Post by amon on May 31, 2015 10:57:01 GMT -5
The ability to raise skills in elements was toyed with by us, though we could not implement it with the former code. Our plans were to add Fire, Water, and Earth as raisable skills similar to Long Sword for example. Allowing players to focus on one element to become stronger. In retrospec we also wanted to allow players to have Resistance to specific magic instead of just MA or MR in general. Items could drop with 12% fire resistance etc, similar to other games.
Also in turn weapons with elements attached could do more dmg and if you raised those skills as a warrior it would become more effective. Say 50% fire and 100% long sword your crits would gain 10-20 fire dmg and cause burning of 5 fire dmg per second for 20 seconds. Also archery could benifit from it, though in lesser extent.
Water(Ice mage)
25% water (water and ice spells do 10% more damage)
50% Water (water and ice spells slow target)
75% Water (Water and Ice Spells have a chance to briefly paralyze target for 1 second)
100% Water (adds 20% damage and paralyze increased to 1.5 second(s) on release target is slowed for 3 seconds)
Fire
25% Fire same as water for fire
50% Fire burns target for 5 damage per second for 10 seconds
75% Fire causes lowers targets resistance 25% to fire for 10 seconds
100% 20% dmg and resistance lower 50% for 20 seconds
Earth
25% 10% dmg
50% Target shakened (brief pause in movement)
75% Target is disoriented for 3 seconds (similar to MiM)
100% 20% dmg Disorientation for 6 seconds
The effects would go for elemental weapons and spells. Most weapons would have low amounts of damage to prevent damage unbalancing.
Also in turn weapons with elements attached could do more dmg and if you raised those skills as a warrior it would become more effective. Say 50% fire and 100% long sword your crits would gain 10-20 fire dmg and cause burning of 5 fire dmg per second for 20 seconds. Also archery could benifit from it, though in lesser extent.
Water(Ice mage)
25% water (water and ice spells do 10% more damage)
50% Water (water and ice spells slow target)
75% Water (Water and Ice Spells have a chance to briefly paralyze target for 1 second)
100% Water (adds 20% damage and paralyze increased to 1.5 second(s) on release target is slowed for 3 seconds)
Fire
25% Fire same as water for fire
50% Fire burns target for 5 damage per second for 10 seconds
75% Fire causes lowers targets resistance 25% to fire for 10 seconds
100% 20% dmg and resistance lower 50% for 20 seconds
Earth
25% 10% dmg
50% Target shakened (brief pause in movement)
75% Target is disoriented for 3 seconds (similar to MiM)
100% 20% dmg Disorientation for 6 seconds
The effects would go for elemental weapons and spells. Most weapons would have low amounts of damage to prevent damage unbalancing.