📝 Design Concepts for Upcoming Magics

:memo: Design Concepts for Upcoming Magics

:open_book: Introduction

Hi so I’ve been creating a bunch of detailed design concepts[1] for some upcoming confirmed lost magics for fun and I just wanted to share my ideas (bc why not). I will probably be adding more to this topic over time

These are not suggestions nor am I trying to propose these as the actual designs for their respective magics, this is just a topic to hold my collection of ramblings for people to publicly view if they want to for whatever reason

Please note, however, that despite my efforts to balance them somewhat, I promise you it is absolutely not perfect at all. Especially since I (shockingly) am not able to test these in practice/actual gameplay. So please take that into consideration and put down your tomatoes when looking at all the numbers and stats, but please still feel free to give feedback/criticisms

If you want to, you can even suggest upcoming confirmed magics for me to try and make my own takes on next, though I might not do them if I have absolutely no idea what to give them or if they have confirmed mechanics that don’t give much room for creative freedom/flexibility

:red_question_mark: Information

Base HP & Base Damage

Base HP = 91 + (User’s Level × 9)

  • Excludes blood disease(s) and dragonblood blessing
  • At level 175, Base HP is 1666

Base Damage = Attack’s Damage Affinity × Charging Multiplier

  • Essentially damage dealt excluding power, synergies, and external damage buffs, but still affected by blocking/parrying
  • Identical to what Regeneration’s lifesteal scales off of
  • Prevents unwanted double-dipping[2] and balancing issues from power
Why do some mechanics rely on the user's Base HP?

Some of these concepts have central mechanics that rely on or scale with damage dealt[3]. However, the issue with scaling based on the receiver’s Max HP is that these mechanics would royally and utterly tank in fights against opponents with high Max HP[4]

Scaling based on the user’s Base HP will still allow these mechanics to scale with damage dealt, but it will be relative to the user’s current power level rather than also being based on matchups. Additionally, it prevents extreme scenarios, such as mechanics being unintentionally overpowered against low Max HP targets[5] and as stated earlier, negligible on high HP targets. It probably isn’t as immersive, but imo it’s probably more balanced

Template

This is for if anybody wants to copy the format I use for whatever reason, like maybe if you wanted to use it for a custom magic idea

Do note that directly copying from here will put it in the hide details feature, so maybe paste it onto like a google doc and then copy it again from there.

Template Magic

Allows the user to swiftly and easily copy and paste this template and make it their own, subjecting any unlucky adversaries to ideas and yap.

_x Power
_x Speed
_x Size
_x Destruction

Overview

Summarize your magic, its mechanics, its weaknesses, its type (base, lost, ancient, custom), etc.

Magic Mechanics

  • Describe status effect application, hazard creation, special innate mechanics, etc.

Status Effects

Effect

Hi my name is effect! This is the effect description.

Describe in detail what your effect does

Interactions & Clashing

  • Explain how its attacks and hazards interact with other attacks and the environment

Synonyms

General

  • Words used for spells. Can include separate sections for variant exclusive synonyms

Variants

Variant 1

Describe what color(s) your variant gives and for what specific aspects

Arcanium Stats

  • Must add up to +100% stats (or around arcanium stat EP)

Design Philosophy

Glorified yap section

:magnifying_glass_tilted_left: List of Contents

Lost Magics

Ancient Magics

  • lmao none yet :victory_hand:

  1. does not include actual visuals/vfx, however ↩︎

  2. for example, if a special DoT’s duration increased based on damage dealt rather than base damage, high power will be increasing both the DoT’s damage and its duration, disproportionately amplifying it ↩︎

  3. or more specifically, base damage dealt ↩︎

  4. dragons, high-level Atlanteans, defense stackers, bosses (especially with other players), etc. ↩︎

  5. negative defense, blood disease(s), etc. ↩︎

Poison Lightning Magic

Allows the user to cast precarious toxic lightning that surges through its victims’ bodies to inflict paralysis and tremendous pain whenever they move.

0.725x Power
1.3x Speed
1.05x Size
0.8x Destruction

Overview

A lost magic that combines aspects of poison and lightning, resulting in a magic that exploits enemy movement/displacement to deal extremely rapid DoT. Paired with its stun capabilities, it can somewhat restrict the opponent’s movement.

As it relies on the target’s movement, with more stationary targets it is essentially akin to a slightly worse Poison magic in terms of damage.

Magic Mechanics

Details
  • Inflicts Electropoisoned, a long-lasting, low damage DoT that briefly speeds up based on the victim’s velocity, or while the victim is Paralyzed.

  • Upon dealing 33% of the target’s HP[1], inflicts Paralyzed.

  • Creates and expands poison clouds on hit.

Status Effects

Electropoisoned

Toxic volts surge through and damage your nerves, causing spasms and excruciating pain whenever you move your body.

Deals 2.5% of attack damage every 1s, lasting for up to 20s.

The duration and tick frequency speeds up based on the victim’s total distance travelled within a rolling window of 1s, scaling linearly up to 5x faster[2] when at ≥40m of distance recorded in the past 1s or while the victim is Paralyzed.

Most forms of movement are recorded, such as dashing, knockback, jumping, falling, running, swimming, teleports, etc., but it excludes certain things such as moving with/riding boats. There could even be different multipliers for distance recorded for balancing purposes[3].

Paralyzed

Slows the target by 50% for 1s.

Interactions & Clashing

Details
  • Unlike Poisoned, Electropoisoned cannot be cleared by Wind due to it also being composed of electric shocks, and also because of Wind’s knockback synergizing with the DoT’s mechanic[4].

  • Adds Paralyzed to Soaked.

  • Electrically charges Acid/Water/Metal projectiles upon losing a clash against them, increasing their AoE by 25% and causing them to additionally inflict Electropoisoned.

  • Creates a flash of light when clashing with Poison Lightning, Lightning, Light, Glass, Plasma, or Shadow.

  • Creates a small explosion when clashing with Poison, Acid, Fire, Explosion, Ash, or Magma Magic.

  • Charges metal objects on contact.

  • Temporarily electrically charges Water puddles, causing them to deal damage on contact and inflict Electropoisoned.

  • Creates some glass cubes[5] when clashing with Sand.

  • Clears the Sandy, Charred, Petrified, Bleeding and Frozen status effects.

  • 20% more damage against Bleeding targets.

  • 10% more damage against Sandy or Scorched targets.

  • 5% more damage against Corroded, Melting, Crystallized, Seared, Frozen, or Soaked targets.

  • 5% less damage against Scalded or Burning targets.

Synonyms

General
  • Disease/Diseased

  • Infection/Infectious

  • Noxious

  • Pestilence/Pestilent

  • Plague

  • Virus/Virulent/Viral

  • Poison/Poisonous

  • Toxic/Toxin

  • Bolt

  • Electro/Electric

  • Shock/Shocking

  • Volt/Voltage

  • Surge/Surging

  • Lightning

  • Poison Lightning

  • Poison Lightning Magic:

  • of Poison Lightning

Electropoison Exclusive
  • Electropoison

  • of Electropoison

Toxishock Exclusive
  • Toxishock

  • of Toxishock

Variants

🟣 Electropoison

Dark purple poison/clouds and purple lightning/electricity.

đź”´ Toxishock

Maroon poison/clouds and crimson lightning/electricity.

Arcanium Stats

Details
  • +25% Power

  • +25% Pierce

  • +25% Dexterity

  • +25% Range

Design Philosophy

Details

Poison Lightning is arguably a strange combination, but I suppose you could make the argument that both of its components are associated with paralysis/disrupting bodily functions in some way.

For this concept, I primarily wanted to try and combine its components’ aspects and encompass both of their identities in a unique and fitting way. Simplified, Poison is very DoT focused and Lightning is speed-focused while reducing mobility through Paralysis. Taking these into account, I came up with this concept’s mechanic for Electropoisoned.

Not only do I personally believe it fits, but it also allows for some unique synergy through capitalizing on displacing the enemy, such as with knockback or with its own cloud hazards[6], allowing the mechanic to shine a bit more.

While Paralysis does somewhat have anti-synergy with Electropoisoned, it’s not too glaring, but I did make it so the gimmick is at maximum effectiveness while the victim is Paralyzed.


  1. 16% if Ultimate Art ↩︎

  2. 1 tick every 0.2s for up to 4s ↩︎

  3. Ex. 1.5x for knockback, 0.5x for falling ↩︎

  4. though i guess you could just use knockback jewels instead ↩︎

  5. colored after the Poison Lightning variant used ↩︎

  6. since they act as area denial that forces the enemy to move out of them ↩︎

woop woop poision lightning awesome, frostmetal next bruh!!

for a moment i read electropoison as gastropoison and i thought we were about to burp on people

this game needs a hero!! yeah no thanks please no

i dont even know what im doing anymore man

me neither

i like this gimmick better than current electropoison which is just a really fast DoT

got it!! there’s just 1 or 2 more concepts i wanna wrap up first then i’ll start trying to work on it :+1:

thankfully it’s just a placeholder, surely it’ll have something more unique in the future… hopefully

thanks bro!!

Aethochrysus: