Balancecord stats perk/bonuses ideas

the balance team is asking about suggestions for perks/bonuses for stats, like how agility gives u tp reflex

here is the link if u guys want to add ideas, i found it interested ngl

Public Balancing Server | Arcane Odyssey

If you get 1 point in attack speed a perfect copy of metapoly’s main file spawns in every server you join ands hunts you down until you unequip the armor. It is invincible and has tier 12 attacks

Also applies if any of your methods of combat have above a 1.2 speed affinity

Getting thermofist mastery nerfs everything about you by -10000000000000000000 and summons every balance team member to hunt you down until you replace thermo with iron leg (they must make sure thermo is forgotten for its crimes in version 1.11 or smthn idk)

at a certain amount of attack speed, attacks become hitscan. going even further makes them homing. this will cause no problems

Homing cannon

for an actual idea though, it’d be interesting if attack size made your spells sort of duplicate, like a single blast creating two closely packed ones, maybe with each one doing slightly less than full damage though

making some rn need opinions

Wouldn’t that just be slightly better 2x attack settings? Also that would be a side grade, instead of an upgrade


i think this is my best one

it is an upgrade, the point is to cover even more area by creating even more of the attack, which is what attack size is for, and some spells like javelin don’t have an amount modifier as a comparison to this

High enough Regen lets you regrow limbs?

If you block an attack with high resistance it causes an explosion around you damaging anyone nearby, scaling with how strong the attack was and what percent you blocked (might be better as skill tree ability)

High attack speed makes your attacks slightly transparent to enemies (harder to see and therefore dodge)

High intensity has a slight chance at casting your attack twice, with no additional endlag or casting time (idk what probability, like 20-40%)

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-Having high enough speed reduces the amount of time to fully charge an attack (2 seconds to 1.5-1 second).

-Having high enough attack size adds knockback to your attacks.

-Having high resistance gives high damage reduction on reflexes, and movement skills such as spiralling fury, rising tide, and grabs.

replace this with stats yep

High attack size causes your attacks to gain an additional shockwave that deals like 10% of the original attack’s damage.

High intensity increases your max energy?

High power causes your attacks’ appearance to look more ‘compressed’ idk.

High Drawback causes your moves to be visually infused with red lightning along with a bit of self-damage resistance.

high armor piercing makes the stat viable.

Throwing ideas to see if any of them stick, I didn’t have enough time to cover other stats so I might come back to this topic later.

Attack Size
  • Minor self-explosion on attacks
  • Division on lifespan end (think of the blue angry bird)
  • Lasting trail on attack explosions
Attack Speed
  • Teleporting cast (attacks teleport the “projectile” forward on cast)
  • Faster item switching
  • Sonic booms on attacks
  • Lasting attack trails
Summary
  • Limb regrowth
  • Overhealing
  • Stronger buffs
Armor Piercing
  • Lower limb loss threshold
  • Increased attack destruction
  • Minor penetration (bootleg cannon)
  • Damaging dodges or reflexes
  • Ability to destroy indestructible parts
Resistance
  • Lessened knockback
  • Immunity to waves or pulls
  • Immunity to limb loss
  • Weaker debuffs
  • Dodge reflex walls
  • Minor passive blocking
Insanity
  • Jumbling of text messages
  • Static noise when others speak
Warding
  • Ghost exorcism
  • Lessened water poisoning chances/damage/time
Drawback
  • Bloodied attacks
  • Increased shark agro range
  • Minor self-explosion on attacks
  • Damage transfer
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Doesnt warding already have a special effect at high levels? (The warding burst)

i thought attack speed already did this?

so basically…
40 blast ultimate art would become real.

I’m not going to post this as a suggestion but feel free to cannibalize what ideas you want from it:

Suggestion outside of suggestions

Essentially, this suggestion is to provide substats small additional bonuses that are Fixed. Meaning as the updates happen, even if the bonuses given by substats decrease for lower levels as the level cap increases, these fixed requirements will still encourage investment in stats besides mainly just Power and Defense focuses. Core passives affect potential skill tree options.

Note: This’ll follow a Core → Minor → Major → Core cycle. Meaning you can get the baseline core skills rather easily, but if you want them to be improved or better; then you need to invest.

Agility:

  • 150 (Core) → Sprint Mechanic (if the skill tree option added)
    Sprinting is just running at an even higher speed but it consumes stamina to do so. However, the main benefit is adding momentum into your other mobility options, or just a more efficient mobility option than just spam dashing around the battlefield.
    Core Skill Benefit: Grants sprinting the ability to wall run horizontally, diagonally, or vertically at increased stamina costs.

  • 225 (Minor) → Sprinting has reduced stamina costs (lasts 10% longer in and out of combat)

  • 300 (Major) → Sprinting stamina drain outside of combat is removed (except for wall running). Sprinting players gain more advanced mobility options: T-Jumping onto a wall let’s you immediately T-Jump again with greater momentum, sprinting grants you a foothold on water for 1 second (increase with higher speed; allows you to T-Jump off of the water), and potentially more.

  • 400 (Core) → Perfect Dodges and Counters
    Perfect dodging an attack teleports you outside of the attack’s AOE in the direction you’re dodging, but counters aren’t unlocked yet. Has a range limit that scales with agility, if an AOE is too big then you’ll just auto-block the attack on perfect dodge.
    Core Skill Benefit: Unlocks the counter mechanic, which upon using a skill will teleport you to the enemy whose attack you perfect dodged.

  • 475 (Minor) → Perfect dodge opening increases by x frames.

  • 550 (Major) → Perfect dodging counters are now accompanied with a dazing strike depending on your build’s highest state.
    Vit → Spirit Burst
    Magic → Point Blank Magic Blast (Small)
    Strength → Back Punch
    Weapon → Depends on weapon type (Sharp → Slashes the target’s back; Blunt → Smashes weapon on the target’s head; Staff → Jabs staff into the target’s back; Ranged Weapon → Unloads/Fires into the Target from behind)

… To be continued

Attack Speed:

  • 150 (Core) → Hit and Run: Holding the movement keys with certain skills will trigger an auto dash whilst firing a weaker version of the skill used (lower tier, and damage nerf). This is done mid dash, and is demonstrated visually with the skill being charged quickly.

  • 225 (Minor) → Hit and Run can be held, allowing you to charge the attack properly but requires you to stand still after repositioning.

  • 300 (Major) → Allows the user to chain Hit and Run compatible skills up to 3 times. Can stack with Agility (300 Passive) for the first skill used. Requires the skill used to be off cooldown (intensity could be helpful here for, say, blasts).

  • 400 (Core) → Velocity Charge: Charging increases the attack speed of your skill (unsure if it should scale the same as size).

  • 475 (Minor) → Charge Speed increased (10% faster charging)

  • 550 (Major) → Force Magnification: Max charged attacks deal increased damage scaling with the increase in speed (most efficient with solid magics/fighting styles/physical weapon skills [bullets, arrows, and close ranged skills]; Energy/Gas magics are 66% as efficient with this).

… To be continued

Note: Hit and Run can be used mid air if you have reflexes, but will consume an air movement. This also can’t be chained. Hit and Run can be toggled by pressing Alt.

Attack Size:

  • 150 (Core) → Maximum Output: Gains a +0.02x damage and size multiplier when fully charging an attack.

  • 225 (Minor) → Charging is 10% faster.

  • 300 (Major) → Size slider penalties and bonuses receive a +0.05x damage boost.

  • 400 (Core) → Supercharge: Grants players the ability to supercharge their attacks. This won’t be as strong as NPCs since you aren’t going to be limited to having to fully charge it anyways.
    Max Size: 1.5x (base is 1.33x)
    Max Damage Amp: 1.45x (base is 1.33x)
    Charge time: 4.5 seconds (base is ~1.5 seconds)
    CD: 30 seconds
    Max Size isn’t higher since at max charge your skill gets tiered up anyways. Pretty sure this increases the size as well.

Downsides: Less efficient than an Ultimate Art, meaning even if it hits harder, it’ll drain ~1.33x the energy. Furthermore, in most cases it’s also smaller.

  • 475 (Minor) → Can supercharge modes, allowing them to further amplify the users power. Cannot supercharge ultimate art modes (without Major), and doing so will cost the user some of their HP…

  • 550 (Major) → Maximum Ultimate Arts: By their very nature, Supercharged Ultimate Arts or “Maximum Ultimate Arts” are uncapped. You can charge them to your heart’s content, but it becomes increasingly inefficient. Eventually, it’ll drain your life, and Maximum Ultimate Arts are dangerous to you as well beyond this (you can be hit by your own attack).
    Max Size: “Uncapped” but you won’t get more than 2x
    Max Damage Amp: “Uncapped” but you won’t get more than 1.6x
    CD: 5 minutes; puts regular spells on 150 second CD (2 min 30 sec)
    Passive:
    Pierce (not infinite like Cannon); AOEs (eg. Self Explosion or Blast explosion) will send out a ray to players nearby the attack, detecting how much cover they have if they are in range, and how far they are (Farther = reduced block penalties).
    Drags enemies along for 2.5 seconds before auto exploding.
    Tiers Skill up (Ultimate Arts are already +1 Tier, so this makes these things +2 tiers above what you normally can do)

Drawbacks
Self Damage (can damage yourself with your own attack a 40% of the original damage for every damage instance; prevents completely investing into power/size)

… To be continued

Note for the piercing stuff on 400 (Core) for Attack Size, yes, it’s exactly like Cannons’ with one caveat. Going through stuff slows down your skill, and it adds up, meaning eventually the speed will be too low and it’ll auto finish.

Not going to do anything for Resistance, Regeneration, or Armor Piercing (I have ideas though). Also, the requirements are just examples, but as it stands at maximum investment you sacrifice exponentially more other stats right now. I don’t think anything more than 550 is necessary, and I’m not sure what to do with Intensity in case anyone thinks I forgot it.

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