Environmental resistance jewel effect

Environmental resistance jewel effect
effort 5.0 5 quality 4.8 5 reasonability 5.0 6

The issue

One of the biggest complaints players have regarding the Dark sea is Water poisoning. It’s a randomised mechanic that can catch you off guard at any time and cause you to easily lose a run. There is no telling when it might strike, and chances are you’ll be caught soapless, far from your ship or any cover.
However, this doesn’t go just for Water poisoning. Though less prominent, the issue of environment damage is present in other situations as well. This includes fire at fort Castrum, poison puddles on Far reaches island and so much more.
The fundamental issue with these threats is the fact that many of them deal absurd amounts of damage due to being percentage based, as well as force the player to take uncomfortably careful steps. This is further worsened by the fact NPCs aren’t affected by any of these, so the unholy atlantean chasing you is fully immune to the magma puddle which just cost you half your hp.

Introducing: Environmental resistance secondary jewel effect

When dragon update came out, one of the first complaints people had was water poisoning hitting them while they were fighting dragons. Dragons which drop scales which have yet to receive any purpose other than being sold to pay for repair kits.
However, what if there was another use for the scales that would make them more valuable and make dragon fights slightly easier?

By adding 5 of any dragon scales to a gem at a jewelcrafting table, the player can obtain the new “Environmental resistance” effect, which reduces damage from various hazards and outright nullifies others. The effect can scale from 0.5-5% and caps out at 100%.

Effects

Environmental resistance jewels reduce the damage of some environmental hazards and outright disable others, making them a valuable tool for exploration of dangerous areas and especially Dark sea expedition. Different sources of damage have different scaling.
The lore for why this works is simple. The dragons’ scales are naturally capable of warding off the Dark sea’s corruption, and also make the dragons highly resistant to various hazards. This property extends to jewels crafted with these scales, making their user much more durable in face of environmental threats.

Water poisoning

Every 1% of environmental resistance will reduce the damage dealt by Water poisoning by 1%. At 100%, the player becomes completely immune to getting Water poisoning.

Lightning strikes

Every 1% of environmental resistance will reduce the damage dealt by all lightning strikes by 0.5%. At 100%, all lightning strikes deal 50% the usual amount of damage, and no longer paralyze the player.

Tornadoes

Every 1% of environmental resistance will reduce the damage dealt by tornadoes by 0.5% and reduce DoT of imbued tornadoes by 1%. At 100%, the player becomes completely immune to getting afflicted with DoT effects from imbued tornadoes.

Water corrosion/Infection

This effect plays more of a role in worldbuilding, so it shouldn’t be affected as much, but should still have some effect.
Every 1% of environmental resistances will reduce the damage dealt by corrosion and infection by 0.5%, and reduces infection’s duration by 0.5%.

Magma

The effect of environmental jewels would only apply to some cases here, such as randomly spawning magma pools on Dark sea islands and magma found in diving spots and underwater structures.
Every 1% of environmental resistance will reduce the damage dealt by magma by 0.5%. At 100%, the player no longer gets ragdolled when touching magma.

Fire

Every 1% of environmental resistance will reduce damage dealt by burning status effect inflicted by environmental fire by 1%. At 100%, the player becomes immune to burning from environmental fire.

Poison

Every 1% of environmental resistance will reduce the damage dealt by sea urchin poison by 1% and Liquid starlight by 0.5%. At 100%, the player becomes immune to poisoning from sea urchins.

Why?

Well, first of all, scales currently don’t have any use except being sold, which is kinda lame. Second of all, this would incentivize the players to progress through the dragon fights by gathering dragon scales to craft environmental resistance jewels and protect themselves from ever-present hazards in a way that could adhere to the lore. It would make the higher tier fights marginally easier by not forcing the player to micromanage soap and constantly be tense over toxic puddles while a dragon is breathing fire on them.

7 Likes

I’ve been wanting an Arcane Hazmat Suit since major hazards on islands released.
I think it’d be nice if instead of outright disabling effects, it affected a new ‘tolerance’ meter that would determine your resistance to hazardous areas.

This would not only apply to water poisoning, but also island effects like water corrosion and poison fog.

I don’t have anything to talk about with this suggestion, I agree with all of it.

I don’t quite understand what you mean, could you explain it further?

Also, most effects, especially those that have relevance, aren’t disabled, just have their damage halved. This only goes for some effects that are a common annoyance, and Water poisoning since there is absolutely no way to avoid it otherwise, except just constantly staying under cover or buying out soap, former being unviable, latter unreliable.

Alright so you know how alot of games have an ‘oxygen’ meter when you put on a hazard suit or something similar depending on the type of hazard that shows how long you have before dying.

That but universal.
The more hazard protection you have, the longer the bar lasts.
The more dangerous the hazard, the shorter it lasts.

When it runs out, you start getting affected by the hazard until you restore the bar by ending exposure.

I mean for god’s sake vetex literally calls it ‘magic radiation’ so why can’t we have a ‘magic hazmat suit’ lol.

1 Like

Seems a bit much for a secondary jewel effect, however if we ever do get the ability to track how much exposure we have left until we get hit with WP, I do agree this effect could extend the cooldown

Yeah, originally I wanted to apply this concept to the warding status effect.

Dope suggestion

Suggestion so good it woke up bro from 4 months nap

1 Like

imagine a SEVA suit from stalker but with magic runes and jewels lel

I actually kinda like water poisoning as a mechanic because it forces the player to plan out their trips to islands and helps make the dark sea feel more hostile.
But soap already does a good job at completely invalidating water poisoning, so might aswell have the jewel substat do that too.

cool suggestion tho :+1:

Interesting how, when I was facing this issue, I went to deal with the root cause, and you - with the damage that cause has dealt. Still, ER does help greatly in many aspects, so I would want to see it in game. Just, the devs need to be careful when coding the resistance to effects - we don’t want it applying to players’ or NPCs’ attacks

I think I’m being more realistic to expect another patch to the issue to come before a proper rework or removal.

Well, I believe there must be a way to differentiate environmental damage from NPCs and players already. I mean, I hope current hazards aren’t just invisible enemies spamming attacks that immediately heal you when they hit you and only apply the effect.

At the very least, attacks could probably get a tag that sets them apart from environment hazards.

You ain’t done yet, post

Not until they re-add votes

1 Like

Why are they gone?

no idea, the site just seems to be bugged atm

Misinput has asked headless to check the issue though

yes
please

Get to voting y’all

I never had to ask people to vote on my suggestions. Don’t show your inferiority in a way as boring as this one, mage

There’s no question mark, that was a direct order