RE: Zerxes_WolfHawk's Idea Pond (Full Version)

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Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (2/10/2024 11:38:34)

New Pet/Guest "Type": Gauntlets
Pet/Guest classification (because they look weird as weapons, held under the arm)

Overview: A subset of guests/pets that scale with END.

Appearance: Gauntlets - guests are left hand, pets are right hand.

Description: *Varies by the specific item, but specifies they use END*

Details:
Gauntlets use END for stats instead of CHA; this is worth 20% melee/turn for pets and 30% melee/turn for guests, which is paid for via an equal reduction to player damage.
Many/most Gauntlets' MC is a toggle between Closed Fist and Open Fist, with different effects based on the mode.

Example:
(Dark) Heroic Titan Gauntlet
Dark/Fire Pet/Guest
Gauntlet (scales with END by reducing player damage)
MC: Comes with a toggle for Closed Fist mode or Open Fist mode.
Closed Fist: +10 lean. Attacks spend 75% damage (30% melee for pet, 45% melee for guest) and the same amount as % melee HP to inflict a permanent burn of the gauntlet's element. Inflict with END/LUK vs END/LUK.
Open Fist: -10 lean. Attacks consume up to 80%/120% (pet/guest) melee burn from the enemy to increase damage by that much.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (2/12/2024 18:33:39)

Combo Summoner
FO Fire Armor

Overview: An armor that uses a "combo" system to modify its attacks.

Appearance: A full three piece suit, in a cocky pose with hands in pockets. Behind+slightly above the character, two summoned gauntlets similar to Demonmancer armor.

Description: Why get your hands dirty when you can summon stronger ones to do the work for you? Perform combos for enhanced effects!

Details:
Has reduced heal resist to come with a total of 4 skills - three in the skills menu, called Starter, Combo, and Grapple, and one by clicking the armor called Burst.
Has an inherent status written as "Meter: X, Y Hits". Meter and Hits both start at 0. Raising Meter is a negative thing (worth -1% melee per 1 Meter) while Hits is a positive thing (worth 25% melee, with a turn delay bonus in the form of contributing 2.5% melee toward effects that measure Hits for bonus value). References to "Hits" in this description refer to the Hits counter, not the number of attacks landed.
Meter: When the player reaches/exceeds 100 Meter, it resets to 0 and the player can't act during their next turn; if Meter was reduced by more than 100, the excess paid for via 2 turns of DefLoss.

Starter - Weapon-based skill, only usable at 0 Meter. No SP cost (ie it's basically an alternate normal attack), and raises Meter by 10 (-10% melee) and Hits by 1 (+20% melee); the value mismatch is paid for via the requirement of 0 Meter.

Combo - Weapon-based skill, only usable at >0 Meter. Raises Meter by 25 (-25% melee) and Hits by 1 (+25% melee). Deals *0.95^[Hits] damage, the value from that and the Meter requirement go into allowing the player to spend SP for a turn of player-only celerity with a cost reduction matching the value of the trigger plus damage reduction. Applies eleVuln: All to the enemy (5%*[Hits] melee due to 50% save, Mainstat/LUK vs END/LUK).

Grapple - Weapon-based skill, usable at any time. Raises Meter by 55 (-55% melee) and Hits by 1 (+25% melee), with the remaining 30% melee going into a trigger - Grapple applies a Choke worth 30%+5%*[Hits] melee (inflict with MainStat/LUK vs DEX/LUK; 1 turn by default with the half power / double duration concept whenever the choke power would pass enemy output).

Burst - QuickCast, only usable if Meter > 0. Spend SP to reduce Meter to 0 and gain a permanent Exertion (renamed eleVuln: All) - the cost and Exertion power are both worth [Meter]/2% melee to start, with a trigger for the cost to be increased while Meter < 75 and decreased while Meter >= 75.

Attack - Before attacking, increases Meter to 100 and increases Hits by [Meter Increase]/25 with partial increase allowed (eg 80->100 = +0.8 Hits), and spends all Hits to perform the attack animation an additional time per 4 Hits spent with a smaller final attack the deals [Remainder from Hits/4]*25% damage.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (3/4/2024 1:34:07)

Perfectly Aligned Lance
Earth Lance

Overview: A ranged weapon with 100% base damage, 0% random damage.

Appearance: A lance with a slowly spinning gyroscope making up the part above the handle; similar to the MADM theme.

Description: This lance is tuned to always deal the same amount of damage, every time!

Details:
No random damage, it always hits for the same amount.
MC: Click to toggle between Calibrate mode and Destabilize mode.
Calibrate: Attacks with the weapon have a +10 BtH lean, and deal *0.8 damage. In exchange, at the end of each turn you apply permanent Defloss - inflict with DEX/LUK vs INT/LUK (whether they can give you bad calibration data), 20*4.25/5/0.5/0.95/10 = 3.58 * hits/misses.
Destabilize: Attacks with the weapon have a -10 BtH lean, and eat up to 100% melee in Defloss to deal *(1+Defloss value eaten/100) damage.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (3/10/2024 17:09:23)

Knight Five
FD Energy Armor, Dark Secondary

Overview: An armor with a resource management system/"minigame".

Appearance: A mechanical suit of armor, with many large solid components (eg breastplate, shoulder) connected by shock absorber-type rods and springs. Movements are relatively stiff, similar to the chess-piece knights used by the Nightmare Queen.

Description: This armor was originally a golem that guarded a pizzeria - if you can manage its controls, the world is your pizzeria!

Details:
Has two toggles and a skill.

Lock On: Toggle. While the toggle is active, you have 4.25/5*25 = +21.25 BtH, with this amount also being multiplied by (1+[player eleVuln to energy]/10). At the end of each of your turns while the toggle is on, you're inflicted with a permanent 2.5% eleVuln to energy - this amount is also multiplied by (1+[player eleVuln to energy]/10).

Lock Down: Toggle. While the toggle is active, you take 40% reduced damage from everything except heal and are immune to eleVulns inflicted on you (they still appear on your scroll, they just have no effect while the toggle is on). At the start of the enemy's turn while the toggle is on, you're inflicted with a permanent 4% eleVuln to energy and lose 40*1.4= 56% Melee SP; if your SP is reduced to 0 then the toggle will be turned off on your next turn and cannot be turned back on, and excess SP loss is converted to additional eleVuln.

Reboot: Click to skip your turn. You reduce any eleVuln on yourself by up to 100% Melee (prioritizing energy first, if there's multiple).
- If there's eleVuln remaining then you lose up to 25% Melee in blocking and up to 25% Melee in SP to remove additional eleVuln.
- If there was less than 100% Melee in eleVuln on you, you gain SP equal to the difference.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (3/28/2024 17:37:30)

Zerxymandias
Boss

Overview: Myself as a boss, with a theme I felt to be fitting

Appearance: A human wearing a thin chestplate with a blazer on top, dress pants with greaves over top and suspenders hanging down, and a pair of gauntlets with runes carved into them

Description: Look upon his works, ye mighty, and tell him he did a pretty good job.

Details:

- Level: 150

- Resists: 90% each

- Blocking: 83 each (player accuracy would be nearly 100% before accounting for BtH leans)

- Stats: 275 INT, 250 LUK, 225 END

- HP: 8,000

- SP: Starting at 200, gaining 100 per turn

- Resilience 3 - Immobilizing, Fragile, and Blind: Zerxymandias is immune to immobilizing effects and being inflicted with fragile or blinded; this effect applies to the first 3 of every 4 immobilizing/fragiling/blinding effects that he fails the roll to prevent.

- Plotting Lean: Starts the battle at x0.1 damage taken/dealt. At the start of each of Zerxymandias' turns, damage dealt is increased by 0.1 and damage taken is increased by 0.08; when damage dealt reaches x2 (turn 19), this effect stops increasing the lean. In exchange, Zerxymandias cannot Lucky Strike.

- Villain Armor: Damage beyond the first 10% Max HP that Zerxymandias takes each turn is "X^0.75"ed, and he gains MP+SP each equal to the excess damage after being reduced that way. The amount is multiplied by the damage intake of Plotting Lean, making it start at 1% Max HP.

- QC effects: At the start of Zerxymandias' turns, if he has at least 50% Max MP, he spends that much to multiply the damage intake of Plotting Lean by 0.9. If he has at least 300 SP, he spends that much to gain 1 turn of Siphon Imbue; a status that causes his attacks to eleseek and to recover HP+MP+SP equal to 3% of the damage dealt. The recovery amount is multiplied by the number of times the Imbue has been granted, and the eleseek upgrades every 2nd cast:
Note: Ally/Enemy is relative to the attack's normal element.
---- 1st: No eleseek
---- 2nd: Ally only
---- 3rd: Ally+next ally (5 total)
---- 4th: All but enemy (7 total)
---- 5th: 8-element
---- 6th: All 8 + harm
---- 7th: All 8 + harm + void

- Attack: 3 hits with autohit, dealing 25%/25%/50% melee/melee/magic damage each (still using INT for the melee hits). Element is determined randomly at the start of the fight.

Reward: Worxymandias, an SP skill matching Zerxymandias' Siphon Imbue mechanic.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (4/21/2024 2:19:25)

Zard Training
Quest/Activity

Overview: Some extra zard representation, a gold sink, and a (hopefully) fun little pet simulator.

Details:

Accessible from the Zard Hunter's shop in town; click "Zard Training!" to go to a zard hatchery with a bunch of little zards hopping around. I suppose Frogzard Hunter can be running the hatchery, unless there's a more interesting character. I'll just say "the host" to refer to whoever it may be.

Menu options are "What is this?", "Hatch a Zard!", and "Leave".
- "What is this?": The host explains that they've been working on training zards to help in battle, and that with enough time and effort you can really bond with one you train to teach it plenty of tricks.
- "Hatch a Zard!": A fun little animation of a baby zard hatching, and then a shop where you can buy a level 0 Baby Zard.

Baby Zard Details:
- Power Level scales to player level or "training level", whichever is lower. Training level is increased after each battle, by [turns active]/max([battle duration], 10). Ie 150 10-turn battles (or a minimum of 1500 turns in combat) is needed to fully train the zard, but training levels can still be gained even while it's at your player level (eg if you're at level 50, the zard can still be training level 75; it'll just cap its level to match yours).
- 1 hit, neutral lean, earth.

The host explains that if you ever sell the zard they'll hang onto it for you - all future visits to the hatchery replace the "Hatch a Zard" button with "Reclaim Zard", which skips the hatching animation and reopens the shop.

An additional button is added to the menu - "Zard Training!". Clicking it opens a menu similar to stat training - you can spend zard training levels (and an amount of gold that scales with it) to modify and improve your zard. Options include:
- Number of hits - increase or decrease the number of hits the zard attempts with its attacks, with a change of 1 at a time and a min-max of 1-4.
- Lean - increase or decrease the accuracy lean of the zard, with a change of 5 at a time and a min-max of -15-+10. You can complete a special Zard Research quest to unlock access to an Autohit option (selected by choosing to increase the lean while at +10; costing additional levels and gold).
- Element - change the zard's attacking element to any of the standard 8 elements. You can complete a special Zard Research quest to unlock additional elements, which cost additional levels and gold; additional elements are harm and heal (targeting the player). An additional Zard Research quest can be complete to unlock access to seeking, where you can give the zard multiple elements at once and it'll choose the element that deals the most (with the appropriate damage reduction to pay for the seeking). Yet another Zard Research quest unlocks the ability to have the zard target MP or SP with its attacks.
- Toggle - add/update a toggle on the zard. The toggles choices are burn, siphon poison, defloss, elevuln, daze. All statuses factor in the zard's attacking element(s), eg the burn will match what the zard would've attacked with and defloss will scale with the resist that the zard would've attacked. You can spend additional levels and gold to modify the % damage that the toggle spends on the status (defaulting to 50%, each step is 25% to a min-max of 0-100%) and the duration of the status (defaulting to 3 turns, the steps are 1/2/3/5/permanent with permanent requiring a special Zard Research Quest to unlock).

The Special Zard Research quests are a short series of battles with the following format:
- 2 battles against random zard
- 1 battle against 2 random elemental zards (eg only drawing from the pool of single-element zards), where the elements of the zards are neutral to each other (ie no ally, not enemy)
- Full heal
- 1 battle against the Special Zard that's paired with 2 random elemental zards, where the elements are enemies. Special Zard is at 2x power/HP.
- Upon completion, unlock access to the zard training option that matches the quest.

Special Zards (ie the list of Special Zard Research Quests. Names are not locked in):
- Psyzard; autohit
- Harmzard; deals harm damage
- Healzard; heals itself and allied zards, randomly selected but not picking a full-health zard
- Seekerzard; seeks between all 8 elements
- Mindzard; Damage hits MP first, overflowing into SP and then to HP
- Entropyzard; Applies a random permanent status from among the list of options

A zard hatchery shop allows players to spend tokens on zard mindfulness exercises, which doubles the level gain from the next battle (you can buy multiple to have the effect last for that many battles).




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (7/12/2024 21:22:06)

Realized Potential
Misc

Overview: Allows the player to pass the 250 stat cap.

Details:

If you have stat points remaining, you can click the misc to open a menu - the menu options consist of each stat where that stat's currently invested points plus your total uninvested stat points would be greater than VStat (eg if you have 250 INT/LUK and 250 uninvested points at level 150, the only options are INT and LUK). Choosing one of the options invests up to 250 of your uninvested points into that stat (allowing the stat to exceed 250, to a cap of 500) until the toggle is turned off or unequipped.

The % melee value of the stat increase depends on the stat.
- Mainstat % melee value = (0.85 + 0.08 * Points/50) * (100 + Points*50/VStat)/0.85 - 100
- - IE doubling your stat raises your turn output by 50% melee, before accounting for the accuracy boost that raises your turn value further. 250 Mainstat = 120.6% melee at level 150
- END % melee value is the value of the associated HP increase
- CHA % melee value is 40% of what its Mainstat value would be (since pets are 40% of a player's output)
- LUK % melee value is 31*Points/VStat (since player LS is 10% chance of +150% melee, pet LS is 10% chance of +60% melee, and LUK is used as the minor stat for nearly all status rolls to a limit of +10)
- Regardless of the chosen stat, increase its melee value by an additional 60% of the Mainstat value calculation while using a guest that scales with the chosen stat.
The maximum value is 192.9% melee for +250 Mainstat with a Mainstat-scaling guest.

The cost of the stat boost is paid for via:
- The first 31% is via the 250 stats having been uninvested in the first place; you're only assigning them to a stat, not gaining them from nowhere.
- If the cost still remains after 31% is paid for, it gives the monster a barrier on the first turn the item is equipped in a fight, and increased damage taken on all turns (reduced damage on first turn compensates for how you won't increased damage on the turn that you beat the enemy); the increased damage taken is applied as a status where their next hit landed deals flat bonus damage (if the monster doesn't deal damage on a turn for whatever reason, the bonus rolls over to next turn). This effect pays for up to 75% melee, with the barrier and flat bonus damage both being worth that much.
- If the cost still remains after 106% is paid for, it gives the monster occasional celerity; the value given to the monster is up to 70% melee and the monster is given celerity on its next turn plus every 140/[value] turn (eg at 70% melee it's every 2nd turn, at 35% melee it's every 4th turn).
- If the cost still remains after 176% is paid for, the remaining 16.9% is paid for via SP.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (7/24/2024 22:42:03)

Unnamed/Unflavored Enemy
Boss

Overview: A boss that encourages the player to be thoughtful about resource spending, weapon and status usage, and battle speed.

Appearance/Description: Can be whatever, I just went for mechanics on this one.

Details:

Level: 150

Resists:
Fire: 130%
Water: 70%
Wind: 40%
Ice: 10%
Earth: 70%
Energy: 100%
Light: 100%
Dark: 40%
Heal: -200%
Harm: -10%

Blocking: 100 each

Lean: Neutral

Stats: 275 STR, 250 LUK, 225 END

HP: 2,000% melee (about 7,000)
MP: Maximum is 350% melee (1831); starts at full.
SP: Maximum is 350% melee (1372); Starts at full but has 0 passive SP gain.

Resilience 1 - Immobilizing, Fragile, and Blind: ~~ is immune to immobilizing effects and being inflicted with fragile or blinded; this effect applies to the first 1 of every 2 immobilizing/fragiling/blinding effects that he fails the roll to prevent.

Plot Armor - 25% max HP, multiplied by eleShield

: Whenever the player loses HP, MP, or SP, ~~ heals its matching resource for 25% of that amount (boosted to 50% from heal resist). Excess healing is converted to a 3-turn regeneration that gives 10% of that excess value each turn (boosted to 20% from heal resist, making a total of 60% over 3 turns).

Battle Start Effect: Before the first turn of the battle, ~~ spends 105% melee each of HP, MP, and SP for the following buffs:
- 1-turn eleShield, 25% damage taken
- Barrier worth 105% melee
- 3-turn SP regen, 21% melee per turn (42% after heal resist)

Turn Start Effect, MP: At the start of ~~'s turns, if it has at least 105% melee MP and doesn't have a 25% or less melee eleShield multiplier, it spends that much MP for a 1-turn 25% damage taken eleShield. If it has at least 140% melee after that (including if it had an existing eleShield and didn't spend MP), it spends that much MP for a turn of celerity and extends the eleShield by 1 turn so it continues to last for 1 player turn. If ~~ didn't spend MP on an eleShield or on celerity, it gives the player 70% melee in MP and its next attack this turn gains an additional hit that deals 70% melee harm damage to MP.

Turn Start Effect, SP: At the start of ~~'s turns, if it has 1+ negative statuses on itself, it spends 50% melee SP per status to cleanse them (or as many as it can). Then if the player has 1+ positive statuses on themselves, it spends 50% melee SP per status to cleanse them (or as many as it can). If no statuses were cleansed this way, it spends 50% melee SP to gain a 75% eleEmpower for 1 turn (the x1.5 effectiveness is to compensate for the amount of counterplay the player has, with the ability to apply cheap statuses).

Attack: 2 hits, 1/3rd damage each (The healing for 50% damage accounts for the other 1/3rd damage). The first hit is autohit with x0.85 damage, the other has a -15 accuracy lean with x85/70 damage. One of the hits (chosen at random each attack) will be harm, the other will be one of the following - ice (40% chance), player held weapon element (30% chance), and standard 8-element eleSeek (30% chance).

Can't drop below 50% HP until a player turn ends with the monster at <60% HP; when the 60% trigger is hit, the boss enters phase 2.

Upon entering phase 2: Check the current battle turn, capped at 20; the boss gains a permanent eleShield that multiplies incoming damage by [CurrentTurn]*5 %, and permanent eleEmpower that increases outgoing damage by [20-CurrentTurn]*5 %. The boss also gains permanent MP and SP regen worth [Absolute Value of 10-CurrentTurn]*2 % melee per turn.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (8/19/2024 20:51:56)

Tomelance of Procedure
Ranged Energy "Tome"

Overview: 25-proc tome incorporating various thoughts I have on proc weapons.

Appearance: A lance made of machinery, where its components were all clearly made with the intent of creating the lance (as opposed to being made of general / mass-produced parts; less steampunk, more drakel / cyberpunk / MechQuest). Glowing circuit lines on it occasionally spark and spit out a little 1 or 0.

Description: This experimental weapon can be used like a tome, but only sometimes; in defensive armor it builds in power for its skills, and in offensive armor its skills trigger more often!

Details:

25-Proc (aka 75% chance that an attack with it will be a normal attack; 25% chance that it will be a special dealing 140% damage)

Mastercraft bonus goes toward giving multiple options when the weapon procs.

Zerxes' Proc Value Theory Part 1: Non-proc attacks while in a defensive lean stores the "lost" damage relative to a 100-proc weapon; eg in FD, non-proc attacks store 20% melee. The power of the weapon's special is increased by the stored damage, then the stored damage is reset to 0.

Zerxes' Proc Value Theory Part 2: While in an offensive lean, the proc rate is increased so that the weapon's average damage is fully raised from 110% to their assumed [lean]*108%. Eg FO 1.25 lean increases the proc rate to 66%, for 66% chance of 140% melee unaffected by lean and 33% chance of 100% melee that's affected by lean.

When the weapon procs, it gives 4 options:
- Pierce: Deals full damage. Stored value increases the damage.
- Pile Drill: Deals 40% melee damage, and spends the remaining value (80% melee plus stored value) to inflict Has a Hole Though the Middle (renamed Choke) - the duration is 1 turn, but if the damage reduction passes 80% it increases the duration by 1 turn and divides the reduction among the new total number of turns (repeat until below 80% per turn).
- Pulse" Costs an additional 100% melee in MP (raising baseline to 240% melee). Deals 140% melee damage, and spends the remaining value (100% melee plus stored value) to inflict Destabilized for [value/(50+value/5), rounded stochastically] turns with its power divided among those turns - Destabilized is Defloss but incoming attacks get a damage boost if their roll exceeds the target's blocking by more than 100 (eg if the attacker rolls 150 vs an enemy with blocking that's been Destabilized down to 40, the attacker gets 10% bonus damage). Basically just Defloss that "overflows" into elevuln.
- Plot: A normal attack as if the weapon didn't proc. Guarantee that the next attack will trigger the proc. When the guaranteed proc triggers, roll the proc chance to see if it would have procced anyway - if it would have, increase the proc's stored value by 40% melee (basically you can delay a proc indefinitely to use it at a better time; and if you "miss" a proc due to plotting, the power value just rolls into the instance where you do use a special).

The weapon respects skills, but if it would have procced on the turn that a skill was used it acts as if you had used Plot.




Just a handful of silly ideas I had that I thought might fit together:
- Tome that isn't 100-proc
- System for making proc items useful for all leans, in ways that feel different (defense is willing to lose out on damage and to wait patiently for a big effect, while offense wants to end the fight early and prefers to get the big effect more reliably)
- Allowing procs to be delayed so they can be played around
- A "hybrid" tome that gives more options if you have both stats but is technically usable by non-hybrids of either stat




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (8/20/2024 23:57:01)

Ward (Amount, Power, Weakness)
Status

Overview: Basically barrier, but rewarding skillful use.

Details:
Has three variables:
- Amount (Any Positive Integer): The ward will block the next [Amount] incoming damage, the same as barrier.
- Power (Any Number 0-100 unless you do something weird): The ward takes takes [Power]% reduced damage from all sources.
- Weakness (Boolean): The ward's Power becomes 0 while [Weakness] is true. The default/suggested weakness would be a turn duration, although other weaknesses could be used such as requiring a certain number of monster hits (for a ward that functionally changes its duration based on the enemy) or player-side hits (for a ward that's strongest on defensive characters and characters with lower hit counts). Bosses could use more specific weaknesses such as requiring damage from particular elements in a given order or requiring the player to inflict an effect that's typically blocked by freedom. Weaknesses could also be states that start true and become false, or that change state more than once after the ward's summoning - for example a weakness of "Monster hasn't landed a lucky strike" or "player MP is above 50%".

Examples:
A ward that protects for 50% melee HP, with 75 power and a weakness of "1 turn"; on the turn the ward is summoned, the monster's 140% melee attack is reduced by the 75 power to deal only 35% melee which doesn't break the ward; however after the turn passes, the 75 power falls away and the remaining 15% melee on the ward only reduces the next attack's damage down to 125% melee. Similar to Invincible Star, this would be a ward that's optimal for blocking large hits and is otherwise an inefficient barrier (since this ward would likely be worth a minimum of 155% melee before applying penalties like autohit and always useful).

A ward that protects for 200% melee HP, with 50 power and a weakness of "less than 3 turns"; this ward starts out as functionally just a barrier, but after 3 turns any remaining value it has is effectively doubled by the power. This would be a form of ward that rewards players for maintaining a strong defense while the ward builds power.

A ward that protects for 100% melee HP, with 25 power and a weakness of "your % current HP is greater than your % current SP". This would be a form of ward that's more powerful for characters that have low HP and/or are able to fight without relying on heavy SP usage.

Note:
The ward mechanic could be further expanded with variable power, potentially by merging Power and Weakness into a single variable of Rule. For example the ward could have a rule of "reduce incoming damage to the ward by 100% minus 25% per turn since it was created, to a minimum of -100%" or a rule of "the ward resets to maximum health when you land a lucky strike, but disappears when the monster lands a lucky strike or lands 10 total hits".




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (8/21/2024 0:26:26)

Damage Redirection (Percent, Form, Trigger)
Status

Overview: A player/monster with Damage Redirection will convert a percentage of incoming damage to some other effect.

Details:
Has two variables:
- Percent (Any Number 0+): The percentage of incoming damage to prevent. A number above 100 won't make the damage become negative, but it will convert the damage at an increased rate.
- Form (Any game effect): The effect that the damage is converted to. If Percent is 0-100, the damage prevented is converted to an equivalent amount of the listed Form; if the Percent is above 100, the damage is multiplied by that percentage before it's converted.
- Trigger (Any game event or duration): The situation upon which the status fades away. Most likely a duration, but could also be a requirement for damage converted or any other unique trigger.

Examples:
A monster with Damage Redirection (50, Permanent player fire burn, none) would be defensive (reducing incoming damage by half) while encouraging the player to maintain an aggressive playstyle via the ramping damage that mitigates the player's ability to just chip away while using healing effects to stay topped up. Functionally, a backlash effect that applies a permanent burn instead of up-front damage.

A player spell that inflicts the monster with Damage Redirection (110, elevuln, 1 turn) would allow the player to convert all of their damage for 1 turn into 110% value as elevuln to set up for an even bigger subsequent turn.

An effect that inflicts the monster with Damage Redirection (25, player health, 200% melee healed) would allow the player to have a vampirism-type effect that fades away once enough health has been gained.

A monster with Damage Redirection (20, double-value eleshield for 2 turns, none) would be defensive by gaining an eleshield that scales with the damage it's already taken this turn; eg if it takes 100% melee in damage from a 1-hit player attack, 20% of that becomes a 40% melee eleshield lasting until the end of the player's next turn. A boss with this mechanic would slightly discourage multi-hit armors, and encourage gameplay with windows of aggression rather than constantly trying to hit as hard as possible.

A weapon that deals additional damage, but gives the player Damage Redirection (10, double-value elevuln for 2 turns, 1 turn) would work similarly to an offensive lean; the player gets bonus damage, but the monster is also gaining additional value in exchange. Alternatively, a weapon that deals +22% damage but upon equipping gives the monster Damage Redirection (10, double-value SP, until the weapon is unequipped) would be similar to a bloodblade where the monster gains SP based on damage taken rather than the player losing HP.

Notes:
The valuation of this status would likely be a little funky; a Damage Redirection that's applied to one side and stays as a debuff to that side is functionally worth little to no resources since you're using an effect slot just to convert damage into something of equal value, while a Damage Redirection that functions as a form of backlash would likely be valued similarly to (but double) eleshield where the value is based on what percentage of the attacker's damage is being redirected. Finally, Damage Redirection can also have negative value in cases where the character applying it would be decreasing their own per-turn value or increasing the enemy's per-turn value. Presumably it would be very much a case-by-case basis for determining the value of each effect, using assumed damage numbers and other assumptions around how long the status is expected to provide its effect.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (9/10/2024 17:52:42)

Future Sight
Skill

Overview: QC skill; get insight into what the next weapon proc roll will be, and gain the option to spend SP on adjusting the roll.

Appearance: On cast, a swirl effect surrounds the character's weapon then enters the character's head. On menu choice, a beam goes from the character's head to the weapon and causes it to glow for a second.

Description:

Details:

Skill costs 5% melee in SP to cast.
Opens a menu on cast, like Invincible Star.

Above the menu, the player gets text informing them of their next attack's proc roll result (eg if the next roll is 14, it can specify "will trigger any weapon effects that have a 14+% chance of occurring"). This information is only accurate for the turn; eg it won't apply to next turn's roll, even if the player doesn't attack this turn.

The menu has 3 options and 1 toggle:
- Set to 100: Overwrites the next weapon proc result with 100, meaning only 100-procs would trigger. No cost to choose this option.
- Set to 0: Overwrites the next weapon proc result with 0, meaning it guarantees any proc will occur. The cost occurs at the time of the attack, and is based on the proc rate of the weapon used for that attack; cost is [(0.1+procRate)/procRate-100]% melee in SP, *0.75 for mages (ie the cost of the effect is the expected power increase from the proc occurring. Should likely get an Always Useful penalty); if the player can't afford the cost, the roll result isn't overwritten.
- No Change: Has no effect on the next weapon proc result. Additional casts of Future Sight this turn don't cost the 5% melee SP (so that players aren't punished for double-checking) - triggering a weapon proc roll removes this discount again. No cost to choose this option.
- Toggle labeled "Lock": Remembers your choice; on all future attacks, it applies that choice without needing additional casts of the spell (Set to 0 only charges SP on attacks where the proc wouldn't have happened otherwise - eg a 50-proc becomes a 100-proc with a 50% chance to not charge SP).




There's a lot of fun proc weapons from AQ's history, but their unreliability makes them pretty universally difficult to justify using especially when the most popular armor leans (Full Offense and Full Defense) lose efficiency when their preferred proc:non-proc ratio isn't exactly 0 (for FO) or exactly 1 (for FD). I think it's a shame that so many weapons go unused, so I figured this spell would be a hopefully-simple way to give a boost to a massive group of items.




Dardiel -> RE: Zerxes_WolfHawk's Idea Pond (9/13/2024 5:09:24)

Conway's Spell of Life
A horrible mess of a spell

Overview: QC skill; creates a virtual grid that simulates Conway's game of life, and grants buffs/debuffs based on the grid layout.

Appearance: On cast, a 4x4 grid appears and fills in the "alive" cells as per the spell's determination.

Description:

Details:

Spell is free to cast.

Creates a 4x4 grid (aka a 2D array). The rows and columns are assigned elemental resist numbers:

- Row 1: Player resist matching wielded weapon element
- Row 2: Player lowest resist
- Row 3: Player resist matching pet element (no pet = player highest resist)
- Row 4: Player resist matching guest element (no guest = player average resist)

- Column 1: Monster database element
- Column 2: Monster lowest resist
- Column 3: Monster highest resist
- Column 4: Monster average resist

Each cell is alive when the spell is cast if its row (player) resist is less than its column (monster) resist.

At the end of each player turn, become inflicted with eleEmpower (weapon element) and elevuln (all), and both sides gain BtH, as per the following:
- eleEmpower duration: Row 1 alive cells
- eleEmpower strength per turn: 5% melee * row 2 alive cells
- elevuln duration: Row 3 alive cells
- elevuln strength per turn: eleEmpower total value / elevuln duration
- BtH boost: 5% melee * Row 4 alive cells
- BtH boost duration: elevuln duration

After applying the buffs/debuffs, recalculate the grid as per Conway's game of life (this modifies the effects for next turn).

The spell applies its effects each turn until the grid becomes empty, and it can't be cast again until the spell ends.




This spell is basically a joke, but I'm always happy to make weird effects that promote non-standard priorities for things like player wielded element / resists and I like the idea of having effects with customizable details and longer-term implications.




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