Rework Knockback into Amplification

Effect

Amplification as a stat would be dedicated to improving the special attributes of a magic. This would apply to things like DoT, Puddles, Effect Timers, etc. This stat would be dedicated for either supportive roles or to give an extra hand for more niche playstyles.

Examples

Blindness from Light becomes easier to apply, making the effect more useful in both 1v1 and team scenarios. This could help someone to use it as a supportive magic, blinding enemies before either following up with a different, more powerful magic or to take pressure off of teammates.

Blindness from sources such as Snow or Sand would last longer and their damage boosting combos be (slightly) more potent.

Debris, Puddles, and Clouds could gain extra scaling with the users power and level, allowing for an area denial playstyle on magics that utilize them.

Magics with DoTs such as Fire, Acid, and Poison would gain damage and/or length, depending on the magic.

Wind would be essentially unchanged with the rework, as it’s innate effect would be boosted rather than being spread out to every other magic.

Magics that utilize multiple of these (For example, Magma with DoT and puddles) wouod have their effects halved on each (or perhaps could scale differently per magic, with say Magma being 75/25 between DoT and Puddles growth while Acid would be 50/50)
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While the exact numbers and nitty gritty details would obviously need to be ironed out, I think that overall it would allow for better customization of ones playstyle, and let an otherwise near useless stat have a purpose.

From @Alv : Amplification could improve the DoT of weapons as well as magics.

From @pika : Amplification can increase the amount of time it takes for effects to be cleared by charging.

Edit 1: Forgot to elaborate on DoTs for some reason and also made effects being less potent on magics that fit into multiple of these categories into their own paragraph

Edit 2: Added ideas from replies

Discussed this already, have my vote.

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yes (10 char)

yep definitely a good change

What would this stat do for Earth, Wood, and Crystal Magic? And other magics that don’t have any gimmicks with their effects when used alone?

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ooo sounds interesting Phurt

Crystal getting a rework would most likely address this issue somewhat, but in the case of wood and earth it could have a niche use in decreasing the amount of damage they need to cause bleed (with a max of -10%) and/or slightly increasing the damage boost they get from status effects, but in general i think that they’d shouldn’t really get much from it because they’re just very “honest” magics

5 Likes

hmm…

the effects of this will be quite hard to measure (for players that is), especially for blinds, since you can’t really tell how fast things blind.

But I might throw in an amplifying amplification dull amulet for my light main so I can blind people with me beam.

Voted.

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This is so much more interesting than giving everything knockback.

Poison, Magma, and Acid gonna get extremely buffed by this

This post is DoubleRun approved.

that’s why i mentioned it in the post at the end that that situation would need to be addressed

1 Like

o whoops-

This actually makes status effects more useful in combat, this definitely gets my vote.

Oh my god.
I almost forgot knockback existed. And yet this idea? Hell, I would ACTUALLY use this stat! 10/10 suggestion, take my motherfucking vote, this earned it!

Fairly poggers idea, well done frankphurter :mariomug:

got my vote, it would follow the destruction to strength trend and would build diversity. Im assuming that the magic size modifications for clouds for ash and poison will be removed? anyways, as long as its altered a bit to ensure inter-elemental benefits, i think this would be ideal

Wanted this for my poison character ever since release.
How do I vote 5 times?

well it is time to run dull amplify and spam clouds everywhere i guess

Let’s just hope that this is fine until paralyze becomes too easy to trigger, in which case it’s game over. In which case paralyze’s length may have to be shortened to made to scale with damage proportional to the target’s max HP