OH, I see what you mean. Basically, kind of like a lightning burst but it’s way wider?
I could say it is a SUPER version of beam, if you can get the idea.
Now to think of it, how would ultimate art ray and surge work? Would it be kinda like a kamehameha?
Maybe over time, when we get more levels, since the spells we cast vary in size with the spell tiers, and when we are at lvl 320 and our ray is like tier 4, we can get Kamehameha type spell with the Ult.
It’d be funny if we could actually do a beam clash, and you’d needa do a little minigame to overpower the other
Red Plasma Ray is the closest we have to Kamehameha i guess, Purple Plasma Ray is literally Vegeta’s Galick Gun
i think everyone would just run high power and set it to max and overworld pvp will become warlord, warrior, mage supernova powerstacking
It’s meant to be something where they sacrifice a significant portion of their HP to make a devastating attack. I do see your point, but remember warrior and warlord can dish out a ton of DPS too. Also, the more they protect themself then the less damage and size the supernova will be. To get 1500 damage on an ultimate art it has to be 50% protection, which is only double the HP, and then you know how warlord does his work…
this is peak
vetex doesnt like peak tho
A few ideas to (attempt to) help with balancing and maybe help make the spell feel more unique:
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Maybe nerf the base size/power but in exchange maybe the spell could increase in size/power the lower your current health% is
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Decrease the hp drain based on current hp% but add a flat amount of drain based on level (Ex. Level*1.5, which at current cap would be a base of -262.5 hp) as otherwise I feel the spell’s drawback would be diabolical at high defense and wouldn’t punish glass cannons enough
- An alternative would be to make the hp drain scale based on base hp instead of current hp but make the drain non-lethal
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Probably an unnecessary change but I’d make the hp drain become a base percentage, but have the hp sacrifice of the customization sliders become multipliers for it so it punishes you more for having both options at high values (let’s say we have a base of 15% drain, and size/damage both range from 1x to 1.8x drain. Having both at max would give a multiplier of 3.24x (1.8 * 1.8), or 48.6% drain)
Aside from that I like this spell and what it was going for, I think it’s pretty cool! (and i’d love to steal king caeser’s ultimate)
Seems like some good balancing suggestions, I could probably decrease the base power and size (size slightly, power more considerably) to make it more balanced, though question is, what should the BASE size and power be? Got any ideas? (I will add that HP drain mechanic though, that looks solid.)
One thing it should also be able to do on the side is do damage to ships (not crew), because how on earth is a literal supernova not gonna hurt a ship in some capacity?
That’s honestly a good question, tbh even I’m unsure ![]()
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Maybe like 10% less than it currently is at base, but up to 20% more than it currently is at like 20% of current health? It shouldn’t be too underpowered since we have to factor in the health drain cost for using it but at the same time it shouldn’t lean towards being horrifically overpowered and unbalanced (like the high size/damage meta)
Assuming you did level 200 of MAGIC, then increase that because hybrids could use that, plus most lost spells will likely cost around 300 and above in the future (rn the cheapest is 220 but it’s enchantment)
Overall i do like the suggestion, but if it were added, i would change with what Awesome_Wafflez said
level 200 as in player level, he means 400 magic

Oh then it’s a good amount
I did level 200 period (Level 400 magic in that case), meant to be a spell for mages in future updates, not present.
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