Magic Interactions and Identity Improvements

Magic Interactions and Identity Improvements
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I’ve set a few goals that I think this suggestion will accomplish. I won’t be going more in-depth because of the 32000 characters limit. :frcryin:

  • Making sure every magic is unique in a certain way
  • Make magics easier to buff/nerf long-term by giving them more balancing factors
  • Widen the variety of options regarding end-game magic compositions regardless of what magic you chose at the beginning of the game
  • Give most magics significantly powerful interactions so they won’t be a balancing restraint for other magics
  • Keep power level the same

If you are interested to compare:

Some magics have received changes for Arcane Odyssey and I used those numbers


SYSTEMS

Clouds/Puddles/Rubble
  • Currently they deal (1 + level/5), I think they should also scale with your power - (1 + level/5 + 5% Power) - making them a slightly bigger threat since some can be somewhat ignored in their current state (especially puddles). This would also put more value on magics that can neutralize these effects and actually using that mechanic.

  • In addition, clouds and puddles that require an interaction to obtain (such as Ignited poison clouds or electrified water puddles) deal 1.5x damage.

Magic Energy Charging
  • Getting damaged while charging will refresh the time to clear status effects. Rewards players that time their attacks correctly and keep pressure.

NEW STATUS EFFECTS

Frostbitten

Applied by a combination of Snow and Water / Ice / Wind

Effects

  • Deals 50% of damage dealt over 15 seconds. If the target is below 50% HP their healing will be reduced by 45% and they will be slowed by 25%.

Healing includes regeneration.

Interactions

  • Increases the damage of Metal spells by 30%

  • Increases the damage of Earth/Ice spells by 25%

  • Increases the damage of Water/Wind/Snow/Poison/Crystal spells by 15%

  • Increases the damage of Wood/Sand spells by 10%

  • Reduces the damage of Plasma/Magma spells by 10% and clears the effect

  • Reduces the damage of Fire spells by 15% and clears the effect

Splintered

Applied by Wood magic.

Effects

  • Doubles duration and damage of Bleeding, Burning, Scorched, Melting and Corroding.
  • Makes it 2 times as hard to clear the respective status effect. (it will take 2 hits within a time frame and 2 seconds from charging magic energy)
Electrified

Applied by Lightning magic on Soaked targets.
Cleared if Soaked is cleared.

Keeps Soaked damage interactions, unlike Frozen or Petrified

Effects

  • Deals 40% of damage dealt over 10 seconds and applies a 50% slow for the first 1.5 seconds.

Interactions

  • Increases the damage of Water spells by 10%
Asphyxiating
  • Applied by Ash Magic

    • 6 Instances of damage from Ash clouds within a time frame will inflict Asphyxiating

Effects

  • Lasts 3 seconds and deals 50-150% of the total damage taken from Ash clouds, increased by missing health.

Maximum damage below 30% Health


Note :: Self-synergies (5% more damage for the magic that applied the status) were completely removed.

MAGICS WITH MORE SIGNIFICANT CHANGES

Fire Magic

Magic Mechanics

Burning

Effects

  • Deals up to 30% of damage dealt over 5 seconds, refreshes on hit.
    • New effect :: Applying Burning to an already Burning target enhances the effect, increasing it’s damage by 15% of damage dealt for 2 seconds, up to 3 times.

Interactions

  • Increases the damage of Acid/Magma/Wood spells by 25%

  • Increases the damage of Ash spells by 20% and applies Petrified

  • Increases the damage of Explosion spells by 20%

  • Increases the damage of Sand spells by 10%

  • Reduces the damage of Poison spells by 5%

  • Reduces the damage of Wind/Snow spells by 10% and clears the effect

  • Reduces the damage of Ice spells by 10%

  • Reduces the damage of Water spells by 15% and clears the effect


Magic Damage Interactions

  • Deals 25% more damage against Melting/Corroding/Scorched/Poisoned targets

  • Deals 20% more damage against Charred targets and applies Petrified

  • Deals 20% more damage against Petrified targets

  • Deals 15% more damage against Bleeding targets and clears the effect

  • Deals 10% less damage against Freezing targets and clears the effect

  • Deals 10% less damage against Sandy/Frozen targets

  • Deals 15% less damage against Soaked/Frostbitten targets and clears the effect

Snow Magic

Stats

Magic Speed :: 0.9x >>> 1.1x
Magic Damage :: 0.925x >>> 0.90x

Magic Mechanics

  • Blinding effect :: REMOVED

Snowy

Effects

Interactions

  • Increases the damage of Ice/Water spells by 20% and applies Frostbitten

  • Increases the damage of Wind spells by 15% and applies Frostbitten

  • Reduces the damage of Magma/Plasma spells by 5%

  • Reduces the damage of Fire/Explosion spells by 10%


Frostbitten

Effects

  • Deals 50% of damage dealt over 15 seconds. If the target is below 50% HP their healing will be reduced by 45% and they will be slowed by 25%.

Healing includes regeneration.

Interactions

  • Increases the damage of Metal spells by 30%

  • Increases the damage of Earth/Ice spells by 25%

  • Increases the damage of Water/Wind/Snow/Poison/Crystal spells by 15%

  • Increases the damage of Wood/Sand spells by 10%

  • Reduces the damage of Plasma/Magma spells by 10% and clears the effect

  • Reduces the damage of Fire spells by 15% and clears the effect


Magic Damage Interactions

  • Deals 25% more damage against Freezing targets and applies Frostbitten

  • Deals 15% more damage against Soaked targets and applies Frostbitten

  • Deals 15% more damage against Frostbitten targets

  • Deals 10% less damage against Melting/Corroding targets

  • Deals 10% less damage against Burning targets and clears the effect

  • Deals 15% less damage against Scorched targets

  • Deals 20% less damage against Petrified targets

  • Deals 50% less damage against Frozen targets

Lightning Magic

Stats

Magic Damage :: 0.85x >>> 0.875x


Magic Mechanics

Paralyzed

Effects

  • Stun duration :: 5 >>> 1.5 seconds
  • NEW :: Paralyzes targets if 50% of their max HP was dealt in quick succesion

In it’s current state the status effect is either unusable or completely overpowered. It will be weaker overall but easier to access if you play well and has a good amount of counterplay.


Electrified

Applied by Lightning magic on Soaked targets.
Cleared if Soaked is cleared.

Keeps Soaked damage interactions, unlike Frozen/Petrified

Effects

  • Deals 40% of damage dealt over 10 seconds and applies a 50% slow for the first 1.5 seconds.

Interactions

  • Increases the damage of Water spells by 10%

Magic Damage Interactions

  • Deals 50% more damage against Frozen targets and clears the effect

  • Deals 20% more damage against Sandy targets and applies Bleeding

  • Deals 2.5% more damage against Crystallized targets per crystal and shatters up to 3 crystals on impact

  • Deals 15% more damage against Soaked targets and applies Electrified

  • Deals 15% more damage against Bleeding targets and clears the effect

  • Deals 10% more damage against Melting/Corroding/Scorched targets

  • Deals 10% less damage against Petrified targets and clears the effect

Wood Magic

Magic mechanics

Splintered

Effects

  • Doubles duration and damage of Bleeding, Burning, Scorched, Melting and Corroding.
  • Makes it 2 times as hard to clear the respective status effect. (it will take 2 hits within a time frame and 2 seconds from charging magic energy)

Magic Damage Interactions

  • Deals 25% more damage against Bleeding/Burning/Scorched targets

  • Deals 20% more damage against Petrified targets

  • Deals 15% more damage against Sandy/Melting/Corroding targets

  • Deals 10% more damage against Frostbitten targets

  • Deals 10% more damage against Charred targets

Light Magic

Stats

Magic Damage :: 0.825x >>> 0.80x


Magic Mechanics

Blinded

Effects

  • New effect :: Increases the damage of Light spells by 5% per stack of blind (max 40%)

Magic Interactions

  • Deals 1.25% more damage against Crystallized targets, per crystal and applies Blinded for every crystal on the target (75% reduced blinding effectiveness)
  • Deals 20% less damage against Drained targets
  • Deals 25% less damage against Frozen targets
Shadow Magic

Stats

Magic Size :: 1.15x >>> 1.05x


Magic Mechanics

Drained

New effect ::

  • Dealing damage to enemies applies stacks, for each stack the target will have more shadow particles on them.
    • When an enemy has 3 stacks damaging them will cause the shadow particles to explode then fly at you, dealing an additional 15% of damage dealt and healing you for 150% of the bonus damage.

Magic Interactions

  • Deals 5% less damage against Crystallized targets, per crystal.

  • Deals 25% less damage against Frozen/Blinded targets

Poison Magic

Stats

Magic Damage :: 0.75x >>> 0.675x


Magic Mechanics

Poisoned

Effects

  • Deals up to 100% damage dealt over 20 seconds, doesn’t refresh on hit.
    • New effect :: Applying Poisoned to an already Poisoned target increases it’s damage by 25% of damage dealt.

Interactions

  • Increases the damage of Fire spells by 25%

  • Increases the damage of Acid/Magma/Plasma spells by 15%

  • Reduces the damage of Wind spells by 10% and clears the effect

Clouds

  • New effect :: Damage dealt from Poison Clouds is added to the total damage of Poisoned.

Magic Damage Interactions

  • Deals 25% more damage against Bleeding targets

  • Deals 15% more damage against Frostbitten targets

  • Deals 5% less damage against Burning targets

  • Deals 70% less damage against Frozen targets

Plasma Magic

Stats

Magic Speed: 1.2x >>> 1.3x
Magic Damage: 0.775x >>> 0.75x


Magic Mechanics

Scorched

Effects

Scorched

Effects

  • Deals up to 30% of damage dealt over 5 seconds, refreshes on hit.
    • New effect :: Applying Scorched to an already Scorched target enhances the effect, increasing it’s damage by 15% of damage dealt for 2 seconds, up to 3 times.

Interactions

  • Increases the damage of Fire/Wood spells by 25%

  • Increases the damage of Wind spells by 20% and applies Scorched

  • Increases the damage of Acid spells by 15%

  • Increases the damage of Explosion/Ash/Lightning spells by 10%

  • Reduces the damage of Ice/Snow spells by 15%

  • Reduces the damage of Water spells by 25%


Magic Damage Interactions

  • Deals 20% more damage against Charred targets and applies the Petrified status

  • Deals 20% more damage against Melting/Corroding/Bleeding targets

  • Deals 15% more damage against Sandy targets, clears the effect and applies Bleeding and Scorched

  • Deals 15% more damage against Poisoned targets

  • Deals 5% less damage against Soaked/Freezing/Snowy targets

  • Deals 10% less damage against Frostbitten targets and clears the effect

Sand Magic

Magic mechanics

Sandy

Effects

  • Blinding effect :: Slightly reduced effectiveness
  • New effect :: Increases the cost and decreases the strength of mobility spells/abilities by 7.5% (+0.010% Magic Size + 0.0075% Power), stacking with the blinding effect.

Interactions

  • Increases the damage of Metal spells by 25%

  • Increases the damage of Lightning spells by 20% and applies Bleeding

  • Increases the damage of Glass/Earth spells by 20%

  • Increases the damage of Plasma spells by 15%, clears the effect and applies Bleeding and Scorched.

  • Increases the damage of Wood/Crystal spells by 15%

  • Increases the damage of Wind spells by 15% and clears the effect

  • Reduces the damage of Acid/Magma/Explosion/Fire spells by 10%

  • Reduces the damage of Water spells by 15%


Magic Damage Interactions

  • Deals 25% more damage against Charred/Petrified targets

  • Deals 20% more damage against Petrified targets

  • Deals 15% more damage against Bleeding targets

  • Deals 10% more damage against Melting/Corroding/Frostbitten/Burning targets

  • Deals 15% less damage against Soaked targets

  • Deals 50% less damage against Frozen targets

Crystal Magic

Stats

Magic Speed :: 0.7x >>> 0.85x
Magic Damage :: 0.975x >>> 1.00x
Magic Size :: 1.15x >>> 1.00x


Magic Mechanics

Crystallized

Effects

  • Every time you are hit with crystal magic, a crystal appears on your character, every crystal stores 12.5% of damage dealt. After 4 hits, the next time you are hit with crystal magic will shatter them and deal the stored damage.

Interactions

  • Increases the damage of Metal spells by 3.75% per crystal and shatters up to 4 crystals on impact

  • Increases the damage of Earth/Lightning/Explosion spells by 2.5% per crystal and shatters up to 3 crystals on impact

  • Increases the damage of Magma/Wood spells by 1.25% per crystal and shatters up to 2 crystals on impact

  • Increases the damage of Light spells by 1.25% per crystal and applies Blinded for every crystal on the target (75% reduced blinding effectiveness)

  • Increases the damage of Ice spells by 5% per crystal

  • Decreases the damage of Acid/Plasma spells by 1.25% per crystal

  • Decreases the damage of Water/Fire/Wind spells by 2.5% per crystal

  • Decreases the damage of Shadow/Snow spells by 5% per crystal

  • Decreases the damage of Glass spells by 7.5% per crystal


Magic Damage Interactions

  • Deals 45% more damage against Frozen targets

  • Deals 20% more damage against Bleeding targets

  • Deals 15% more damage against Sandy/Frostbitten targets

  • Deals 10% more damage against Melting/Corroding targets

Explosion Magic

Stats

Magic Speed :: 0.95x >>> 0.85x
Magic Damage :: 0.925x >>> 0.875x
Magic Size :: 1.30x >>> 1.25x


Magic Mechanics

Charred

Interactions

  • Increases the damage of Magma/Sand spells by 25%

  • Increases the damage of Fire/Plasma spells by 20% and applies Petrified

  • Increases the damage of Acid/Wood/Wind/Ash spells by 10%

  • Reduces the damage of Water/Ice spells by 7.5%

  • Reduces the damage of Snow spells by 15%

New :: Shockwave

Effects

  • Explosion’s spells unleash a shockwave around the spell shortly after the impact, dealing 10-25% of the spell’s pre-interaction damage and slightly knocking enemies away. The shockwave’s size is 5.0x the spell’s Area of Effect.

Damage and knockback are stronger towards the center, it’s strength is based on your level and the targets level. Hitbox more horizontal. Pre-interaction - the spell’s original damage that doesn’t take into account magic interactions

Interactions

  • Deals 75% more damage against Sandy targets and clears the effect

  • Deals 50% more damage against Bleeding targets


Magic Interactions

  • New effect :: Explosion’s shockwave turns sand/snow piles into cloud-like particles on contact, that give the respective status effect to enemies passing through them.

Magic Damage Interactions

  • Deals 50% more damage against Frozen targets

  • Deals 40% more damage against Petrified targets

  • Deals 20% more damage against Burning targets

  • Deals 10% more damage against Melting/Corroding/Scorched/Bleeding targets

  • Deals 10% less damage against Soaked/Freezing/Snowy targets

Wind Magic

Stats

Magic Damage :: 0.925x >>> 0.90x
Magic Size :: 1.05x >>> 1.10x


Magic Interactions

  • New effect :: Wind spells turn sand/snow piles into cloud-like particles on contact, that give the respective status effect to enemies passing through them.

Magic Damage Interactions

  • Deals 40% more damage against Petrified targets and clears the effect

  • Deals 20% more damage against Freezing targets and applies Frozen

  • Deals 20% more damage against Scorched targets and applies Scorched

  • Deals 15% more damage against Soaked targets and applies Freezing

  • Deals 15% more damage against Frostbitten targets

  • Deals 15% more damage against Sandy targets and clears the effect

  • Deals 15% more damage against Snowy targets and applies Frostbite

  • Deals 10% more damage against Charred targets

  • Deals 10% less damage against Burning/Poisoned targets and clears the effect

  • Deals 40% less damage against Frozen targets

Glass Magic

Magic mechanics

Bleeding

  • Deals 25% of damage dealt over 5 seconds, stacks on hit. Each stack deals 33% reduced damage from the previous one.

Minimum 5 damage.

Interactions

  • Increases the damage of Ice spells by 35% and clears the effect

  • Increases the damage of Wood/Poison/Earth spells by 25%

  • Increases the damage of Magma/Plasma/Crystal spells by 20%

  • Increases the damage of Acid/Sand spells by 15%

  • Increases the damage of Lightning/Fire spells by 15% and clears the effect

  • Increases the damage of Water/Explosion/Ash spells by 10%


Magic Damage Interactions

  • Deals 20% more damage against Sandy/Corroding/Melting targets

  • Deals 60% less damage against Frozen targets

Metal Magic

Stats

Magic Damage :: 1.00x >>> 1.10x


Magic mechanics

Bleeding

  • Deals 25% of damage dealt over 5 seconds, stacks on hit. Each stack deals 33% reduced damage from the previous one.

Minimum 5 damage.

Interactions

  • Increases the damage of Ice spells by 35% and clears the effect

  • Increases the damage of Wood/Poison/Earth spells by 25%

  • Increases the damage of Magma/Plasma/Crystal spells by 20%

  • Increases the damage of Acid/Sand spells by 15%

  • Increases the damage of Lightning/Fire spells by 15% and clears the effect

  • Increases the damage of Water/Explosion/Ash spells by 10%


Magic Damage Interactions

  • Deals 75% more damage against Frozen targets

  • Deals 30% more damage against Frostbitten targets

  • Deals 25% more damage against Melting/Corroding/Sandy targets

Ash Magic

Stats

Magic Damage :: 0.85x >>> 0.80


Magic Mechanics

Asphyxiating

  • 6 Instances of damage from Ash clouds within a time frame will inflict Asphyxiating

Effects

  • Lasts 3 seconds and deals 50-150% of the total damage taken from Ash clouds, increased by missing health.

Maximum damage below 30% Health

Petrified

Interactions

  • Increases the damage of Acid/Magma/Wind/Explosion spells by 40%

  • Increases the damage of Fire/Wood/Plasma/Sand spells by 20%

  • Reduces the damage of Water/Ice/Lightning spells by 10%

  • Reduces the damage of Snow spells by 20%


Magic Damage Interactions

  • Deals 20% more damage against Burning targets and applies Petrified

  • Deals 15% more damage against Bleeding targets

  • Deals 10% more damage against Scorched/Charred targets

  • Deals 5% less damage against Soaked targets

  • Deals 10% less damage against Freezing targets

  • Deals 70% less damage against Frozen targets


MAGICS WITH JUST NUMBER CHANGES

Acid Magic

Stats

Magic Size :: 1.00x >>> 1.05x


Magic mechanics

Corroding

Interactions

  • Increases the damage of Metal spells by 30%

  • Increases the damage of Fire/Magma spells by 25%

  • Increases the damage of Plasma/Glass spells by 20%

  • Increases the damage of Wood spells by 15%

  • Increases the damage of Earth/Sand/Crystal/Explosion/Ash/Lightning spells by 10%

  • Reduces the damage of Water/Snow spells by 10%


Magic Damage Interactions

  • Deals 40% more damage against Petrified targets

  • Deals 25% more damage against Melting/Burning targets

  • Deals 20% more damage against Frozen targets

  • Deals 15% more damage against Poisoned/Bleeding/Scorched targets

  • Deals 10% more damage against Charred targets

  • Deals 5% less damage against Soaked targets

  • Deals 10% less damage against Sandy targets and clears the effect

Water Magic

Stats

Magic Damage :: 0.95x >>> 0.925x


Magic mechanics

Soaked

Interactions

  • Increased the damage of Ice spells by 25% and applies Frozen

  • Increases the damage of Lightning spells by 15% and applies Electrified

  • Increases the damage of Snow spells by 15% and applies Frostbitten

  • Increases the damage of Wind spells by 15% and applies Freezing

  • Reduces the damage of Acid/Magma/Plasma/Ash spells by 5%

  • Reduces the damage of Explosion spells by 10%

  • Reduces the damage of Fire/Sand spells by 15%


Magic Damage Interactions

  • Deals 30% more damage against Freezing targets and applies Frozen

  • Deals 20% more damage against Snowy targets and applies Frostbitten

  • Deals 15% more damage against Frostbitten targets

  • Deals 10% more damage against Bleeding/Electrified targets

  • Deals 7.5% less damage against Charred targets

  • Deals 10% less damage against Melting/Corroding/Petrified targets

  • Deals 15% less damage against Sandy targets

  • Deals 15% less damage against Burning targets and clears the effect

  • Deals 25% less damage against Scorched targets

  • Deals 40% less damage against Frozen targets

Earth Magic

Magic Damage Interactions

  • Deals 45% more damage against Frozen targets

  • Deals 25% more damage against Bleeding/Frostbitten targets

  • Deals 20% more damage against Sandy targets

  • Deals 10% more damage against Melting/Corroding targets

Ice Magic

Magic mechanics

Freezing

Interactions

  • Increases the damage of Water spells by 30% and applies Frozen

  • Increases the damage of Snow spells by 25% and applies Frostbitten

  • Increases the damage of Wind spells by 20% and applies Frozen

  • Increases the damage of Glass spells by 15%

  • Reduces the damage of Magma/Plasma spells by 5%

  • Reduces the damage of Fire/Explosion/Ash spells by 10%

Frozen

Interactions

  • Increases the damage of Metal spells by 75%

  • Increases the damage of Lightning/Explosion spells by 50%

  • Increases the damage of Earth/Crystal spells by 45%

  • Increases the damage of Ice spells by 25%

  • Increases the damage of Acid spells by 20%

  • Reduces the damage of Magma spells by 5%

  • Reduces the damage of Fire spells by 10%

  • Reduces the damage of Light/Shadow spells by 25%

  • Reduces the damage of Water/Wind spells by 40%

  • Reduces the damage of Sand/Snow spells by 50%

  • Reduces the damage of Glass spells by 60%

  • Reduces the damage of Poison/Ash spells by 70%


Magic Damage Interactions

  • Deals 35% more damage against Bleeding targets and clears the effect

  • Deals 25% more damage against Soaked targets and applies Frozen

  • Deals 25% more damage against Frozen/Frostbitten targets

  • Deals 20% more damage against Snowy targets and applies Frostbitten

  • Deals 7.5% less damage against Charred targets

  • Deals 10% less damage against Burning/Petrified targets

  • Deals 15% less damage against Scorched targets

Magma Magic

Magic mechanics

Melting

Interactions

  • Increases the damage of Metal spells by 30%

  • Increases the damage of Fire/Acid spells by 25%

  • Increases the damage of Plasma/Glass spells by 20%

  • Increases the damage of Wood spells by 15%

  • Increases the damage of Earth/Sand/Crystal/Explosion/Ash/Lightning spells by 10%

  • Reduces the damage of Water/Snow spells by 10%


Magic Damage Interactions

  • Deals 40% more damage against Petrified targets

  • Deals 25% more damage against Corroding/Burning/Charred targets

  • Deals 20% more damage against Bleeding targets

  • Deals 15% more damage against Poisoned targets

  • Deals 5% less damage against Soaked/Freezing/Snowy/Frozen targets

  • Deals 10% less damage against Sandy targets

  • Deals 10% less damage against Frostbitten targets and clears the effect


STATUS EFFECTS

Blinded, Drained, Crystallized and Paralyzed won’t be included because of the character limit

Burning

Effects

  • Deals up to 30% of damage dealt over 5 seconds, refreshes on hit.
    • New effect :: Applying Burning to an already Burning target enhances the effect, increasing it’s damage by 15% of damage dealt for 2 seconds, up to 3 times.

Interactions

  • Increases the damage of Acid/Magma/Wood spells by 25%

  • Increases the damage of Ash spells by 20% and applies Petrified

  • Increases the damage of Explosion spells by 20%

  • Increases the damage of Sand spells by 10%

  • Reduces the damage of Poison spells by 5%

  • Reduces the damage of Wind/Snow spells by 10% and clears the effect

  • Reduces the damage of Ice spells by 10%

  • Reduces the damage of Water spells by 15% and clears the effect

Scorched

Effects

  • Deals up to 30% of damage dealt over 5 seconds, refreshes on hit.
    • New effect :: Applying Scorched to an already Scorched target enhances the effect, increasing it’s damage by 15% of damage dealt for 2 seconds, up to 3 times.

Interactions

  • Increases the damage of Fire/Wood spells by 25%

  • Increases the damage of Wind spells by 20% and applies Scorched

  • Increases the damage of Acid spells by 15%

  • Increases the damage of Explosion/Ash/Lightning spells by 10%

  • Reduces the damage of Ice/Snow spells by 15%

  • Reduces the damage of Water spells by 25%

Poisoned

Effects

  • Deals up to 100% damage dealt over 20 seconds, doesn’t refresh on hit.
    • New effect :: Applying Poisoned to an already Poisoned target increases it’s total damage by 20% of damage dealt.

Interactions

  • Increases the damage of Fire spells by 25%

  • Increases the damage of Acid/Magma/Plasma spells by 15%

  • Reduces the damage of Wind spells by 10% and clears the effect

Sandy

Effects

  • Blinding effect :: Slightly reduced effectiveness
  • New effect :: Increases the cost and decreases the strength of mobility spells/abilities by 7.5% (+0.010% Magic Size + 0.0070% Power), stacking with the blinding effect.

Interactions

  • Increases the damage of Metal spells by 25%

  • Increases the damage of Lightning spells by 20% and applies Bleeding

  • Increases the damage of Glass/Earth spells by 20%

  • Increases the damage of Plasma spells by 15%, clears the effect and applies Bleeding and Scorched.

  • Increases the damage of Wood/Crystal spells by 15%

  • Increases the damage of Wind spells by 15% and clears the effect

  • Reduces the damage of Acid/Magma/Explosion/Fire spells by 10%

  • Reduces the damage of Water spells by 15%

Bleeding

Effects

  • Deals 25% of damage dealt over 5 seconds, stacks on hit (weapons too). Each stack deals 33% reduced damage from the previous one.

Minimum 5 damage (1 Damage over Time).

###Interactions

  • Increases the damage of Ice spells by 35% and clears the effect

  • Increases the damage of Wood/Poison/Earth spells by 25%

  • Increases the damage of Magma/Plasma/Crystal spells by 20%

  • Increases the damage of Acid/Sand spells by 15%

  • Increases the damage of Lightning/Fire spells by 15% and clears the effect

  • Increases the damage of Water/Explosion/Ash spells by 10%

Snowy

###Interactions

  • Increases the damage of Ice/Water spells by 20% and applies Frostbitten

  • Increases the damage of Wind spells by 15% and applies Frostbitten

  • Reduces the damage of Magma/Plasma spells by 5%

  • Reduces the damage of Fire/Explosion spells by 10%

Corroding

Interactions

  • Increases the damage of Fire/Magma/Metal spells by 25%

  • Increases the damage of Plasma/Glass spells by 20%

  • Increases the damage of Wood spells by 15%

  • Increases the damage of Earth/Sand/Crystal/Explosion/Ash/Lightning spells by 10%

  • Reduces the damage of Water/Snow spells by 10%

Melting

Interactions

  • Increases the damage of Fire/Acid/Metal spells by 25%

  • Increases the damage of Plasma/Glass spells by 20%

  • Increases the damage of Wood spells by 15%

  • Increases the damage of Earth/Sand/Crystal/Explosion/Ash/Lightning spells by 10%

  • Reduces the damage of Water/Snow spells by 10%

Soaked

Interactions

  • Increased the damage of Ice spells by 25% and applies Frozen

  • Increases the damage of Lightning spells by 15% and applies Electrified

  • Increases the damage of Snow spells by 15% and applies Frostbitten

  • Increases the damage of Wind spells by 15% and applies Freezing

  • Reduces the damage of Acid/Magma/Plasma/Ash spells by 5%

  • Reduces the damage of Explosion spells by 10%

  • Reduces the damage of Fire/Sand spells by 15%

Frozen

Interactions

  • Increases the damage of Metal spells by 75%

  • Increases the damage of Lightning/Explosion spells by 50%

  • Increases the damage of Earth/Crystal spells by 45%

  • Increases the damage of Ice spells by 25%

  • Increases the damage of Acid spells by 20%

  • Reduces the damage of Magma spells by 5%

  • Reduces the damage of Fire spells by 10%

  • Reduces the damage of Light/Shadow spells by 25%

  • Reduces the damage of Water/Wind spells by 40%

  • Reduces the damage of Sand/Snow spells by 50%

  • Reduces the damage of Glass spells by 60%

  • Reduces the damage of Poison/Ash spells by 70%

Charred

Interactions

  • Increases the damage of Magma/Sand spells by 25%

  • Increases the damage of Fire/Plasma spells by 20% and applies Petrified

  • Increases the damage of Acid/Wood/Wind/Ash spells by 10%

  • Reduces the damage of Water/Ice spells by 7.5%

  • Reduces the damage of Snow spells by 15%

Petrified

Interactions

  • Increases the damage of Acid/Magma/Wind/Explosion spells by 40%

  • Increases the damage of Fire/Wood/Plasma/Sand spells by 20%

  • Reduces the damage of Water/Ice/Lightning spells by 10%

  • Reduces the damage of Snow spells by 20%


A few combos that weren’t optimal before but would be with these changes:

Water/Ice - Snow - Poison
Sand/Ash - Wind - Plasma
Wind/Water - Snow - Ice
Magma/Plasma - Explosion - Sand
Poison/Explosion - Glass - Sand
Plasma/Glass - Magma/Acid - Poison
Wood/Plasma - Lightning - Sand
Earth/Glass - Snow - Ice
Acid/Magma - Metal/Glass - Poison

Edit

Crystallized interactions aren’t noted for magics
Increased Sandy debuff to 7.5%

i like this because it funny…

d go dam

God damn that’s a big suggestion, going places.

Dear god… That is a lot of words.

Very nice suggestion.


finally i have a reason to post this cursed ass image

hds7GmK4tsg
Wait why is there 2 petrified
Does it imply having petrified and charred on top or what

I don’t really like status effects that require you to have 2 specific elements. With this, if you choose lightning, you pretty much have no choice but to choose water for your second to get the DoT.

I like everything else that I have read so far (I haven’t finished reading it yet).

Metal interactions need a nerf in my opinion. Every synergy with metal is positive.

I’ve read most of it. There are a few minor critiques that I’ve commented above, but overall this is a great suggestion. I like the fact that you focus on adding positive synergies rather than negative synergies. That way, the player benefits from learning how magics interact but is not punished for not metamancing. This also give the player more options for their second/third magic if they choose to metamance.

image why on earth

someone mad cause they lost to an explosion user

instead of nerfing water this bad they nerf explosion? explosion is just weaker water with better clashes especially with amazing synergies water should be nerfed more then explosion a B or A tier magic
image explosion stats

image water stats

i mean it’s understandable if you don’t want to read the entire post but could you try reading the sections you’re complaining about

Effective damage is buffed, and explosion’s explosions now do chip damage to everything in the same town as the explosion user.


As for the actual suggestion:
The interactions for each status includes things that weren’t changed - since there’s both a status effects and magic changes section, the post has them all listed twice. Might be an idea to cut out unchanged interactions, since it’s a major contributor to the fact you’re hitting the 32k character limit. I’m super interested in this kind of thing and even I’ve not read the entire post.

Haven’t read everything, but I think this includes a lot of changes to magics that are already fine in terms of meta placement and uniqueness, and still misses some of the magics that most needed changes.

  • Lightning/Water was already one of the best combos before you added a new status effect to buff it harder, and explosion was already very unique and had a bunch more unique (and powerful) synergies coming its way.
    • I’m not necessarily opposed to this stuff, but I can’t help but feel that it’s just going to make magics like Wood seem even less unique (since it’s still just a heavy magic, but now it has slightly better synergy with the stuff it already had synergy with).
  • You fixed ice and snow, but fire and plasma are still basically identical in terms of interactions, and acid and magma are still literally identical. I’d have thought these magics would be top priority for “identity improvements” - even shadow has a better identity (albeit a boring one).
    • also speaking of ice and snow, Ice/Snow seems kinda broken if it’s going to apply both frozen and frostbite
  • The crystal changes seem like they’d just remove options for the magic (and nerf it as a solo magic) - the new shatter interactions are hardly an improvement over just using pure crystal, since it’s a +15% metal interaction every 4 hits in the best case scenario.
    It’s not clear if crystals still wear off after 10 seconds without being shattered, but if they don’t, Light/Crystal is broken OP (full blind every hit and up to +45% from a three hit combo), and if they do, everything that isn’t Light/Crystal is even more garbage.
  • I particularly like the shadow idea - I’m sure if you’d suggested it as a standalone people would have said it was too much like a lost magic, but honestly a fancy self-interaction like that is kinda what it needed if it’s going to completely forgo having magic interactions.
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Sand is meant to be the 2nd option it gives a higher damage boost and applies bleeding from which both Sand and Lightning benefit

Can you read the sections you are complaining about? One of the goals is to keep power level the same, I wouldn’t just hard nerf because of bias or something

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Lightning/Water actually deals less damage somewhat, you regain the lost impact damage in 2-3 ticks from the DoT. Sand is meant to be it’s competitior and if that turns out to be weaker it can always be buffed.

I’ve gave Plasma more speed and less damage to differentiate it a bit more aswell as buff it’s interaction with Wind and Sand with which fire doesn’t combo well. I agree with Acid and Magma but I just couldn’t really find anything to change about them that would make much sense and be a good implementation to the game. I’m still brainstorming tho so I’ll edit this post if something comes up

That’s a typo, anything with Snow is frostbitten.

Keep in mind they also shatter the crystals, which deals the stored damage. Yes they still wear off after 10 seconds. I don’t think Light/Crystal would be that op, I was originally against it but it’s already in the game. The Blind from Crystal has reduced effectiveness but the damage buff could still be something broken, however you would get the around the same amount of damage boost if you just shattered them with Crystal.

someones mad about losing to an explosion user…

Yeah can’t stand them explosion users :sob:

i like how explosion is buffed but everyone’s posting skill issue because they didn’t read past the first three lines

The stored damage isn’t bonus damage though - that’s damage you get anyway for just using crystal.
The synergy could be useful to more consistently pull off the shatter, but shatter synergies are still a best case ~15% average synergy on mediocre magics that requires alternation.
If I want the stored damage to be any good, my setup hits need to be strong - I can’t just drop a placed crystal explosion and get a +40% metal blast, I need all of my attacks to be powerful and even if I do that I still deal less damage.

Why go through all that trouble that when I could just combo something with acid/magma for a way easier repeatable +25%?

also not important but Light/Crystal without crystal wearing off would definitely be broken
There’s a huge difference between “I deal +65% once by switching to the slowest magic in the game and shattering 4 setup crystals” and “I deal +45% on every hit after my second (also my target is blind)”.

In terms of theoretical maximum DPS Lightning/Sand is better, but Lightning/Water wins on every other front.

Lightning/Water clears almost every status in the game, Lightning/Sand clears bleeding, frozen and soaked. Electrified has a 50% slow, and sandy’s a much shorter status effect than soaked, making it harder to take advantage of the repeatable synergy.
Lightning/Sand’s impact damage also isn’t as much better as you might think, since the second damage multiplier is only half-effective. You get +15% on the first hit and +22.5% on subsequent ones.

When the water version often does more DPS anyway thanks to the electrified DoT, Lightning/Water is a bit of a no-brainer.

I had this idea in another thread. Couldn’t be asked to make a suggestion about it, but it would fit nicely here.

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This isn’t bad, at all, looks great and is well done. Have my vote