Vitality Awakening, idea thing

Vitality Awakening, idea thing https://forum.arcaneodyssey.dev/uploads/default/original/3X/b/0/b05c8d6328b599c9710179db51ee7fed247d9769.jpeg
effort 5.0 5 quality 4.0 4 reasonability 2.5 6

(edit: uh turns out i worded stuff pretty badly uh i hope this is better)

health/soul Split - "The closer you are to death, the closer in tune spirits you are
Too lazy to read

HP breakpoints where regen is buffed and self-damage/drawback is weaker.
Subway Surfer GIF - Subway Surfer - Discover & Share GIFs
(What are you even doing in suggestions with ADHD? (Attention-deficit/hyperactivity disorder.)


Soul Split Awakening splits the Heath bar into 2.
image
When the HP goes under into the 2nd/left bar the regenerate rate is buffed by 1.5/150% of base
healing back over into the first bar regenerate buff is disabled.


Bonus regen will appear like the Lady Carina boss regen.


Drawback/self-damage is scaled off of only 1 bar
if the player has 1000 HP and a drawback of 10%
only 10% of 500 from the first bar will be affected (50)
image

if they had 750 HP left only 250 HP would be affected (25)
image

drawback is also weakened when 2nd bar comes into effect by 35%
if they have 400 HP left (40X0.65) (26)
image


Warden’s 2nd awakening will again Split the Heath bar again this time into 3
image

with each bar holding 33% of base HP when the HP goes under into the 3rd bar the regenerate rate is buff is stacked by another (flat/adding) 1.5/150% of base regen (totaling 200% base regen)

Drawback/self-damage is again scaled off of only 1 bar

as well when the 3rd bar comes into effect drawback is weakened by another 35% (totaling 70%)

Math for health/soul Split

player has 1000 base HP
base regen is 10(7.5)
(total Heath /0.01)

going under 500 Heath (each bar has 500)
crit regen is 15(11.25)
(7.5+3.75)
((total Heath /0.01)+(total Heath/0.005))


player has 2000 base HP
base regen is 20(15) (total Heath /0.01)

going under 1333 Heath (each bar has 666)
crit regen is 30(22.5) ((total Heath /0.01)+(total Heath/0.005))
(20+10)

going under 666 Heath (again each bar has 666)
mega crit regen is 40(30) ((total Heath /0.01)+(total Heath/0.01))
(20+10+10)


extra stuff
pre V1.14.62 PAIN

(NOTE: I was 70% ish done with the suggestion then … because of this:
image
I had to do EVERYTHING AGAIN… I’m in so much pain right now you have no idea…)
whatever (stuff i had to cut out):


Gear adds 75% of the total defense from gear to the first bar(right).
the other 25% is added to the 2nd bar(left).

Heath "overlap"

Heath “overlap” is when at very high defense causes the difference in HP pools to be too great.
so downsize in the 2nd bar(rightmost) with blue HP
1000HP with 2000 defense
without
without overlap
with
image


Warden’s 2nd awakening will again Split the Heath bar again this time into 3
image

with each bar holding 33% of base HP when the HP goes under into the 3rd bar it also begins to regenerate (along with the first and second)
gear also has better scaling with 25% defense from the first bar going to 3rd bar
(bar 1 gets 50% defense, 2 and 3 get 25% each)
drawback wouldn’t change much besides when 3rd bar comes into effect drawback is weakened by another 35% (totaling 70%)

Math for health/soul Split

player has 1000 base HP without extra defense
base regen is 10(5) (total Heath /0.01)

going under 500 Heath (each bar has 500)
crit regen is 15(7.5) ((total Heath /0.01)+(2nd Heathbar/0.01))
(10+5)


player has 1000 base HP with 600 defense (1600 total)
base regen is 16(8) (total Heath /0.01)
the first bar (rightmost) has 500+450 (950)
second bar has 500+150(650)

going under 650 Heath
crit regen is 22.5(11.25) ((total Heath /0.01)+(2nd Heathbar/0.01))
(16+6.5)


Warden's 2nd awakening maths that didn't work out

again Split the Heath bar again this time into 3
with each bar holding 33% of base HP when the HP goes under into the 3rd bar it also begins to regenerate (along with the first and second)
gear also has better scaling with 25% defense from the first bar going to 3rd bar
(bar 1 gets 50% defense, 2 and 3 get 25% each)
drawback wouldn’t change much besides when 3rd bar comes into effect drawback is weakened by another 35% (totaling 70%)


player has 2000 base HP without extra defense
base regen is 20(10) (total Heath /0.01)

going under 1333 Heath (each bar has 666)
crit regen is 26.66…(13.33…) ((total Heath /0.01)+(2nd Heathbar/0.01))
(20+3.33…)

going under 666 Heath (again each bar has 666)
mega crit regen is 33.33…(16.66…) ((total Heath /0.01)+(2nd Heathbar/0.01)+(3nd Heathbar/0.01))
(20+3.33…+3.33…)


player has 2000 base HP with 2300 defense (4300 total)
base regen is 43(21.5) (total Heath /0.01)
the first bar (rightmost) has 666 +1150(1816)
second(middle) bar has 666 +575(1241)
third bar has 666 +575(1241)

going under 2482 Heath
crit regen is 54.41(27.205) ((total Heath /0.01)+(2nd Heathbar/0.01)
(43+12.41)

going under 1241 Heath
mega crit regen is 67.82(33.91) ((total Heath /0.01)+(2nd Heathbar/0.01)+(3nd Heathbar/0.01))
(43+12.41+12.41)


2 Likes

Vitality builds deadass getting phases

yea uh
I had the idea of a whole phase for every class in the game with each and every one having their own “phase”

like mages getting “echo-casting”
warriors getting “ghost-like NPCs that do their own attacks”
juggernauts getting a 24/7 passive block while not attacking
Savant getting mimic/stealing attacks
Paladin sealing off skills
Conjurer getting 0 end lag attacks
Knight faking attacks and parrys that heal the knight
and so on

but seeing how JUST one awakening idea of mine took me what?
10 hours?
yea no

sorry, but this is sort of a declined suggestion…

Even tho vetex doesn’t accept warden suggestions rn, this one is actually fire.

1 Like

i think the suggest bot hates me 3/3 of my major suggestions LETS GOOOOO

boxing juggs:

Vitality stuff really isn’t allowed but I was actually brainstorming that the awakening could very well be something like this, would be an interesting idea but it would have to go through a lot of testing.

explain this to me in a way a 5 year old can understand

if you clicked “too lazy to read”

incredible amounts of yap
better than 10% damage resist tho

If you think this is me “yapping” you haven’t seen my other 2 suggestions

all of it is yap

am i the only one who finds this confusing?

:nerd: :point_up:

most likely not
but if you just want the basics
when you go under half HP you get 35% self-damage resist (like from drawback)
and your Regen rate is multiplied by 1.5
the drawback is scaled off of only one bar/half of your HP at a time

:nerd: :point_up:
I am not talking about spicy weapons or about the warden’s class
I’m talking about what Vitality-based classes should get
( lol yea I know but if you didn’t see this was part of a much much bigger suggestion idea to give ALL classes some kind split HP bar with each class having a different effect not just vitality)

I understand what this is. but it is alot more complicated than what a suggestion and awakening should be. If this were to be in the game and it would require adjustments, then itd be balancing hell.

Yeah I agree with you (but I don’t care because making 2000-word suggestions is funny)

meh not really, most of the awakenings are complicated to hell and back if you think about it
(also I just worded stuff REALLY badly due to me sucking at getting my ideas across)

EX: Berserker (full str) you get another slot for a fighting style.
simple right? NOPE! because now you dealing with 2 styles that can interact with each other and depending on what slot changes how you use them because of tiers, meters, and passives.

EX2: Warlord (weapons and str) you can imbue your weapon attacks
again simple right? again you now dealing with what the stats fighting style changes should you make the size of duel swords moves bigger for less damage? or should you keep it off how about musket what if you? what if you swapped to another style? what if you swapped to another weapon?

you can make the awakening complicated to find combos/full-value
or you can take it at face value as
like how you can just take a 2nd fighting style at face value as more skill slots or
less drawback damage and more regen at low HP

uh, what doesn’t? (btw this isn’t a good counter-argument)

I would bet on the fact that a 20% damage reduction would be a balancing hell as well
(this is as if you had a passive 2/5 of a block the whole fight)
also, this buffs Regen because it’s not 20% more MAX HP but resist so why not just lean on that?

and even with that, it doesn’t fit the theme of vitality which is, based on absorbing damage but that’s it? you just absorbing more attacks? none of the other kinds of damage like the stick of self damage?

Admittedly, you’re right. I didn’t think about imbues and how they affect sizes, attack and all other stats in relation to whats being imbued. I said this thinking about warden and warrior which are just flat stat ups whilst forgetting the imbuements.

On paper, your idea might sound fine. but if it were to go into the game, it will see changes and when it does. All those numbers are values vetex have to change, but i dont think thats the hard part. The hard part is having players and the balancing team understand all the components, what they do, how they work and then telling vetex what to change. I dont think stuff like imbuements match up to how complicated this is.