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#Post#: 6400--------------------------------------------------
Ability: Elemental fusion
DIR By: Isofruit
Date: December 25, 2011, 10:34 am
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Blackdoom, Doomlord and me discussed the idea of having a spell
that fuses a lightening, a fire and an ice elemental, so here's
a thread about it where you can post your oppinion and suggest
some improvements, forms of appearance or even the size of one
of the factors for the calculation.
Phodom has the ability to summon a fire elemental.
Galeoth has the ability to summon an ice elemental.
Fradz will have the ability to summon a lightning elemental (One
thing Aero's working on at the moment ;D)
[center]Description[/center]
This spell fuses a fire -, an ice - and a lightning elemental to
create a powerful elemental of magic/power/suggest a name.
This powerful spell resides in your spellbook, since it's too
powerful to be a normal ability. The power of the magical
elemental depends on the abilvl of the single elementals. Every
elemental improves one single part of the stats of the new
elemental (I'll call it now "magic elemental" until a name is
decided). The summoned magical elemental will fight side by side
with the Dragon Slayers to defeat their enemys.
The summoning spell itself works similar to "Force of Nature"
with the exception that there are elements required instead of
trees and that the result won't be treants but the "magic
elemental".
[center]Effects[/center]
- requires a lightning- , a fire and an ice elemental
- The higher the abillvl of the lightning elemental, the higher
the intelligence of the magic elemental
- The higher the abillvl of the fire elemental, the higher the
attackpower of the magic elemental
- The higher the abilvl of the ice elemental, the higher the hp
and armor of the magic elemental
- The abilitys of the magic elemental are mixed together out of
different abilitys from the lightning, fire and ice elemental (I
think which abilitys exactly should be used needs still to be
discussed)
- This spellbook spell needs to be heavily limited. I'd suggest
to handle this like the espers: You can use this spell once and
afterwards need to reactivate it via an item. Another
possibility would be to allow the spell to be used once per
chapter or (if it's made to be not that strong) to just give it
a cooldown around X minutes (I'd prefer X > 3 minutes)
- The magic elemental vanishs after 30 seconds
[center]Calculations[/center]
Atk-power with X as a factor that can vary by size:
abillvl-fire*X =Atk-power
Hp and armor with Y and Z as factors that can vary by size:
abillvl-ice*Y = Hitpoints
abillvl-ice*Z = Armor
Intelligence (which indirectly means manapool and spelldamage)
with W as a factor that can vary by size:
abillvl-lightning*W= Int
[center]Appearance[/center]
The appearance of the magic elemental and the spell which creats
it are things I did not think about yet. In fact, I'm rather bad
when it comes to something like this, so I'd like other people
to suggest something.
Edit: Due to some research I've found something how the
elemental could possibly look like:
HTML http://www.hiveworkshop.com/forums/models-530/ancientofstome-91268/
HTML http://www.hiveworkshop.com/forums/models-530/ancientofstome-91268/
[center]How to get it[/center]
I want everyone to post their own way how this spell should be
learned. However I'd say you have to learn it via an orb that
you can buy, obtain via quest or that's hidden somewhere you
need to get the elementals to get through.
My suggestion about how to obtain this orb would be the third
one:
In ch. 2 (or 5), 3 and 6 needs to be areas that only the
elementals can reach.
In ch. 2 (or 5) this should be an area which is so full of
static energy, that Fradz himself would be immediately killed in
case he sets one foot in there. Only the lightning elemental,
which is immune to this kind of damage can go there and activate
"Orb of lightning". After activating it some kind of message
appears (maybe even an optional cinematic since Aero loves to
make them so much) that tells you that there are two other Orbs
that need to be activated if you want to get a powerful spell.
For Galeoth the "Orb of ice" would be behind a wall of ice that
only the ice elemental can walk through (could be done via
cinematic).
For Phodom there should be a pool of lava in ch.6 which
immediately kills every character that trys to walk through it.
However, in the middle of the pool is the "Orb of fire" which
can be activated via the fire elemental walking to it (via
cinematic?).
When all of these three Orbs are activated something big happens
(ground starts to shake, maybe shown via cinematic?) and inside
one of the unused rooms in ch.6 appears the "orb of elements",
which teaches you the spell "Elemental fusion" and disappears
after usage.
#Post#: 6402--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: Isofruit
Date: December 25, 2011, 12:16 pm
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--- Quote ---
> What? An element is beaten by its own element?
--- End Quote ---
Are you say that Fradz is lightning or did you misunderstand me
(or did I misunderstand you just now?) :-\?
In case you meant that Fradz should be able to walk through this
area:
What I mean is,that Fradz can't go in this area full of static
energy, since he just is a human who controls lightning. This
does not result into him being lightning, so he can still take
damage from it. And since there is this difference he can't go
into this place so full of static energy that it would
immediately kill every living thing. Except the elemental, since
it is lightning and therefor immune to the static damage.
*deleted spoiler*
So what's the problem :D?
About the campaign: Well, I can't say anything about that and I
don't think you expect me to answer that one. I don't expect to
much and I definitely don't want that Aero forces himself to
work through everything, because that would work for about one
week and then he would shut down the whole project.
About your suggestion to let the elements work just like "force
of nature": Great idea! Ofc that would be way easier than just
creating a whole new spell and it even includes the condition
that the elementals have to be near each other! Since I don't
know anything about the world editor and custom spells I would
never have been able to think about something like this, thanks
(I'll edit it in the main post).
About the presentation being sinisterous (does that mean
something like "evil"?): Why?
I just wanted it to be well structured, that was the only
intention behind it (copied that structure from Doomlord :D).
About the calculation:
Could you please explain your suggestion more detailed to me, I
don't think I really got that one.
And about you being pissed off:
Hey, don't let yourself down. It's still christmas! It may be
cold but that's no reason to let yourself get depressed.
#Post#: 6406--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: Blackdoom59
Date: December 25, 2011, 12:25 pm
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Isofruit , Once , when I was still a baby on TCO I was told:
--- Quote from: EndlessPain link ---
>
> Don't spoil the story bro ^^.
>
--- End Quote ---
So , now I will tell another baby on TCO to STOP SPOILING THE
STORY
#Post#: 6408--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: Isofruit
Date: December 25, 2011, 12:38 pm
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Huh? That was exactly the reason for me to put that information
inside of a spoiler.
The forums I've visited so far were fine with it that way, since
those persons who like it to be surprised in the game, know to
stay far away from spoilers like these.
It's not like you can see what's inside there by accident ._.
#Post#: 6410--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: doomlord
Date: December 25, 2011, 4:15 pm
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--- Quote from: DD Canada link ---
>
> Hello,
>
> There is something... Sinisterous about this as it is
presented. It could partly be due to the fact that I'm pretty
disappointed in the current development of the campaign, but...
>
> Okay, so... Calculations. Why are there calculations? Why
can't we just create a custom spell of a spell created by
Blizzard? It's called the "Force of Nature", the skill that
converts trees into treants.
>
> Now, how to modify it to match this description? Firstly,
targets required. Set the elementals as elemental (geez...)
category units and edit the "targets required" by removing the
"tree" by replacing it with the "elemental".
>
> Next, units summoned. Change it to this "ultimate elemental"
unit as you call it.
>
> Attribute growth? Increase the amount of skill levels and
change the "units summoned" always to a enhanced version of the
ultimate elemental.
>
> Of course this way everything is valued raw, but it can be
balanced nevertheless.
>
>
--- End Quote ---
Basing this spell on Force of Nature is not fine. The ability
itself can be activated with only one tree in the target area
then a Treant will be spawned. What does that mean? It means if
you base this Fusion ability on Force of Nature, a player can
target only one Elemental and still gets a Magic Elemental.
I'm not saying that it's impossible to do this without custom
triggers but still, we all want a balanced TCO so I have to say
that basing the Fusion ability on Force of Nature is not okay.
We need to use something else.
#Post#: 6419--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: Isofruit
Date: December 26, 2011, 3:48 am
---------------------------------------------------------
--- Quote ---
> Eh, well more like "resistant" to lightning. If the "area full
of static energy" does 100% damage equal to one's health that is
not resistant to lightning, then it can't kill Fradz
"immediately" (aka 100% of the damage) as Fradz handles
lightning itself, so even a slight resistance, if not better, is
provided.
--- End Quote ---
Hmm, have you reconsidered that the power of this static energy
is so big, that even with some kind of resistance it would still
kill Fradz?
Fradz still dies when someone attacks him with 10.000 dmg
lightnings every second, even when he has about 80%
dmg-absorption. So this does not change the idea that much.
Your example: Let's imagine outer space wouldn't be a vacuum and
you wouldn't explode if you fly up there. You'd still be frozen
solid after two seconds in case you're at a cold place. The
temperature just would be that extreme that your "resistence"
would be useless.
About Aero: We can't really do that much about it except trying
to support him and well... hope everything will work :)
--- Quote ---
> It doesn't necessarily mean "evil", rather "expecting
something to become evilish". ;)
--- End Quote ---
It somehow gives me the chills when someone says my presentation
seems to be a wolf in sheeps clothing (did I say that phrase
right?) ._.
--- Quote ---
> Force of Nature + Attribute calculations = Practical Error
--- End Quote ---
Hmm so how do you expect the whole thing to be balanced with
rising elemental abillvl? Wouldn't it be rather nasty if the
fused elemental would just stay the way it is the whole game
while the elementals themselves get stronger and stronger?
The only idea I've got is to implement several ranks for that
spell while the upgrade via item is only possible, when all of
the three characters have the required elemental abillvl.
After all the idea for the strength of the fused elemental is,
that it depends on the abillvl of the used elementals.
#Post#: 6421--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: doomlord
Date: December 26, 2011, 5:02 am
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--- Quote ---
>
> [quote]Eh, well more like "resistant" to lightning. If the
"area full of static energy" does 100% damage equal to one's
health that is not resistant to lightning, then it can't kill
Fradz "immediately" (aka 100% of the damage) as Fradz handles
lightning itself, so even a slight resistance, if not better, is
provided.
--- End Quote ---
Hmm, have you reconsidered that the power of this static energy
is so big, that even with some kind of resistance it would still
kill Fradz?
Fradz still dies when someone attacks him with 10.000 dmg
lightnings every second, even when he has about 80%
dmg-absorption. So this does not change the idea that much.
Your example: Let's imagine outer space wouldn't be a vacuum and
you wouldn't explode if you fly up there. You'd still be frozen
solid after two seconds in case you're at a cold place. The
temperature just would be that extreme that your "resistence"
would be useless.
[/quote]
Why don't we resolve this matter as simple as possible? Let's
imagine that lightning place of Iso's is made for pure lightning
beings only. Fradz controls the Element but will die when enter
this because his human parts will be obliterated as soon as he
sets foot into that area. Is is okay for your guys ?
#Post#: 6422--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: Aeroblyctos
Date: December 26, 2011, 5:02 am
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I think it would be unfair for other abilities if there's an
ability just for these summons in spell book to create an
ultimate summon. This can be evaded, by making it like if the
three summons are close enough the transformation will happen.
This is easy and fast to do but devloping the whole idea will
take ten time more time. Next you guys fill the following
panel(remove fire elemental stuff):
---------------------------------------------------------------------------------------------------
It doesn't need to be just these three things. Add or remove
stats.
Attack Damage: abilvl abilvlx20
=> Lvl 1: 20
=> Lvl 10: 100
=> Lvl 20: 200
Hit Point Regeneration: abilvlx5
=> Lvl 1: 5
=> Lvl 10: 50
=> Lvl 20: 100
Ability damage:
=> Path Of Flame: abilvlx200
=> Lvl 4: 4x200 = 800
=> Lvl 8: 8x200 = 1600
=> Lvl 12: 12x200 = 2400
=> Lvl 16: 16x200 = 3200
=> Lvl 20: 20x200 = 4000
---------------------------------------------------------------------------------------------------
Now create 6 passive abilities for the summon. These are just
example.
Actually... I believe 6 is not needed. Maybe 4 is enough.
1. [1,1] Basic - Char (Auto-cast)
2. [2,1] Basic - Scorch (Passive)
3. [0,2] First - Path Of Flames (Attacks)
4. [1,2] Second - Flame Link (Attacked)
5. [2,2] Third - Last Burning Breath (Dies & cast)
6. [3,2] Fourth - Fire Nova (Cast)
1. Char
The Fire Elemental charres enemy unit's muscles slowing it's
attack and movement speed for 20 seconds. |n|c00FEBA0EHotkey: S.
|nType: Auto-Cast & Target. |nCast time: 0. |nCooldown: 10
seconds. |nDoesn't increase at all. |n|c00FEBA0ECalc: -
2. Scorch
The Fire Elemental is surrounded by fire scorching nearby
enemies. |n|c00FEBA0EHotkey: D. |nType: Passive. |nCast time: 0.
|nCooldown: 0 seconds. |nEffect increases with level.
|n|c00FEBA0ECalc: abilvlx10
Hit points: abilvlx300
=> Lvl 1: 300
=> Lvl 10: 3000
=> Lvl 20: 6000
3. Path Of Flames
Each attack has 10% chance that instead of a basic attack the
Fire Elemental thrusts forward With great speed dealing damage
to enemies in it's way. |n|c00FEBA0EHotkey: Z. |nType: Passive.
|nCast time: 0. |nCooldown: 5 seconds. |nEffect increases with
level. |n|c00FEBA0ECalc: abilvlx200
4. Flame Link
With its burning powers, the Fire Elemental binds the enemy to a
certain spot and renders him completely disabling it for 3
seconds. If the Fire Elemental is stunned or killed the link
disappears. |n|c00FEBA0EHotkey: X. |nType: Target or Attacked.
|nCast time: 0. |nCooldown: 30 seconds. |nEffect increases with
level. |n|c00FEBA0ECalc: -
5. Last Burning Breath
The Fire Elemental can sacrifice itself, creating an enormous
fiery explosion which burns any enemy nearby, dealing huge
amounts of damage. |n|c00FEBA0EHotkey: C. |nType: Instant or
Dies. |nCast time: 0. |nCooldown: 0 seconds. |nEffect increases
with level. |n|c00FEBA0ECalc: abilvlx500
=> Last Burning Breath: abilvlx500
=> Lvl 12: 12x500 = 6000
=> Lvl 16: 16x250 = 8000
=> Lvl 20: 20x500 = 10,000
6. Fire Nova
The Fire Elemental explodes creating a Fire Nova that deals
gigantic damage in a huge radius. After five seconds it
reappears casting another Fire Nova and continuing the fight
normally. |nType: Instant. |nCast time: 0. |nCooldown: 60
seconds. |nEffect increases with level and intelligence.
|n|c00FEBA0ECalc: abilvlx250
=> Fire Nova: abilvlx250
=> Lvl 16: 16x250 = 4000(2x)
=> Lvl 20: 20x250 = 5000(2x)
#Post#: 6423--------------------------------------------------
Re: Ability: Elemental fusion
DIR By: Isofruit
Date: December 26, 2011, 5:10 am
---------------------------------------------------------
I'd support the idea of having 3 passive abilitys from the
elementals + one ultimo ability that sacrifices the elemental.
And about the automatic-fusion thing:
Is there a possibility to give it an internal cooldown?
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