gataka
(?)Community Member
- Posted: Wed, 07 Apr 2010 21:03:20 +0000
I wanna be cool, so I make a thread too.
But seriously, I think that with the current roster of possible effects, we'll run out of interesting stuff quickly when new rings, monsters, and more start appearing. So I did some research and compiled various ideas I've had sitting around for quite a while to create the following power dump. These are quite rough and likely present many problems. Still. This gives some amount of insight on the crazy ring ideas I cook up in my secret lab.
The ideas are rather self-contained: you don't have to read or answer them all.
Aye, some of these aren't serious. At all. I have more crazy ideas. A lot of them in fact. But this should do for now. And I have no idea how many of them are even feasible. This is mainly for fun and inspiration. Tell me what ye think of them.
This could be useful:
But seriously, I think that with the current roster of possible effects, we'll run out of interesting stuff quickly when new rings, monsters, and more start appearing. So I did some research and compiled various ideas I've had sitting around for quite a while to create the following power dump. These are quite rough and likely present many problems. Still. This gives some amount of insight on the crazy ring ideas I cook up in my secret lab.
The ideas are rather self-contained: you don't have to read or answer them all.
Senseless Diversity:
Back Stab First Strike: if you hit an enemy unaware of you, as in you do not appear on its Hate list, you Crit. This is mainly a buff to ranged rings: you usually can't reach melee without getting some Aggro/Hate. And as long as you appear on the Hate list, you can't gain from this again, even if the target is currently ignoring you.
Animated won't be able to pull this out on us: we don't have an Aggro List...Curently >.>
They can, however, catch us Kneeled. This is our revenge.
This could also be a property of certain rings/powers instead of a general rule.
Varied Crit Modifiers: currently, a crit improves the damage by something between x2 and x3. This is both boring and limited. Having various Crit ranges would add interest and diversity. By this I mean a damage source is given a Crit Mod stat, taking one of the following values: Low (1.1 to 2.0) , Average/Medium (2.1 to 3.0), and High (3.1 to 4.0). This opens up the possibility of a way to improve or worsen your Crits, which would be interesting if combined with above. Making going for crits a more interesting strategy then piling up Accuracy buffs.
Fixed damage: DoT, without the "oT". This is not % based damage. The differences between this and the usual damage are admittedly quite slim. Mainly reduces the random factor, eliminating the possibility of having a lucky streak and dealing above average damage. Or a bad streak. (Read answer to Aseres for further insight.)
Always-Hits damaging effects: further elimination of the random factor. Less efficient/weaker than normal rings. No Crit possible. I believe balance can be achieved (see answer to Valheita to see how) . I also believe there are hidden issue with this, like having a definite advantage against Red/higher-level-thou stuff and with the Fear status effect for it breaks when an attack misses the Fear-affected target. I don’t think it’s that dramatic, thought.
On miss effects: a weaker, possibly different, maybe even an adverse effect occurs only when the main effect misses. Could lead to issues similar to above.
Examples:
Deadly Axe: a second weak attack occurs when you miss
Quicksand: a Speed Debuff happens when you miss a target.
Chainsaw-Chucks: you hurt yourself when you miss.
Context sensitive effects: the effect changes in certain ways depending of the situation.
Examples:
Golf Club: if the target is within melee range, you hit it with the club. If it's out of melee range but within your Ranged one, you hit it with the ball, for less damage.
Desperate Healing: when the target is under 25% of its Max Health, the healing gets stronger.
Animated: their attacks gain a Bleeding effect when they're closer to death. Or something.
That's but a few examples to what could be done with this.
Sustainable/Ongoing effects: This one is a bit more experimental. A rapidly occurring and repeating small effect lasts for a set duration based on RR upon activation ( 5s at RR1 to 20s at RR4 ). The effect can be re-aimed while it is cycling, not doing anything if the new target is invalid. The player/source is immobilized for the duration, but can end the effect when he wishes by re-activating it. You also won't be able to activate other rings. Rage only increases the duration. Four animations: onset, while, switching, and end.
Examples:
Gatlin fun: a super weak attack every second, with slight knockback. Focus on a single target and it will be gradually pushed back.
Some sort of flame spewing Animated: similar to above, but features a cone shaped area and no knockback. It would be programmed to switch target while using the effect to make a better BBQ.
Summon: I believe they could be sort of be done that way. A thing appears in front of you, flies over to target and attacks with you directing where it strikes.
On death effects: an effect that triggers itself when its source sees its HP reach 0. The effect would usually be a secondary effect to a normal ring. This is not an effect requiring you to kill yourself to activate.
Examples:
Ring: this old "Will" idea is awesome.
Ring: you place a mark on the Animated and when it dies, it does so in an explosive way, dealing damage to its allies within a certain radius. A chain reaction coul occur.
Animated: something.
Hive: when a player is dazed in the Hive, some sort of bug comes out of him. >.>
After effects: something else occurs when something prior ends. Mainly for De/Buffs and Status effects. Things with a notable duration.
Examples:
Armor pool ring Bob heals a little when it ends/breaks.
Some speed Debuff ends gradually instead of at once.
Chaining: hits a target, then jumps from that target to another within range. No jumping if a miss occurs. The number of jumps is related to the effect. If their are no viable target, the effect ends within short notice. Similar to AoEs but less scalable, to keep it short.
Example:
Lighting Arcs ring: Zaps a target, then jumps to another. 1 Jump at RR1 (possibly hitting 2 Targets), 4 at RR4.
On/Off rings: you can turn it on. And off. While on it costs you something, or imposes a form of penalty. And there would be a timer to limit how fast you can toggle it. Think Kneeling.
Example:
Gravity well: every animated on screen is slowly pulled towards you, but you can't move and your max Stamina is reduced by 10, or something. (From 100 to 90. Aye, I love that trick.)
Placement on the hand has an effect on the ring: Attack rings on your third finger are more powerful. Maybe not. I'm sure something cool could be based on this rough idea.
HP cost: HP are our second cheaper resource. Using some exposes you to greater danger. But you have more of it and you can use Stamina or simply wait to refill it. Stylish.
Orbs as ammo: the third current resource. Somehow. For the funz.
Drawbacks: wearing the ring imposes a penalty to the wearer, to compensate for some extra power, and to allow serious specialisation.
Piercing: according to swarf's Guide, DoT should bypass Armor and DReflection. DReflection shouldn't work against AoE either. But it's not the case. And it should. Gives a notable edge to using DoT. More differences between types of Defences. More danger. And stuff.
Pulling effects: the reverse of Knockback. To either catch'em from afar or keep em'close. Currently not crucial for limited in numbers are the Animated that don't simply come in charging. Immunity would be given to targets that must remain static. Last I heard, the Coatl enjoys using this.
Conversion: the-damage-turned-into-healing version of DReflection. Less frequent than DReflection, so less than a 10% chance . This means an attack once in a while heals you instead of hurting. Like DReflection: a secondary effect to some rings.
Absorption: Similar to above. When it occurs, you take no damage and gain 2 Stamina. The least frequent of the four. At a 10% chance, you would on average, get 20 Stamina for every 100 attacks against you that don't miss.
Armor that weakens: every hit weakens it up to a point. It regains its strength gradually if left alone.
Example: Blah ring offers 60% protection, every hit lowers it by 2% until it reaches its minimum of 10%. It starts regaining 2% per second, starting 2s after the last hit. See my answer to Aseres on page 2 if you need another example.
~~~
Aye, some of these aren't serious. At all. I have more crazy ideas. A lot of them in fact. But this should do for now. And I have no idea how many of them are even feasible. This is mainly for fun and inspiration. Tell me what ye think of them.
This could be useful:
[list=1]
[*]First Strike:
[*]Varied Crit Modifiers:
[*]Fixed damage:
[*]Always-Hits damaging effects:
[*]On miss effects:
[*]Context sensitive effects:
[*]Sustainable/Ongoing effects:
[*]On death effects:
[*]After effects:
[*]Chaining:
[*]On/Off rings:
[*]Placement on the hand has an effect on the ring:
[*]HP cost:
[*]Orbs as ammo:
[*]Drawbacks:
[*]Piercing:
[*]Pulling effects:
[*]Conversion:
[*]Absorption:
[*]Armor that weakens:
[/list]
[*]First Strike:
[*]Varied Crit Modifiers:
[*]Fixed damage:
[*]Always-Hits damaging effects:
[*]On miss effects:
[*]Context sensitive effects:
[*]Sustainable/Ongoing effects:
[*]On death effects:
[*]After effects:
[*]Chaining:
[*]On/Off rings:
[*]Placement on the hand has an effect on the ring:
[*]HP cost:
[*]Orbs as ammo:
[*]Drawbacks:
[*]Piercing:
[*]Pulling effects:
[*]Conversion:
[*]Absorption:
[*]Armor that weakens:
[/list]