Dynamic clashing! by puppykeeper1234

Dynamic clashing! by puppykeeper1234
effort 4.8 5 quality 4.6 5 reasonability 4.333333333333333 6

Dynamic Clashing-

Make it so clash effects aren’t just visual, and actually effect gameplay.
I wont add exact stats, bc that’s more balancing and whatnot, but I will add a general idea of how much damage it should do.

There are two main types, some clash effects have none, one, or both

Effect Clashes-
Creates an explosion or produces an effect when the two spells collide (these do 50% less damage to players if they didn’t cast either of the spells involved). I will mark these with an E

Modifier Clashes-
Modifies one of the spells in some way, either changing its stats or adding a whole new effect to it (these already kinda exist in a way). I will mark these with an M

E
If any two of the same Magic collide, and they evenly clash eachother out, it produces one explosion with the combined stats of both Spells (This basically makes it one big explosion, instead of two small ones). (Damages Anyone)
Damage = 0.5(Spell + Spell)
(If another collision of two of the same magics is mentioned on this list, its because it has a special effect on clashing itself out)

E
Light and Shadow Magic produce an Equinox explosion (This would probably be the highest damage out of any clash). (Damages Anyone)
Damage = 2(Light Spell + Shadow Spell)

E
When Two Light Magic spells clash, it produces a flash of light that lasts 3-5 seconds, giving blindness to anyone looking in that direction. (Effects Anyone)
(probably wouldn’t add the blindness effect, but instead just glares the screen if you look in that specific area)

E
When Poison Magic (Spell not cloud) hits a Heat Magic, it produces an explosion that applied charred. (Damages Anyone)
Damage = Heat Spell + Poison Spell + Charred

M
When Metal Magic is hit by a Heat Magic or Lightning Magic, it gets a damage boost and applies those effects. (Metal User is Immune)
*Base Damage = Metal Spell + 0.2(Lightning/Heat Spell) + Heat Magic Effect

M
When a Water and Lightning Spell collide, the water spell gets electrically charged and water that drips from the spell will now be electrified (Applies paralyzed). (Water User Immune)
*Base Damage = Water Spell + 0.4(Lightning Spell) + Paralyzed

M
When an Acid and Water Spell collide, the Acid Spell gets a size and damage increase. (Acid User Immune)
Base Damage = Acid Spell + 0.4(Water Spell)

M
When a Magma and Earth Spell collide, the Magma Spell gets a size and damage increase. (Acid User Immune)
Base Damage = Magma Spell + 0.3(Earth Spell)

M
When a Wind and Poison Spell collide, the Wind carries the poison along with it, applying the poisoned effect to anyone it hits. (Wind and Poison User Immune)
*Base Damage = Wind Spell + Poisoned Effect

M
When a Heat Magic hits a Wood Spell, the Wood spell appears to be on fire, applying the effect of the heat magic, and halving the range of the spell. (Wood User Immune)
*Base Damage = Wood Spell + 0.3(Heat Spell) + Heat Magic Effect

M
When a Glass/Crystal Spell is hit by a Light Spell, it appears to be glowing (For Crystal it is the color of the variant, for Glass it shines the color spectrum (rainbow)), applying blindness to anyone near or hit by the blast, or debris.
Base Damage = Glass/Crystal + 0.2(Light) + Blindness

EM
When Water Magic hits a Heat Magic, it produces a large cloud of steam that does damage over time for 10 seconds (btw the Water Magic attack isn’t canceled, given that it wins clashes with Fire Magic). (Damages Anyone)
Damage = 0.1(Water Spell + Heat Spell)(Per second) + Scalded
The Water Spell gets modified, so that water that drips from the spell is now steaming and the spell applies scalded. (Water User Immune)
Base Damage = Water Spell + 0.2(Heat Spell) + Scalded

EM
When Earth Magic is hit by Plasma/Fire/Magma, it causes a magma explosion. (Damages Anyone)
*Damage = Earth Spell + 0.3(Heat Spell) + Melting
The earth attack, provided it wins the clash, now appears heated up, and starts producing magma puddles as it moves, as well as applying melting, and will produce magma puddles when it explodes (Possibly make it so if it is heated by plasma, it drips purple/red magma for coolness factor). (Earth User is Immune)
Base Damage = Earth Spell + 0.3(Plasma/Fire/Magma Spell) + Melting

EM
When two Lightning Spells perfectly clash eachother out, it causes a lightning explosion (Instead appears like a lightning strike if they collide near the ground) in the area where they collided, always applying paralyzed. (Damages Anyone)
*Damage = Lightning Spell + Lightning Spell + Paralyzed
If one of the Lightning Spells out clashes the other, it adds the power of the lesser spell to the stronger one, increasing size and damage. (Clash Winner Immune)
Base Damage = Lightning Spell + 0.3(Lightning Spell) + Paralyzed

Feel free to suggest more
-puppykeeper1234

EM
when magma and water come into contact, some pieces of volcanic land appear and gas clouds of ash appear that give petrified to nearby players.

4 Likes

such as fire clashing against metal and producing heated metal?

feels like the stronger one should ‘live’ but with reduced stats because otherwise everyone is spamming 20 blast/beam count spells

not annilihate like antimatter + matter?

yes
this is crazy good

Me personally I think whoever suggested this had a pretty good idea :wink:
It shouldn’t be too hard to add either, since most of these already exist ingame as visuals, all that really needs to be added are hitboxes and damage values (I think)

This one applies for if the two magics are the same, so it they should be clashing evenly unless there is a level difference

ye

Thats a perfect analogy for Light + Shadow, but you gotta remember, antimatter goes BOOM when it annilihates :wink:

I appreciate the feedback

now just allow you to clash with yourself and light+shadow mages are eating good
(I was actually planning to suggest this exact thing a while ago, but didn’t bother applying for suggester until a month ago)

maybe earth + water could turn it into mud which makes movement slower and decreases friction

no as in, the blast whose ‘owner’ invested more magic points into should be technically stronger, so it shouldnt be a level difference but rather a stat point investment difference

YESSIR PLEASE COOK AGAIN :pray: :pray: :pray:

1 Like

Bump, but how about weapons and fighting styles? Even spirit weapons maybe.

I don’t really got much for those since weapons are sorta just shockwaves, and spirit weapons aren’t ingame yet
But for how that works, basically anywhere where it mentions heat magic, you can put thermofist attacks,
For anything that says water, you can put sailorfist or sunken weapons
For anything that says metal, ironleg should work too
Appreciate the feedback

Would be cool if you could just flat out split things in two

Maybe for flash strike but idk

This would be a good suggestion if what’s being suggested didn’t already somewhat exist, so I see no use for a suggestion like this. And of the new stuff that it is here it basically just adds up to “Give random combat feature more content and more complexities,” even if it doesn’t really deserve it .

(I doubt PvP nor PvE players will get any kind of use from trying to keep every aspect of clashing involved with their build like it’s type advantages from Pokemon lol)

agreed, as cool as any suggestion could sound. In hindsight, you realise (the game can’t take anymore lol) there’s too many interactions between the magics and environment (we got puddles and can light things on fire already so it’s not too bad ).
that and not everybody would agree with how much power a magic should have, people generally have a bias towards their choice and such an update would force alot of stat resets on people that have already chosen, and the community already looks likes it’s drying up to me (no amount of sunken swords nor staffs nor armour or elements can fix this), the easiest and fairest way i think people would be happy with this suggestion would be that it’s an interaction between the puddles and debris from spells, with nobody having immunity to any of these things (unless you cover yourself with some kind of defensive aura):
-lightning hitting water/ acid puddles makes them charged, electrocuting anyone that steps into them (lightning users can still get hit by lightning especially in dark sea).
-water puddles hit by magma could cause ash clouds and magma hit by water could cause blocks of volcanic rock to appear ontop of the aforementioned clouds.
-glass or crystal debris could cause a flash of light that could be tinted with whatever the colour was (what about moonlight variant though…?)

I’m sure the developer considered this but decided not to for now due to how complex it was, I read over your suggested ones and it all seems like a mess to actually put into the game, there’s going to be so many lines of code happening when people fight, putting the person with the lower end PC or off-region player at more of a disadvantage than they already are.

further down the line, let’s say alot of the current issues with the game get solved magically, i’m sure it wouldn’t hurt to have more QoL interactions between different elements, there’s alot of good ideas that don’t even really have any reason as to why they’ve not been added (it’s better to do them now then put them off for later to be forgotten about because of a roadmap, which will add more things and issues).

nevertheless the current state of how elements interact can be very unsatisfying and leaves little to imagination for the player, these clashes can happen outside the main battle, within the environment and could be eventually added as some kind of further QoL patch (proper clashes are much easier to add in turn-based games like pokemon, i don’t think i know any game other than pokemon that is open world and takes type advantages into this much depth, speaking of depths, maybe deepwoken?).

Yes I’ve been thinking this should’ve been in since WoM for soooo long it makes so much sense. It also makes clashing more unique and actually makes it matter

1 Like

Well made suggestion, Should bring more complexity to clashing and clash outcomes/effects.

1 Like

no

Personally I see no reason why clashing needs to have all this, it’s the same issue with that customizable m1 suggestion. Both basically fall under the category of trying to make unused features more complex when the game would be better off doing revamps into other more important things (like this game’s entire combat system)

I get where you’re coming from, and I agree the mechanics of the game suffer from bloat, but at the same time to me part of the appeal of AO is watching magics and stuff interact with the environment, such as nuking stones with your bare fist or watching a bunch of ships light on fire. If anything I want more of this, and more interactions that affect gameplay.

Bumping this by adding that I think it would be cool if metal weapons heated up and if you are conjuror you can use this