opponents 48% damage reduction for 8 seconds.

    Particle changes would include adding blockbreak (dirt block) and explode particles to the spin attack animation. The vacuum ability would be shown as a ring of explode particles beginning at the vacuum radius, and swiftly coming into the spin attack radius before dissipating into the full attack.​

    Grade IV
    Level: 76
    · Hunger: 8
    · Damage: 300%
    · +Hard Hitter: Turn your spin attack into a completely brutal and furious single hit attack.
    · 25% 10%

    Grade V
    Level: 86
    · Hunger: 10
    · Damage: 320%
    · +Suction: Your spin is given a 1-second delay to allow for a vacuum ability to suck mobs into your spin range. The distance at which mobs get sucked in from is based on the user's agility skill point.
    · 25% 10%

    Grade VI
    Level: 96
    · Hunger: 12
    · Damage: 350%
    · Forceful Blow: Spin attack now knocks the wind out of stricken opponents, giving them a weakness debuff. The intensity and duration of this weakness is based on the user's fluency in the strength skill.
    · 20% 15%


    These concepts above are probably in dire need of a balancing treatment, as they are probably extremely unbalanced. Any comments, help, suggestion, feedback, anything at all is appreciated in order to help me finish this suggestion. I will be working on small bits and pieces at a time, but I am really excited to see how this turns out.

    ~Golfbawl



     
    Last edited: Jan 4, 2018
    Lex!, Stag2001, Tsuneo and 1 other person like this.
  2. e!

    e! ⁣e HERO

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    I really like the idea, but for the love of the almighty lord and savior Poolius,
    A D D T H E F R I G G I N P O O L
     
  3. Golfbawl

    Golfbawl [] CHAMPION

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    I already added a pool to the main idea tho.
     
  4. e!

    e! ⁣e HERO

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    Well, I want to vote for your idea two times.
     
    CheesePrince13 likes this.
  5. Bramblesthatcat

    Bramblesthatcat Just a cat trying to be bing chilling CHAMPION

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    *poll
     
  6. e!

    e! ⁣e HERO

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    pool*
     
  7. Bramblesthatcat

    Bramblesthatcat Just a cat trying to be bing chilling CHAMPION

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    *poll
     
  8. Golfbawl

    Golfbawl [] CHAMPION

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    Gonna bump this for tonight. I'm finishing concepts for smoke bomb and multihit, but it is taking me far more time than I anticipated to finish concepts that I satisfied with. I expect to be done in the next few days.
     
  9. syrun97

    syrun97 Well-Known Adventurer HERO

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    i made mage skill paths concept for heal
    Path 1 is intended to fire element build, and turn heal ability to high cost shield ability.
    Grade IV make your heal ability does NOT heal, instead give 30s of absotion heart depend on fire DMG(Dosn't affect on pulse effect).
    absotion heart dosnt damaged by poison, cactus DMG(thorns,replection) and considered by "buff", this can breaked by despell from path 3 or stealed by grade 3 spin attack.
    Grede V make your shield ability attack close mobs while absotion heart is on(no effect when all your absotion heart is gone).
    Grade VI make you to immune to all harmful potion effect while your absotion heart is on.
    particle changes would include a dome of fire particle, lava droplet.
    Grade IV:
    lvl: 76
    • hunger: 8
    • shield: 80%+ fire 10%
    • +Flame shield:now your heal ability gives absotion heart instead of healing health.
    Grade V:
    lvl: 86
    • hunger: 9
    • shield: 90%+ fire 20%
    • +Flare:Now your flame shield burn close enemy while on.(radius of heal effect)
    • Damage: Fire 50%
    Grade VI:
    lvl: 76
    • hunger: 10
    • shield: 100%+fire 30%
    • +Incinaration:Now your flame shield burn your bad potion effect while on.
    • Damage: fire 70%
    Path 2 aimed to dex build and make heal ability heal less on single tick, but heal more on mana wise.
    Grade IV make heal abiliy heal same health as pulse effect, but pulse effect heals more health, more times and heal twice per second instead healing every second.
    Grade V make heal effect to give slowness 3 to mob in thier range.
    Grade VI make pulse ability heal more rapidly, does heal 4 time in second.
    particle effect would be
    cloud(snowshovel, particle from floating white concrete powder) over head and water droplet from cloud.
    Grade IV
    lvl: 76
    • hunger: 6
    • heal: 10% + thunder 7% per tick
    • duration: 4s
    • +Healing Rain:Now heal ability heals less health per tick but pulse effect heal more time, more health and more often.
    Grade V
    lvl: 86
    • hunger: 5
    • Heal: 9% + thunder 5% per tick
    • duration: 5s
    • +slowing mist:Now heal is active, mobs in range of heal get slowness 3 for 5 seconds.
    Grade IV
    lvl: 96
    • hunger:4
    • Heal:6% + thunder 3% +air 1% per tick
    • duration: 5s
    • +monsun(i dont know spelling):Now your heal ability heals 4 times per second instead of 2 times per second.
    Path 3 is aimed to rainbow mage(all stat build) and do supportive stuffs.
    Grade IV delete buff from enemy on heal range.
    Grade V make heal ability give Haste 1(+1 tier attack speed) that duration is affected by %DEX(2 min when %dex is 50%) and speed 1(2 min when %agi is 50%).
    Grade IV make heal ability give strength 1(2 min when %str is 50%), resistant 1(2 min when %def is 50%) and 1/2sMR(2 min when %int is 50%).
    particle change would be magic crit on despell, pink and light blue potion effect on all the buffs.
    Grade IV
    level: 76
    • hunger: 6
    • heal: 60% + all element 5%
    • +Despell: Cancle all the buff of enemy in the range.
    Grade V
    level: 86
    • hunger: 6
    • heal: 55% + all element 7%
    • +Haste:Now heal ability give Speed 1 and Haste 1 that duration is affected on dex and agi.
    Grade VI
    level: 96
    • hunger: 5
    • heal: 50% + all element 10%
    • +Enchantment:now heal ability give Resistant 1, Strength 1 and 1/2s Mana Regen that duration is affected by def,str and int.
     
    e! likes this.
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