Invasion Proposed Changes
Posted: Sat Sep 22, 2007 9:35 pm
Proposed Changes, Abilities
Shields Up - Change to 10 per level. No cost increase per level of ability. Rename to "Shield Proficiency"
Cautiousness - Introduce % chance to remove Freezing, Null/Petrification, Poison, etc effects. Cost to 10 (from 15). No cost increase per level of ability.
Smart Healing - Change to cost 2. No cost increase per level of ability. Rename to "Alchemic Boost"
Speed Switcher - Change to cost 10. No cost increase per level of ability. Rename to "Quick Draw"
Power Jump - Change to cost 10. No cost increase per level of ability.
Iron Legs - Cost remains at 10. No cost increase per level of ability.
Experienced Healing - Grants 2% additional Healing per level (Damage Increase vs. Friendly Players). Rename to "Healing Mastery."
Proposed Abilities
Caduceus of Remedy- MM only. Cost 15. Req. level 60. Grants an artifact to create a RemedyWeapon of Infinity (see below for Remedy). One level.
Aegis of Protection - MM only. Cost 15. Req. level 90. Grants an artifact to create a Protector's Weapon of Infinity. Protectors would grant protection effect to friendly players struck by the weapon's attacks. One level.
Proposed Changes, Weapons
"of Rage" weapons renamed to "of Immolation"
"Null Entropy" weapons renamed to "of Petrification"
"of Luck" weapons changed to have a chance to spawn various magic artifacts
"of Force" and "of Knockback" combined. Renamed to "of Wind"
Proposed New Weapon Modifiers
"of Earth" - Combines "Sturdy" effect with 30% self-damage reduction per modifier level (max 100%). Earth damage.
"Chilling" - Adds vulnerability effect to enemies struck (See below). Cold damage.
"Flaming" - Adds burning effect to enemies struck (See below). Fire damage.
"of Wind" - See above. Air damage.
"of Rejuvenation" - Grants health, adrenaline, ammo regeneration
"of Remedy" - Immunity to Poison, Freezing, Null. Attacks made with this weapon remove these effects from friendly players
"of Cat's Grace" - Combines "of Quickfoot" effect, adds +% chance to Ghost when killed.
"of Etherealness" - Grants Flight. Reduces speed by %. Grants % damage reduction.
Proposed Artifacts
Artifact of Flame - Pickup only. Consumed after 1 use. Turns one weapon into a fire weapon ("Flaming" or "of Immolation")
Artifact of Frost - Pickup only. Consumed after 1 use. Turns one weapon into a cold weapon ("Chilling" or "of Freezing")
Artifact of Earth - Pickup only. Consumed after 1 use. Turns one weapon into an earth weapon ("of Earth" or "of Petrification")
Artifact of Air - Pickup only. Consumed after 1 use. Turns one weapon into an air weapon ("of Wind" or "of Energy")
Proposed Status Effects
"Null Entropy" - To "You are petrified!"
"You are vulnerable!" - Take % more damage from enemy attacks. (See: Harm)
"You are burning" - Damage over time effect (as Poison), fire damage.
General
As more monsters are created with more non-standard effects, I'm looking to establish some more traditional RPG tropes. The primary one of these is resistances and vulnerabilities amongst various different forms of damage.
Fire vs. Water.
Earth vs. Air.
etc.
In terms of game effects this means,
"Flaming" and "of Immolation" weapons will be considered Fire damage.
"Chilling" and "Freezing" weapons will be considered Water/Cold damage.
"of Earth" and "of Petrification" weapons will be considered Earth damage.
"of Wind" and "of Energy" weapons will be considered Air/Electricity damage.
Creatures which utilize these energy types as part of their natural attacks will generally be somewhat or completely resistant to these forms of damage.
There are also a few other potential oppositions that I am mulling over.
Healing vs. Undead
Remedy vs. Poison
Protection vs. Vulnerability
More likely I think I will just have Healing/Remedy vs. Undead/Poison, as that is sensible and intuitive, and leave out any opposition for anything else.
Miscellaneous
-Infernals
-UniPsycho Clowns
-Badger Badger
-Mine Monsters
-Unreal Devilfish
-Unreal Squid, Spinner
-Unreal Gib chunks
-M:R Spht, Enforcers
-UTR Weapons
Shields Up - Change to 10 per level. No cost increase per level of ability. Rename to "Shield Proficiency"
Cautiousness - Introduce % chance to remove Freezing, Null/Petrification, Poison, etc effects. Cost to 10 (from 15). No cost increase per level of ability.
Smart Healing - Change to cost 2. No cost increase per level of ability. Rename to "Alchemic Boost"
Speed Switcher - Change to cost 10. No cost increase per level of ability. Rename to "Quick Draw"
Power Jump - Change to cost 10. No cost increase per level of ability.
Iron Legs - Cost remains at 10. No cost increase per level of ability.
Experienced Healing - Grants 2% additional Healing per level (Damage Increase vs. Friendly Players). Rename to "Healing Mastery."
Proposed Abilities
Caduceus of Remedy- MM only. Cost 15. Req. level 60. Grants an artifact to create a RemedyWeapon of Infinity (see below for Remedy). One level.
Aegis of Protection - MM only. Cost 15. Req. level 90. Grants an artifact to create a Protector's Weapon of Infinity. Protectors would grant protection effect to friendly players struck by the weapon's attacks. One level.
Proposed Changes, Weapons
"of Rage" weapons renamed to "of Immolation"
"Null Entropy" weapons renamed to "of Petrification"
"of Luck" weapons changed to have a chance to spawn various magic artifacts
"of Force" and "of Knockback" combined. Renamed to "of Wind"
Proposed New Weapon Modifiers
"of Earth" - Combines "Sturdy" effect with 30% self-damage reduction per modifier level (max 100%). Earth damage.
"Chilling" - Adds vulnerability effect to enemies struck (See below). Cold damage.
"Flaming" - Adds burning effect to enemies struck (See below). Fire damage.
"of Wind" - See above. Air damage.
"of Rejuvenation" - Grants health, adrenaline, ammo regeneration
"of Remedy" - Immunity to Poison, Freezing, Null. Attacks made with this weapon remove these effects from friendly players
"of Cat's Grace" - Combines "of Quickfoot" effect, adds +% chance to Ghost when killed.
"of Etherealness" - Grants Flight. Reduces speed by %. Grants % damage reduction.
Proposed Artifacts
Artifact of Flame - Pickup only. Consumed after 1 use. Turns one weapon into a fire weapon ("Flaming" or "of Immolation")
Artifact of Frost - Pickup only. Consumed after 1 use. Turns one weapon into a cold weapon ("Chilling" or "of Freezing")
Artifact of Earth - Pickup only. Consumed after 1 use. Turns one weapon into an earth weapon ("of Earth" or "of Petrification")
Artifact of Air - Pickup only. Consumed after 1 use. Turns one weapon into an air weapon ("of Wind" or "of Energy")
Proposed Status Effects
"Null Entropy" - To "You are petrified!"
"You are vulnerable!" - Take % more damage from enemy attacks. (See: Harm)
"You are burning" - Damage over time effect (as Poison), fire damage.
General
As more monsters are created with more non-standard effects, I'm looking to establish some more traditional RPG tropes. The primary one of these is resistances and vulnerabilities amongst various different forms of damage.
Fire vs. Water.
Earth vs. Air.
etc.
In terms of game effects this means,
"Flaming" and "of Immolation" weapons will be considered Fire damage.
"Chilling" and "Freezing" weapons will be considered Water/Cold damage.
"of Earth" and "of Petrification" weapons will be considered Earth damage.
"of Wind" and "of Energy" weapons will be considered Air/Electricity damage.
Creatures which utilize these energy types as part of their natural attacks will generally be somewhat or completely resistant to these forms of damage.
There are also a few other potential oppositions that I am mulling over.
Healing vs. Undead
Remedy vs. Poison
Protection vs. Vulnerability
More likely I think I will just have Healing/Remedy vs. Undead/Poison, as that is sensible and intuitive, and leave out any opposition for anything else.
Miscellaneous
-Infernals
-UniPsycho Clowns
-Badger Badger
-Mine Monsters
-Unreal Devilfish
-Unreal Squid, Spinner
-Unreal Gib chunks
-M:R Spht, Enforcers
-UTR Weapons