insanity magic
bad damage, less-than-average size, okay speed, bad destruction
gives the enemy insanity when hit. status effect stacks but does not refresh
turns the ground into a darker tint, gives the enemy general debuffs (movespeed decrease, lower/no stamina/energy generation, etc)
to prevent the enemy from airstalling to counteract this, the area above the ground would also be affected by the insanity, to calculate this, take the highest value between the length, width or height of the affected terrain, double it, and thats the ‘height’ of the insanity ‘box’
yes, you can use explosion shockwave and get insane area of effect, but thats just general debuffs, so you gotta balance between debuffing the enemy or inflicting insanity for them to die
i would set the status duration to 10 seconds
when status effect hits insanity 4/5, you take damage as normal (could possibly be nerfed, if the enemy player has insanity themselves then it’d be a middleground, so 3 player insanity + 2 magic insanity = 3/5ths of the 33% enemy health decrease would be normal, while the other 2/5ths is halved or something, which would lead to ~26.7% health decrease, if it were to be 1pi and 4mi then it would be ((1/5)x(1/3))+(4/5)x(1/3)/2) = 20% health decrease, etc
if its still too overpowered, we can quarter the effect, or whatever
to prevent people from using 20 blast or javelin, theres a cooldown between applying status effects (0.3-0.5 seconds or smth)
javelin specifically would be 1.26 seconds so it only applies 3 stacks of insanity if it’s count is set to 5 (if this ancient magic even gets a javelin-related spell)
surge would be even worse, but i doubt people are going to spend a long time in the surge’s range
thoughts?