Revamp Some Projectiles

Started by Skystone, July 05, 2015, 11:29:48 AM

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Skystone

What separates a projectile from one another?
Aqua Eructo - defense + (addedstatdef/3)

Chaotica - level * 1.1

Inflamari - level * .9

These are all different from one another, yet the following are not:
Glacius - damage + added stat damage

Waddiwasi - damage + added stat damage

Tremorio - damage + added stat damage

I was thinking that for the last three they could have differences such that Waddiwasi could move faster yet do slightly less damage as it's a gum-based projectile and Tremorio could do more damage yet move slower as it's a rock-based projectile.

I wasn't quite sure what to do with glacius as it already has an environmental use near lakes and either way, I think it's fine to keep one projectile in the middle of the other two.


Anything like that would be sort of neat as it would allow people to truly have preferences in their dueling techniques.

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PrvMakedonec

That is great. It makes it so that the differences in spells aren't for appearances
The guy hoping to learn every spell possible :)

Shinisamu


Harlekin

After few minutes of thinking i found it good actually...
The last enemy that shall be destroyed is death.

Rotem

In reality fastest speed would be the current, what you're suggesting is slowing down glacius by 1 and tremorio by 2, it'll look extremely sluggish.

You also have to consider the higher moving projectile usually wins collision, view incindia for an example. What will happen is everyone will use waddi and that'll be the end of it because speed wins, quite literally, not only is it harder to dodge but it'll also cut through everything else.

In addition, glacius can turn water into ice. Waddi can effect a certain monster where other projectiles can not and tremorio has 5 MP cost where the other two are 10.

In any case, you can mess with damage, costs and possible effects, for example Justin wants glacius to have a random chance of slowing people.

What we probably can't do is mess with "main" attack projectile's speed. You'll notice I allowed binds, transfiguration and incindia to move faster but they are one single projectile with a pretty combat-drastic cooldown. They're not designed for spamming, that speed will simply throw out the window the current system, it will not change or improve it, it's too drastic.

As for effects, damage and the like, the minute you double tremorio's damage you reduce the HP to damage ratio, if I recall correctly that's 1:6 at the moment.

If two pure-HP players clash, they'd require 12-13 hits on each other, I don't recall if it's 12 or 13.
If two pure-damage player clash it's 4 hits.
If a pure hp fights a pure damage, it's about 6 or 7 hits, I don't recall if it's 6 or 7.

This balance is maintained with everyone who is at same level, monsters also follow this ratio with a "nerf" modifier, after all, monsters team against you, usually.

With that being said, any effect change that may be suggested in this topic should consider this.

Ezekiel Fenix

I've basically been saying the following for a month or so.

Glaicus should have a 1/10 chance of Slowing an opponent for 3 seconds
Waddiwasi should have a 1/10 chance of binding someone for 3 seconds
Tremorio should have a 1/3 chance to knock back.

Skystone

Quote from: Ezekiel Fenix on July 05, 2015, 07:27:30 PM
I've basically been saying the following for a month or so.

Glaicus should have a 1/10 chance of Slowing an opponent for 3 seconds
Waddiwasi should have a 1/10 chance of binding someone for 3 seconds
Tremorio should have a 1/3 chance to knock back.

Anything unexpected isn't something I'd like to see in this game.


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DJ

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Head Auror
Dragon
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Ezekiel Fenix

Quote from: Skystone on July 05, 2015, 08:56:37 PM
Quote from: Ezekiel Fenix on July 05, 2015, 07:27:30 PM
I've basically been saying the following for a month or so.

Glaicus should have a 1/10 chance of Slowing an opponent for 3 seconds
Waddiwasi should have a 1/10 chance of binding someone for 3 seconds
Tremorio should have a 1/3 chance to knock back.

Anything unexpected isn't something I'd like to see in this game.

That's the worst attitude to ever have in playing a game.

Skystone

Quote from: Ezekiel Fenix on July 06, 2015, 09:40:46 AM
Quote from: Skystone on July 05, 2015, 08:56:37 PM
Quote from: Ezekiel Fenix on July 05, 2015, 07:27:30 PM
I've basically been saying the following for a month or so.

Glaicus should have a 1/10 chance of Slowing an opponent for 3 seconds
Waddiwasi should have a 1/10 chance of binding someone for 3 seconds
Tremorio should have a 1/3 chance to knock back.

Anything unexpected isn't something I'd like to see in this game.

That's the worst attitude to ever have in playing a game.

Let me rephrase myself: "Anything unexpected that's not by the players isn't something I'd like to see in this game.

Current:
Ravenclaw Graduate
DJ

Former:
Head Auror
Dragon
MagDeluxe Reporter
Charms Professor
COMC Professor



Ezekiel Fenix

Quote from: Skystone on July 06, 2015, 09:44:15 AM
Quote from: Ezekiel Fenix on July 06, 2015, 09:40:46 AM
Quote from: Skystone on July 05, 2015, 08:56:37 PM
Quote from: Ezekiel Fenix on July 05, 2015, 07:27:30 PM
I've basically been saying the following for a month or so.

Glaicus should have a 1/10 chance of Slowing an opponent for 3 seconds
Waddiwasi should have a 1/10 chance of binding someone for 3 seconds
Tremorio should have a 1/3 chance to knock back.

Anything unexpected isn't something I'd like to see in this game.

That's the worst attitude to ever have in playing a game.

Let me rephrase myself: "Anything unexpected that's not by the players isn't something I'd like to see in this game.

Things in game that are Randomized:

-Gold/EXP drop numbers
-AFK check questions
-Auto Class Selection
-Failing Transfigurations
-Emotes
-Chest Contents
-Item Drops

You probably go through a dozen or so probability checks a day. Adding one to fighting isn't exactly something that would be surprising.

Sara

Isn't the new new...new new? dueling style a bit enough within the spells? We already have stat upgrades with enchanting, plus the stat points we put into them.. If you want a spell that knocks back, then Flippendo/Depulso is there for that purpose.

If you want a spell that slows people down, Well we already have that, and again we have binding-somewhat spells. There's really no need for /attack/ spells to do those things. Attack spells don't carry buffs, they don't carry support. They are /attacking/ spells only. Atleast this is how I see it. But I honestly see no point.

Rotem

My plans are to continue removing shit spells, there's more spells that can cheaply be used in battle.

I'm not actually done changing binds either, while I converted the two binds to projectiles, I've yet to decide if that's their 'final form', I may change them to have an AoE on impact making it easier to land hits, nothing is determined yet, it's hard to accurately decide what's the best course of action which is why I try things out, right now we're trying the most simple form, a normal quick projectile.

In my opinion adding effects to attacking projectiles will have to be so minor that it won't matter, after all, no projectile you can spam should be overpowered. Slow effect means instant death, I hope people understand that, it's worse than binds.

Knock back is probs silly and doable. As for binding, I'd prefer a sort of bleed effect. For example, lower waddi's damage by 10%, give it 1/5 chance to do 50% bleed damage over time, by the whims of math, the damage balance remains the same (on average), it does however introduces luck in.


We'll define fighting styles as, long, medium and short. Players switch on ranges constantly, sometimes you use a combo of long and close and sometimes you're forever running. The question is what effect can boost what style and how to keep everything balanced and not overpowered. That's what you should be searching for since right now everything is balanced based on math alone, if you want to add effects to the mixture, you won't actually see a boost numbers-wise, the damage will always remain the same because of that the only thing you can boost is fighting styles.

I'll repeat again, just in case I wasn't clear enough, slowing players is not fun and is too overpowered. There is no balance there.



On another topic, someone should think of a "chase" system against runners. Oh and while we're at it, you might want to re-define how episkey and meditate work to be less overpowered, instant heal and MP recovery is sort of silly.

Skystone

Quote from: Rotem on July 07, 2015, 08:31:32 AM
On another topic, someone should think of a "chase" system against runners. Oh and while we're at it, you might want to re-define how episkey and meditate work to be less overpowered, instant heal and MP recovery is sort of silly.

Make episkey and meditate regenerate over time rather than an instant.

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matthewhagerman

i agree with sky but leave the nurse to insta heal so grinding doesn't slow any
WHERE ARE MY DRAGONS!!!!!!

Sara

Episkey is meant to heal you, while Meditate is meant to regain your "focus" in a way for a way to use things. I find them just find the way they are. I don't plan on wanting to see another bug without those two like last time. Especially when cooldowns were being introduced to them, or something of the sort. If we want a spell to regenerate over time, then why not Avis? Because Phoenix's shouldn't instantly heal you. It takes time for their "tears" to reach into the spot that is "damaged" to heal. Not very instant.