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Elemental Resistances
07-06-2014, 11:16 PM, (This post was last modified: 07-06-2014, 11:18 PM by Grey_man.)
Post: #1
Elemental Resistances
Something else I did work on long ago, And am merely posting as to not allow it to be lost in my laptop. Bare in mind this is all just a proposition/Idea

P.s I made this with the Current game in mind, Only having the 4 race elements (leaving out stone, as it seems kind of redundant to me, stone is almost a sub-element to Nature/earth)

Elemental stuff

Notes:
- Gear changes (DD converted to elemental aligned damage)
- Race resistances (each race gets its own elemental affinity)
- Monster resistances/affinity (Certain monsters have x% resistance to 'x' element)
- Chtuman Fireball changed to actual fire aligned damage.
- Graven/Soul hunter Resistances bolstered dramatically (60% + across the board)
- Merman weak to air/lightning, Healed by water moves.
-Blood spout Resistant and deal to Dark aligned damage
- Giant worm of Despair changed to Earth aligned damage
with high nature and fire resistances.

Light
Dark
Fire
Water
Nature
Wind

"My goal is to re-work direct damage into elementally aligned damage. Along with this I also aim to have Element resistances( and possible weaknesses) given to each race, Some resistances to monsters, and some elemental resistance bonus' to certain armors in game.

Doing this will create a better feel for the game, making your gear more important, aswell as your stratagy. This will allow a player to adapt to what seems like a difficult area, by altering their gear, to counter the damage dealt by the monsters of the area. What this does for the games future? Well, it will allow for a greater expansion of how you build your character, how areas are built, in the way of themes. With this we could have an entire volcanic area set up, filled with Fire aligned monsters, and even cause some map interactivity, in the way of certain level of resistances are required to enter certain maps without receiving damage over time from the environment, or other small mechanics to make the world more life-like. It also GREATLY improves our idea pool for equipment, and their abilities.

Elemental Resistances would be capped to 75% specifically for the races element, for Eldrons, nature, for Rhizards water, and so on. and 50% for the others, excluding light and dark.

Elements would interact with one another in different ways, some being stronger against others, cause others to be weaker. They could even cancel out the effects of another element. An opponent entangled by roots, could be freed with the use of a fire spell. Or even potentially an ally trapped by the roots being freed.

Racial Resistance baselines
-Eldrons- Fire; -10% Earth; +15% Wind; 0% Water; +5%
-Humans- Fire; -5% Earth; +5% Wind; +15% Water; -5%
-Rhizards- Fire; +5% Earth; -10% Wind; -5% Water; +10%
-Houndzalid* - Fire; +20% Earth; +20% Wind; +20% water; +20%

Possibilities / Examples
Fiery lance
- Deals 25% of the weapons damage parameters in fire aligned damage per attack,e.g if your lance has 72-107 it would deal about 18-27 fire damage per attack

Banshee Blade
- Either Heals or deals Dark aligned damage equal to .15% (15/10000) your alignment. If your alignment is positive, it will heal, if it is negative it will deal dark aligned damage to your opponent. e.g If i have 20,000 alignment, I would heal, or deal 30 health points. Capped at 300, or 200,000 alignment worth.

-Amulet of x Intentions
-Deal 1-5 damage based on alignment (1 point per 10 alignment) CAPPED to 5 damage, if you have 10 alignment in the chosen direction of the equipment, you do 1 damage, 20 deals 2, up to 50 alignment which will deal 5

-Armor of x Intentions
-10% light/dark resistance, Light for the ill intentions set, dark for the good intentions set.

-Bracers of Good Intentions
- 5% Dark resist.

-Shield of Ill Intentions
- 10% light resist (higher due to it being a shield).

-Helm of x Intentions
- 5% light/dark resist.


Crimson Equipment- Set bonus +15% to all resistance** (even if bracers are used), This will leave all resistances capped, should shield be used, if not +45% to all resistances.

Crimson armor
- +20% Across all resistances**

Crimson helm
- +10% Across all resistances**

Crimson shield (should it remain in game)
- +20% Across all resistances**

Crimson Bracers
- +10% Across all resistances**

*- Houndzalids gain an increased Resistances cap, of 75% to all elements.
This is to compensate for the lowering of the starting point.

**- all resistances** include, Fire, Water, Air, Earth

Monster resistances/affinities
Anything over +100% begins to heal.
If the element is not mentions its is 0% resistant
e.g +40% means they take 40% less damage, while -75% means they are going to take an extra 75% damage.


Vexilar's Garden

Weedlings Earth aligned damage-
Earth; +40% Fire; -75% Water; +125%

Fangbloom, Earth aligned damage-
Earth; +50% Fire; -50% (you deal 50% more damge) Water; 125% damage

Gribble, Earth aligned damage-
Earth; Immune Fire; +25% Air; -20%


Sewer

Sewer rat Physical aligned-
Earth; +25% Fire; -30% Dark; +20% Light -25%

Sludgeling Water aligned-
Earth; -30% Fire; +25% Air -15%

Cajarian Punk physical aligned
Earth; +35% Fire; -45%

Sludge Water aligned
Earth -25% Fire +35% Air -10%

Cajarian Thug
Earth; +35% Fire; -45%


Farm

Small Chicken Physical aligned
Fire; -33%

Steady Horse Earth aligned
Earth; +20% Fire -30% Water; +15%

Cow Physical aligned
Earth +15% Fire -25% Water; +20%

Cajarian mugger (Quest enemy) Physical aligned
Earth; +35% Fire; -45%


Forest

Goblin Huntsman Physical aligned
Earth; +15% Fire; -20%

Goblin Mercenary Physical aligned
Earth; +25% Fire; -10% Air; +5% Water; +10%

Goblin Scout Physical aligned
Earth; +10% Fire; -25% Air; -5% Water; -5%

Goblin Shaman Dark aligned
Earth; +5% Fire; -15% Water; +5% Light; -50% Dark; +60%

Unarmed Goblin physical aligned
Earth; -10% Fire; -30% Air; -15% Water; -15%

Goblin Guardsman Physical aligned
Earth; +25% Fire; +10% Air; +10% Water; +15%

Goblin Weaponsmith Physical aligned
Earth; +15% Fire; -5% Air; +5% Water; 15%

Goblin Warrior Physical aligned
Earth; +20% Fire; -10% Air; +5% Water; +10%

Giant Bat Earth aligned
Earth; +45% Fire; -50% Air; -25% Water; -5%

Rampant Goblin Physical aligned
Earth; +35% Fire; +25% Air; +25% Water; +25%


Cave

Cave Spider Dark aligned
Earth; +15% Fire; -40% Air; +5% Water; -15% Light; -35% Dark; +50%

Stone Golem Earth aligned
Earth; +75% Fire; +35% Air; -10% Water; -25% Light; -25%

Troll Grunt Physical aligned
Earth; +40% Fire; +20% Air; +20% Water; +15% Light; -35%

Troll Warrior Physical aligned
Earth; +50% Fire; +35% Air; +25% Water; +30% Light; -25%


Graveyard

Graveyard Ghoul Dark aligned
Light; -120% Dark; +55%

Lost Soul
Light; -100% Dark; +75%

Fallen Soldier
Light; -85% Dark; +70%

Elite Fallen Soldier
Light; -75% Dark; +85%


Mausoleum

Soulless Apparition Dark aligned
Earth; +25% Air; +30% Light; -65% Dark; +75%

Specter Air aligned (lightning to be exact)
Earth; Immune Air; +55% Light; -75% Dark; 85%

Mutilated Corpse Physical aligned
Fire; -20% Light; -50% Dark; +65%

Forgotten Warrior Earth aligned
Earth; +45% Fire; -30% Water; -10%

Phantom Soldier Dark aligned
Earth; Immune Fire; +25% Air; +50% Light; -70% Dark; +80%

Lifeless Abomination Dark aligned
Earth; -15% Fire; -20% Light; -90% Dark +55%


Southern Grasslands

Busy Squirrel Earth aligned
Earth; +15% Fire; -30%

Grassland Ferret Earth aligned
Earth; +20% Fire; -25%

Crimson Asp Earth aligned
Earth; +30% Fire; -20% Water; +15%

Bear Cub Dark aligned
Earth; +25% Fire; -15% Air; +10% Water; +5% Light; -30% Dark; +40%

Wild Ram Physical aligned
Earth; +30% Fire; -10% Air; -5% Water;

Hunting Hawk Air aligned
Earth; Immune Fire; -25% Air; +45% Water; +15%

Cajarian Gazelle Physical aligned
Earth; +20 Fire; -15%

Green Viper Earth aligned
Earth; +55% Fire; -25% Air; +10% Water; +15%

Caracal Physical aligned
Earth; +20% Fire; -25% Air; +10% Water; +5%

Hungry Wolf Dark aligned
Earth; +20% Fire; -25% Air; +15% Water; +10% Light; -45% Dark; +35%

Ebony Cobra Earth alligned
Earth; 45+% Fire; -30% Air; +15% Water; +10%

Enraged Black Bear Dark aligned
Earth; +40% Fire; -30% Air; +25% Water; +30% Light; -45% Dark; +40%

Giant Worm of Despair Earth aligned
Earth; +125% Fire; -25% Air; +35% Water; -20%


Lower Sewers

Cajarian Recluse Dark/Earth
Earth; +45% Fire; -50% Air; -15% Water; +20% Light; -45% Dark; +65%

Blood Gel Water aligned
Earth; -35% Fire; +45% Air; -20% Water; +130%

Black Moth Air aligned
Earth; Immune Fire; -50% Air; +40% Water; +5%

Carnivorous Snail water aligned
Earth; -35% Fire; +25% Air; +15% Water; +75%

Pulsing Dread Leech Dark aligned
Earth; -40% Fire; -25% Air; +15% Water; +30% Light; -35% Dark; +75%

Nayakrell Water aligned
Earth; +35% Fire; +5% Air; -35% Water; +110%

Cyrian the Forgotten One Water aligned
Earth; +75% Fire; +15% Air; +35% Water; +125%


Ruins

Slither water aligned
Earth; Immune% Fire; -50% Air; Immune% Water; Immune% Light; Immune% Dark; Immune%

Cave Bat Air aligned
Earth; Immune% Fire; -75% Air; +65% Light; -45% Dark; +60%

Stalagmar Earth Aligned
Earth; +90% Fire; +80% Air; +40% Water; -60% Light; -20%

Trivium Spider Dark aligned
Earth; +35% Fire; -65% Light; -35% Dark; +55%

Juolp Physical aligned
Earth; +45% Fire; -35% Air; -10% Light; -45% Dark; +65%

Blood Spout Dark aligned
Earth; Immune Light; -70% Dark; +85%

Drauger Dark aligned
Earth; +55% Fire; +60% Air; +45% Water; +55% Light; -65% Dark; +80%

Chtuman Physical (Code fireball to actually be fire aligned)
Earth; Immune% Fire; +65% Water; -55% Light; -65% Dark; +75%

Ruins-Castle


Blood Spout Dark aligned
Earth; Immune Light; -60% Dark; +95%

Drauger Dark aligned
Earth; +70% Fire; +70% Air; +55% Water; +65% Light; -55% Dark; +90%

Chtuman Physical (Code fireball to actually be fire aligned)
Earth; Immune% Fire; +80% Water; -55% Light; -65% Dark; +90%

Juolp Physical aligned
Earth; +55% Fire; -35% Air; -10% Light; -45% Dark; +80%

Hateful Intellect Physical (Code fireball to actually be fire aligned)
Earth; Immune% Fire; +95% Water; -40% Light; -55% Dark; Immune%

Graven Image Armor ignoring Physical (So still DD)
Earth; Immune Fire; +85% Water; +80% Air; +90% Light; -25% Dark +95%

Soul Hunter Armor ignoring Physical
Earth; Immune Fire; +95% Water; +90% Air; +95% Light; -10% Dark Immune

Chest and Quest monsters
Haunting Screaming Skull Fire aligned
Earth; Immune Fire; +45% Water; -40% Air; +40% Light; -45% Dark +55%

Howling Wraith of Vengence Air aligned
Earth; Immune Fire +25% Water; +45% Air; -30% Light; -35% Dark; +65%

Blackfire Spirit Fire/Dark (Dark if only single element attacks are possible)
Earth; Immune Fire; +45% Water; -40% Air; +60% Light; -25% Dark +85%

Cold Shade of Twilight Water
Earth; Immune Fire; -30% Water; +60% Air; +35% Light; -25% Dark +95%

Wolf of Dark Nova Dark aligned
Earth; -35 Fire; +65% Water; -30% Air; +40% Light; -35% Dark +65%

Retinal the Betrayer
Earth; Immune Fire; -25% Water; +40% Air; -60% Light; -65% Dark +75%
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08-10-2014, 08:08 PM,
Post: #2
RE: Elemental Resistances
Wow, I LOVE this!

You have obviously put in HOURS of work thinking all of this up... Here are some of my initial thoughts.

-Great idea to be implemented in the future, it seems like a lot of coding work will need to go into this.
-It gives me a lot of hope for a more practical and legitimate magic system!
-Right now, it doesn't seem possible. I think there is a lot of work to be done in other areas but you have opened a beautiful door of possibility!
Garet

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