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Status Conditions - Way More Playstyles! [18+ Supporters] V. 1.1.1 - Elemental Def/dmg & Rebalances

Discussion in 'General Suggestions' started by eeveelution, Jul 21, 2016.

?

Is this a good idea?

  1. Yes! (+1 Support)

    48.3%
  2. It needs some changes, but it's ok! (+0.5 support)

    41.4%
  3. meh (+0 support)

    10.3%
  4. no this sucks wtf (+0 support)

    0 vote(s)
    0.0%
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  1. eeveelution

    eeveelution Wynn Veteran/OG VIP+

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    This is an idea that I have thought about for quite some time, so I decided to finally write it up. Please tell me if this was suggested before.

    Introduction

    What are status conditions?
    If you don't know, status conditions are effects in RPGs such as being burned, poisoned, etc. and can sometimes also be helpful effects like increasing damage or defence.

    Why should they be in Wynncraft?
    I think that they would add a lot more meaning to Elements in both PvE and PvP. They also would make way for many new playstyles.

    How would they work?
    I'll explain this more in-depth later, but basically weapons and spells have a chance to give the targets a certain status condition. For example, meteore would have a high chance of burning the enemy (especially after the Burning Ground upgrade) and a small chance of crippling them. Air weapons would often have a chance of slowing the enemy.
    Not all weapons can give status effects, but many rares and most legendaries and mythics can.
    If your weapon does elemental damage and your spell can give a condition associated with that element, then the chance of the spell giving that condition is 1.25 times more likely. If you have negative elemental damage IDs then the chance of a spell giving a condition associated with that ID is only half as likely as normal.
    Some mobs could be able to give status conditions, but I'm not sure if that's a good idea.
    Also, you can only have two status conditions at a time. The newest one replaces the oldest one.

    The Conditions
    Status conditions are based on elements but they are not exclusive to them. Here are the ones that I thought up. Feel free to suggest more! Also, some of these are similar to what some spells already do (paralysis for example), so these will replace the current effects in some cases.

    Crippled - Reduces all damage dealt by the target by 50% until the status condition is lifted. Once it is lifted, the target is immune to being Crippled for 5 seconds.
    If the target has earth defence - Reduces all damage dealt by 35%
    If the target has an earth weakness - Reduces all damage dealt by 65%

    Paralysed - Prohibits the target from moving and jumping until the status condition wears off. The target is immune to stunning for 5 seconds after this condition ends.
    If the target has thunder defence - conditon lasts half as long.
    If the target has a thunder weakness - target also can't attack when paralysed.

    Soaked - reduces the target's mana by 15 (for mobs - prevents them from casting spells) and stops their mana from regenerating until the conditions is lifted. The target can't be suffocated for 10 seconds after this wears off.
    If the target has water defence - mana is reduced by only 10.
    If the target has a water weakness - mana is reduced by 20.

    Slowed
    - The target's speed is halved and attack speed is decreased by 1 tier (affects both melee attacks and spell damage!). Afterwards, the target is immune to this condition for 5 seconds.
    If the target has air defence - attack speed is not reduced.
    If the target has an air weakness - attack speed is reduced by 2 tiers.

    Burned - Deals 12.5% of your weapon's DPS to the target every half a second (all converted to fire damage) until the status condition is lifted. Has a 30% chance to spread to a random enemy within 5 blocks of the mob every time the target is damaged by the burn. (doesn't help much in duels, so this is more useful in PvE or in proper guild battles if they ever get implemented)
    If the target has fire defence - All damage is fire damage, so the target takes less damage.
    If the target has a fire weakness - All damage is fire damage, so the target takes more damage.
    Note: A target can't be burnt by the same burn twice, which means that burning can't be self-sustainable.
    This would be done by generating a number between o and 1 (e.g. 0.12345) for every time the burn effect is applied and having every burning mob keep track of that number. If that mob's burn spreads to another mob, that new mob also remembers that same number. If a burn tries to spread to a mob which has that number remembered (therefore was already burnt by that same burn), then it fails. Every new burn has a different number. The mob's memory of these numbers would reset every 2 minutes or so (the mob could store more than one number, let's say in a list. This way, if a mob gets burned when a nearby mob is already burning, the nearby mob's burn still can't spread to the newly burning mob as the number wasn't overwritten by the new burn). I hope at least one of you will understand this :P

    (please tell me if you think that these are OP)

    Visuals
    The chance of a certain status condition being given to the target will be shown in the item's lore and the spell's info on the wiki. It would look something like this:

    Spells:
    • Bomb Arrow:
    • Hunger: 8
    • Damage: 250%
    • + Bounce, the arrow will now bounce up to five times
    • 15% 25%
    • Burn [2s] - 30%
    • Cripple [4s] - 50%
    Items:
    Chakram
    Very Fast Attack Speed

    Neutral Damage: 35-50
    Air Damage: 25-35
    Thunder Damage: 10-65
    [That new stuff from the last teaser]

    Slow [3s] - 12.5%
    Stun [1.25s] - 5%

    [Reqs and IDs]


    Visuals The Second
    When you get a status condition, a chat message will be displayed like so:
    You have been burned for 5 seconds!
    Any mob or player with a status condition on them will emit potion effect particles of their condition's colour at a rate which is a bit higher than what you would see in vanilla when you have a potion effect (so it's easier to see). If you have 2 status conditions, then 2 particles will be released, each with their respective colours. This can be seen by yourself too so you know if you are still have an effect.
    There is one exception to this - being burned. If you are burned, you will not only release particles, but will also be set on fire (if it's possible to make it so that you don't take additional damage from this. If not, then you could be followed by a falling sand entity disguised as a fire block or some invisible mob on fire).

    Examples
    Spells:

    Meteore (Grade 3):
    -Burn [4s] - 80%
    -Cripple [3.5s] - 15%

    Smoke Bomb (Grade 3):
    -Slow [3s] - 20% per hit (mobs inside the cloud will always get slowed down though)

    Bash:
    -Cripple [4s] - 50% per hit

    Arrow Shield (Grades 2 & 3):
    -Stun [1.25s] - 60% (arrow rain arrows - 50%)
    -Soak [3s] - 30% (arrow rain arrows - 0%)

    Items:
    Lament:
    -Soak [2.5s] - 15%

    Freedom:
    -Cripple [3.5s] - 5%
    -Stun [1.25s] - 5%
    -Soak [2.5s] - 5%
    -Slow [2.75s] - 5%
    -Burn [3s] - 5%

    Fissure:
    -Cripple [2s] - 22.5%

    Infilak:
    -Burn [2s] - 15%

    Outro
    So this is it! Tell me if you like this idea and please vote in the poll to help me improve upon it! Constructive criticism is welcome :) Thanks for reading and have a nice day!

    @Wynntastic - Suggested soaking to not blind people
    @Coolfood - Suggested soak and burn changes
     
    Last edited: Jul 25, 2016
  2. funnysillyman

    funnysillyman lil uzi fan GM

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    Creator Karma:
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    describes me
     
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  3. LotKnockMC

    LotKnockMC S̵͚̉i̸̥͔̞̒̕͜n̷̦̹̱͒̈́̚g̶͈̳̙͇͗̾̋̾ͅë̶͔́̌͋ṙ̶̢̧̭͕

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    Pretty cool! We already have poison, so why not other things too?
     
  4. eeveelution

    eeveelution Wynn Veteran/OG VIP+

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    I finished updating the thread to V. 1.1 - Elemental Def/Dmg & Rebalances
    Code:
    Changelog:
    
    Elements:
    -Elemental Defences (and negative defences) now influence the status conditions!
    -If your weapon does damage of a certain element, then when you cast a spell which can give a status
    condition associated with that element, the chance of that condition being
    given to the target is 1.25 times more likely!
    -If you have negative elemental damage IDs, then the same as above happens but the chance
    is reduced to only .75 times as likely as normal.
    
    Rebalancing:
    -Nerfed the effects of the status conditions, but made burn better at spreading.
    -Changed (mostly nerfed) chances of giving a status condition on both spells and weapons.
     
    Coolfood likes this.
  5. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius

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    This is a great idea! I love it!
     
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  6. Wynntastic

    Wynntastic Well-Known Adventurer

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    WHYDOESWATER BLIND
    WATER YOUTHINKING
     
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  7. Coolfood

    Coolfood The Coolest Food

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    The best part is how even the Changelog must be put in a code section.

    Hmm for water, blind is extremely obnoxious. Maybe do something like stopping mana regen for the duration of the effect as well instead of blind?

    Also it's hard for us to judge balance when we only have a few examples of duration for effects.
    Ex: if burn has a long duration, it'd be extremely op as it would almost constantly spread. However if it only ticked 2-3 times per status applied, it would be much less op.
    Also burn spreading percentage needs to be nerfed as theoretically it only needs to tick 2 times to keep spreading which means basically constant damage to at least a few mobs in a group. Since statistics don't always work out like that, you'd basically have to keep it from ticking more than 4-5 times to prevent perma-burns
    I recommend a spread percentage of 10% and only 10% damage
     
  8. eeveelution

    eeveelution Wynn Veteran/OG VIP+

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    For blind - I'll considet this, thanks :)
    For judging - I don't expect stun to last longer than 3s, cripple more than 8, soak more than 4, slow more than 7.5, nor burn more than 6. I'll add this to the thread once I'm on my laptop.
    For burn - how about immunity to being burned by other burning mobs during and within 15 seconds after being burned? So the effect would spread to the mobs around most of the time but it won't persist in almost all cases.
    Thanks for the feedback, I'll edit the thread when I'm on my laptop :)
     
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  9. Paradoxical

    Paradoxical Machina Infinitum VIP

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    I think they're more often called status effects, but +1 support anyway, this is really good.
     
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