Energy Based Fighting Style

Energy Based Fighting Style
effort 4.75 4 quality 4.0 4 reasonability 4.0 4

Energy Brawler/Manipulation

Before continuing, this fighting style is also meant to gauge what the forums at least thinks should be a lost or ancient fighting style. What stats are acceptable and what are not. I’m a novice chef here, and if I burn the kitchen then I’ll learn to hopefully not repeat that mistake again :+1:
Also I’m bad with names so some of you if you for some reason like it could provide some better ones, now onto the fighting style itself.

In order to utilize this lost fighting style, you must learn of a particular method to overload your body with magical energy and seal it within yourself in a “safe” manner. The seals themselves are represented by black markings around your body, they allow you to absorb energy that exceeds your normal capacity, but this can come at a cost to your body. Said seals grow in number and clarity the more energy you absorb beyond your cap.
Ideally the color and design of your seals can be chosen. However, in certain situations they can change (at least) in color. Notably imbues would be one way this would happen.

Passive:
Fighting style energy costs +20% (+20% applies to fighting styles when at Dangerous or above)
Levels of energy beyond capacity (constant like boxing blocking power):
Safe: 0% to 120%
No inherent drawbacks, but there won’t be major benefits

  • Natural awakening energy regen is present here
  • Slight increase in knockback from attacks

Dangerous: 121% to 200%
Visually the AOE effects now have an energy aura about them (based on 1st magic for bers/unimbued?)

  • Drawback 5
  • Increased knockback from attacks
  • Energy regen disabled
  • Other attacks get a 1.05x damage boost while in this mode.

Overloaded/Overwhelmed: 201% to 300% (unsure if this should be exclusive to the ancient version)
Note: Requires you to charge for ~1 second at the 200 % cap to access
Visually demonstrated by constantly leaking energy and the occasional blood splatter

  • Drawback 10 to 15; +5 if ult
  • Health Drain 1% per second (current max, not based on max and kills at 1 HP)
  • Massively increased knockback from attack
  • Energy Regen disabled
  • Energy Drain enabled (disabled when using an attack or 1 second after charging)
    If energy drains below 201%, this state is automatically disabled but you’ll lose access to it for 20 seconds.
  • Overloaded goes on a 90 second CD and disables energy from reaching dangerous levels for 30 seconds. When Ult is used, Ult CD increases by 1.25x and size boosts from ult are halved (so if it gives +100% size, it now gives +50%).
  • Charge damage cap increased to 1.5x vs ~1.33x it is normally (other fighting styles gain this too)
  • Other attacks gain a 1.15x to 1.3x boost

Note: I’m unsure if destruction as a stat exists for fighting styles. Pretty sure it does and I’m going to give Iron Leg a similar destruction multiplier as metal (1.1x, but Iron Leg here is 1.0x)

Safe Charge Stats (Stats are consistent with safe levels of charge):
Damage 0.925x
Size 1.1x
Speed 1.1x
Destruction 0.8x

Dangerous Charge Stats (121% → 200%):
Damage 1.0x
Size 1.2x
Speed 1.15x
Destruction 1.0x

Overloaded Charge Stats (201% → 300%; a range is applied; this is only for 1 attack):
Damage 1.1x to 1.25x
Size 1.35x to 1.5x
Speed 1.2x to 1.3x
Destruction 1.2x to 1.5x
Note: Most of the strength from this comes from charging your attack. Just remember that your health is draining over time, and you’re going to be vulnerable for around 2.5 seconds.

Probably too strong, but I don’t really know how to balance drawback with fighting styles’ stats. Although, the way I see it you have two options with this fighting style. Play it safe, or be willing to accept the risk of dying that is inherent with the more dangerous levels of charge. This fighting style suggestion will also serve as a way to gauge what people think should be a lost fighting style.
For reference I believe something like Vampirism could be:
Damage 0.9x or 0.925x + bleed DoT
Size 1.0x
Speed 1.4x (night/dark) → 1.1x (day)
With a gimmick of life steal, but this gets slower during the day.

Although I acknowledge that this fighting style is significantly simpler than mine, and in all honesty mine could just be an ancient version instead of a lost version. A lost version of this could be restricted to just Dangerous levels of charge, and an ancient version could be slightly stronger perhaps?

Is this fighting style too strong
  • Overpowered
  • A bit too strong
  • Just right
  • Too weak
  • 149 Vit Savant is better
0 voters
Would this style fit an Ancient FS more than a Lost?
  • Yes
  • No
0 voters

A better idea for this is probably to just keep Dangerous but remove the Overloaded option. Instead, Overloaded goes to being exclusive to the ancient version of this fighting style when you upgrade it. Of course, this is assuming Vetex is keeping the whole “fighting styles are improvable by 1 tier (common → lost; lost → ancient)” mechanic in the Trello card.

2 Likes

i think it’d need some tuning, but pretty cool idea, and i also think that maybe it could be a lost, but, when upgraded to ancient, it would unlock overloaded maybe

also i’m gonna go find some names

1 Like

Cool concept, sounds like 8 gates.

chargeburst style or overdrive style sound kind of cool

decrease the stats and way nerf the drawback, maybe 2 for dangerous and 3 for overloaded +1 for ult on dangerous and +2 on ult for overloaded

I found it difficult to primarily balance the “Overloaded” level of energy, the main issue was that I originally had it at 1.5x damage but obviously that’s just wayyy too much when you can just tap a button and get all that damage out instantly. So I decided to move some of that over to charging so it at least that would be an option for other fighting styles and for whatever charge you had at the time.
I assumed level 300 is when you get it so I crunched some numbers with crash.
Level 300 you have:
2200 HP; 319 power (a 90 power build is multiplied by 2.5x or 300/120 for the sake of simplicity for an additional +225… Total = 544)

This is for Overloaded
Crash (1.1x multiplier iirc); Ult is treated as 1.2x
201%: 319 power x 1.1 x 1.1 (crash) = 385 and with ult = 463
201% charged: ~385 x 1.5 = 578 w/ ult = 694
201% w/ 544 total power: 658 and w/ ult 789
201% w/ power and charge: 987 and w/ ult 1184

300%: 438 and ult is 526
300% charged: 657 and ult is 789
300% w/ power: 748 and 897
300% w/ power and charge: 1122 and ult is 1346

Likewise we can probably assume 500 defense is about the norm with 90 power? So 500 x 2.5 is 1250 and 1250 + 2200 = 3450 HP so a 300% w/ power and charge does ~40% of someones HP assuming unblocked or ~20% if they block (assuming no shield, boxing, or equivalents)

You have to remember that this is done with the context of drawback being 1% next update going off of the balance doc.

Decreasing the stats is warranted though, although I don’t want Overload to be something you can just use over a period of time. I want it to be a one and done deal or something with major consequences.

I like overdrive but it makes me think of a more mechanical fighting style.
Not sure about chargeburst, but it could work.

it sounds like you’re charging power over time…

impact fist

The method is different, although I could honestly see this as the ancient version of Impact Fist. Instead of receiving damage to charge up, you bring in the energy yourself. The “extreme effects” are still present, just more controlled as this is a superior method of controlling said stored up energy. Although, instead of “physical strength” this is more “energy” based in the way we know it.
image

Right so, more dmg than sailor, barely less size and decently faster, you realize even the safe charge stats are broken?

and it’s power being ancient or lost doesn’t change much, vetex said Ancients and Losts won’t really be STRONGER than base, just more unique/complicated wioth their gimmicks

Honestly I would’ve expected you to complain about he dangerous charge level and not the safe one. It’s a lost (or ancient, whichever you want) and in terms of stats here are the differences.
Suggested Style at safe vs Sailor 0% seawater vs Sailor 80%+ seawater
Damage 0.925x vs 0.775x vs 0.9x
Size 1.1x vs 0.8x vs 1.2x
Speed 1.1x vs 1.0x vs 1.0x

Let’s compare damage at level 300 assuming no power and the equation 19 (base) + (1 x level). (I can’t remember if it was 144 or 145 as the example someone gave me, gonna assume 144 here for level 125)
19 + 300 = 319 power
Effective power stats
Sailor (80%+ Seawater) = 287 (287.1)
Safe % for this = 295 (295.075)
This calculates to around a 2.7% difference in raw damage output which is what you’re complaining about. Size difference is 8.33% in favor of Sailor, and speed is 10% in favor of this style. Now, when I was making this my main comparison point was in all honesty basic combat (not sailor), and my main concern was the damage/speed ratio vs iron leg.

Now I want to ask you a few questions.
Between magics, shadow vs darkness vs equinox…
Do you think equinox will be around the same strength as shadow? Darkness perhaps instead of hitting as hard it now has a DoT?

Now fighting styles, if I were to tier up sailor as your prime example here. It has a gimmick that we can actually use as base point. Now then, what do you propose we do with sailor? We can’t keep it the same strength because then it’s just sailor but with a different name.

My point here is lost magics and ancients are going to be stronger. That is just the natural progression of things, although, I can’t really expect them to be as stronger as my suggested style’s Dangerous or Overloaded stats. Safe here to me is fine, the fighting style itself has increased energy consumption to compensate for the increased energy whereas other fighting styles don’t consume more energy unless you’re at the dangerous levels (they get a small damage buff here, but it might not be worth it due to drawback…).

TLDR:
Lost and Ancient stuff are going to be stronger, especially when it comes to fighting styles (Common → Lost; Lost → Ancient) tier up mechanic if it’s still planned. They might not be ridiculously stronger, but at a certain point you can’t really argue that Darkflame or Scorch is going to be the same strength as fire because Darkflames gimmick is growing stronger whilst Scorch’s gimmick is AOE.

Safe here is fine to me, I try to compensate with increased energy costs (for the style specifically while at safe). So there is some gimmick/drawback in exchange for an increase in efficiency over something like sailor. I’m honestly more surprised you weren’t complaining about Dangerous or Overloaded (Overloaded I kinda dislike and I’m pretty sure is too strong).

KI POWAAA

Sounds like a cool idea with cool drawback mechanics. A lot of people are criticizing your suggestion because the stats are op. I would advise against putting specific stats or numbers in your suggestion since there’s no way to know if something is balanced if it doesn’t exist past a concept. I suggest giving general suggestions (such as “gain more drawback at these energy threshholds and your stats will be stronger than any fighting style ingame”) or excluding any specific numbers entirely.

About the quality of the suggestion: You should use “Hide Details” in the gear icon when formatting your suggestion. It makes it more readable and less like a wall of seemingly identical text and numbers.

Like this

“At #% to #% energy meter the stats will be about as strong as x fighting style current ingame with y conditions.”

(example)

That’s fair, but if I want to still keep it around then I could do what you suggested with the hide details and add in a section for “Speculated Values”. It’s wouldn’t be inherently what they have to be but rather what I would potentially want to see.
I mainly made this suggestion to gauge what the forums think about things and to that regard the polls work well enough. I now know the degree of complexity that people could expect from an ancient over a lost fighting style. I also know my gut feeling was for the most part correct and this is quite overpowered.
I’ll cook up something simpler in the future and apply what you told me with the details bit if a bit requires it. Maybe something with drawback in mind (retake on the idea) or some other gimmick like insanity.

Some magics will be inherently stronger but Equinox for example will have huge downsides

equinox is supposed to be light and shadow magic coexisting in one magic, so it having any amount of darkback would be kind of idiotic

something that just screams “perfect balance and coexistence” having downsides is :sob:

never said it coexisted, the very nature of equinox makes it harming for the user, you’re forcing two opposite forces togheter and forcing them to explode. Equinox isn’t Light + Shadow, it’s the RESULT of their interaction, that deadly energy

Good thing if I every use it I plan on using it in conjunction with gravity magic if it’s added (drag enemies into one spot before using Equinox).

That’s more of sacrifice magics gimmick, not equinox. If anything Equinox would have the ability to damage the user if it’s used carelessly. So if you don’t use it from a range or use something like pulsar (if it’s big enough to catch in the first pulse) then you’ll probably take self damage that way. The drawback is no longer a Ctrl C + Ctrl V of Sacrifice, but it’s own thing using Equinox’s inherently chaotic and deadly nature.

It could also be a mix of both, just Sacrifice is more potent on spell cast.