Page 77 of 141

Posted: Sat Jan 04, 2020 4:05 pm
by Ircher
Design a Skill or Spell Contest

Is there an active skill or spell you really want to see in the game? Well, you have a chance now to make that dream a reality. The rules of the contest are as follows:

1) Only one official entry per category (i.e.: one active skill and one spell) is allowed per player. You may submit additional concepts if you like, but only one of each type counts for consideration of the contest's prize.
2) You must include all the information requested below for the active skill/spell you are designing. Using the template is highly encouraged.
3) The winner of the contest will receive 2 XP. There may be an additional prize for winning, but that is being kept secret for the time being. The winning active skill and spell are guaranteed to be implemented in the game in some way, though you may not see it immediately.
4) You must be a registered player of the game at the start of the contest in order to participate. Suggestions from non-registered players are welcome, but they do not qualify for the contest's rewards.

For Active Skill Submissions:

Name:
What is the name of the skill? It doesn't have to be clever, but it should have a clear relation to what the skill does. Keep in mind that player characters are considered to be wielding swords for the most part.

Cooldown:
How many rounds must pass before the skill can be used again. Also, some skills may need an internal cooldown. To denote internal cooldowns, write something like "X CD / Y ICD" where X < Y.

Description:
What does the skill do? Exact numbers are not needed, but your description must be precise and clear. If your skill causes a new status effect that is not currently defined, you should define it in your description. Be sure there is a connection between the skill's name and its effects. Lastly, aim for a set of effects that are unique from pre-existing skills.

Code: Select all

[b]Official Contest Submission - Active Skill[/b]
[b]Name:[/b] __________
[b]Cooldown:[/b] _ CD
[b]Description:[/b] ____________________


For Spell Submissions:

Name:
What is the name of the spell? It doesn't have to be clever, but it should have a clear relation to what the spell does.

Mana Cost:
How many magic points does the spell require to cast, and how many magic points does the spell use? Normally, the casting requirement and usage cost are the same, but for some spells, they may be different. If they are different, write something like "Cast: X MP | Uses: Y MP" where X < Y. Y may also include variables enclosed in curly braces ({}); for instance, you may write "Cast: 3 MP | Uses: 3 + {Number of Targets} MP."

Description:
What does the spell do? Exact numbers are not needed, but your description must be precise and clear. Any new effects in the description must be given a clear definition. Be sure there is a connection between the spell's name and its effects. Lastly, aim for a set of effects that are unique from pre-existing spells.

Code: Select all

[b]Official Contest Submission - Spell[/b]
[b]Name:[/b] __________
[b]Mana Cost:[/b] _ MP
[b]Description:[/b] ____________________


All submissions are due by February 28, 2020 9:00 PM EDT (GMT-5:00) or in (expired on 2020-02-28 21:00:00).
Contest results will be announced by March 3, 2020 9:00 PM EDT (GMT-5:00) at the latest or in (expired on 2020-03-03 21:00:00).

Note: These deadlines are tentative and may be extended at the whims of the moderator. These deadlines represent the earliest time that the contest will be resolved.

Posted: Sun Jan 05, 2020 1:46 am
by inspiratieloos
Since we're having issues with player count:

Official Contest Submission - Active Skill

Name:
Heavy Blow
Cooldown:
4 CD
Description:
Attack for [Attack Dice]+[Attack Dice]+4 damage, this skill uses two actions. (uses one action in Adrenaline Rush)

Posted: Sun Jan 05, 2020 5:30 am
by Not Known 15
Official Contest Submission - Active Skill

Name:
Reckless Stab
Cooldown:
20 CD 20 ICD
Description:
The player acts as if they had the Quick Strike status and attacks for {Attack Dice}*2 + {Skill Level}d{Skill Level*2} damage. Inflicts the status effect "Exposed" to the user for one round afterwards(calculated after damage).
"Exposed":Attacks against this enemy(or player) deal triple damage and their defense and attack cannot be higher than 0. This effect cannot be removed except by expiry.
Unlocked at Level 7. Upgraded at level (10,14,19(MAX))

Official Contest Submission - Spell

Name:
Essence Blast
Mana Cost:
7*{Spell Level}MP
Description:
Deal ({Player Level}*{Spell Level}*2 )d{Spell Level}*4 damage to an opponent. Ignores status modifiers of the user, except "Spent" and "Focus". Inflicts the status effect "Spent" on the user afterwards(calculated after damage), until they have rested 3+(2*Spell Level)^{Spell Level} times
"Spent": Disables Essence Blast, Healing Grace, Adrenaline Rush, and all skills from Path of the Berserker and Path of the Mage. Decreases the result of every
dice
by 1. Decreases maximum Morale and HP by 2. Increases CD of all actions by 1. This effect cannot be removed except by expiry.
Description Level 1:
Deal ({Player Level}*2)
d
4 damage to an opponent. Ignores status modifiers of the user, except "Spent" and "Focus". Inflicts the status effect "Spent" on the user afterwards(calculated after damage), until they have rested 5 times.
Description Level 2:
Deal ({Player Level}*4)
d
8 damage to an opponent. Ignores status modifiers of the user, except "Spent" and "Focus". Inflicts the status effect "Spent" on the user afterwards(calculated after damage), until they have rested 19 times
Unlocked at Level 7. Upgraded at level (20(MAX)).

Posted: Sun Jan 05, 2020 7:04 am
by inspiratieloos
I think the first one could end a lot of fights on it's own in one round without a downside, dead enemies can't retaliate after all. 20 CD is kinda pointless since fights don't take that long, might as well just say 'you can't use active skills for the rest of the fight'. I assume 'act as if they have quick strike' means 'this skill grants initiative'? That makes it even stronger as the entire party can just use it regardless of the action threshold.

The downside on the spell seems extreme, it's just going to cause a player to not do anything in any fight until it expires, might as well just say 'you can't act for the next x fights'. The length of the spent debuff also seems very long.

Posted: Sun Jan 05, 2020 7:30 am
by Not Known 15
In post 1903, inspiratieloos wrote:I think the first one could end a lot of fights on it's own in one round without a downside, dead enemies can't retaliate after all. 20 CD is kinda pointless since fights don't take that long, might as well just say 'you can't use active skills for the rest of the fight'. I assume 'act as if they have quick strike' means 'this skill grants initiative'? That makes it even stronger as the entire party can just use it regardless of the action threshold.
Quick Strike means you act before all others without Quick Strike - and before Quick Strike monsters - (the rules say that) - a mixed blessing, in this case - 20 CD, yes, but it`s also ICD. And yes, you are supposed to use it only once per fight. It does
not
grant initiative.
Look at these six rolls, three for Reckless Stab and three for Double Strike, both assuming 2d6 attack dice at lvl 7:
Original Roll String: 2d6*2
2 6-Sided Dice: (2, 4)*2 = 12

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Original Roll String: 2d6*2
2 6-Sided Dice: (6, 4)*2 = 20

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Original Roll String: 2d6*2
2 6-Sided Dice: (4, 6)*2 = 20

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Original Roll String: 2d6
2 6-Sided Dice: (3, 1) = 4

Original Roll String: 2d6-2
2 6-Sided Dice: (3, 2)-2 = 3


Original Roll String: 2d6
2 6-Sided Dice: (3, 2) = 5

Original Roll String: 2d6-2
2 6-Sided Dice: (1, 4)-2 = 3


Original Roll String: 2d6
2 6-Sided Dice: (2, 3) = 5

Original Roll String: 2d6-2
2 6-Sided Dice: (2, 3)-2 = 3

The downside on the spell seems extreme, it's just going to cause a player to not do anything in any fight until it expires, might as well just say 'you can't act for the next x fights'. The length of the spent debuff also seems very long.
It is not supposed to be a "let us use this to get along faster" option. It is the "Sacrifice power in situations that would cause the party to lose otherwise" option. The downsides of that spell do not prevent you from using Scry Monster level 2(1 CD=0CD in this case) or Curse, Cure, Silence, Enrage...

Posted: Sun Jan 05, 2020 9:41 am
by Ircher
As a general fyi, internal cooldowns do not carry over to the next battle. I could change that perhaps, but I think the current system works well.

Also, as a reminder, you do not have to provide exact numbers in your skill/spell description, but you may do so if you prefer.

One last thing: any spell that uses up >10 MP is probably too expensive. I believe based on my planning that MP caps out at a base of about 15-20 excluding skill points which raise it by another few points.

Posted: Sun Feb 16, 2020 4:38 pm
by Ircher
Just a reminder this contest is still ongoing. I only have one entry for spells;
that's hardly a contest
! I would love some more submissions.

The deadline is February 28, 2020 9:00 PM EDT (GMT-5:00) or in (expired on 2020-02-28 21:00:00). Contest results will be announced by March 3, 2020 9:00 PM EDT (GMT-5:00) at the latest or in (expired on 2020-03-03 21:00:00).

(If you're 1-2 days late, I may still accept your submission.)

Posted: Fri Feb 28, 2020 12:06 pm
by Ircher
Current Monster Statuses
(Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Reinforcements:
These enemies do not grant experience, but must be killed to end the battle.

(7) Alpha Alpha : Hydra Slime : Level = 7 | HP =
197/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP =
95/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP =
15/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP =
4/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP =
3/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP =
4/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
---
You can now start submitting actions for the next round.
There's also ~3 hours left for the design contest; please consider submitting an entry if you have not done so yet. It can be something you thought of in five minutes. It doesn't have to be profound.

Posted: Fri Feb 28, 2020 12:11 pm
by Formerfish
Generals, we await your orders.

Posted: Fri Feb 28, 2020 8:34 pm
by Not Known 15
I am not a general but Alpha Charlie Beta Alpha Delta Alpha Alpha and Alpha Echo seem the best targets for now. We need to cull their numbers. Alpha Charlie Alpha is begging for a double slash if the other three are dead so I won`t interfere right now(I am off cooldown).

Posted: Sat Feb 29, 2020 12:06 am
by inspiratieloos
Problem is that we have no idea how many people are active.

Anyway I was going to suggest pretty much exactly what Not Known already said.

Attack ADAA
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Posted: Sat Feb 29, 2020 12:06 am
by inspiratieloos
:neutral:

Posted: Sat Feb 29, 2020 12:06 am
by inspiratieloos
Still alive at whatever it rolled for defence.

Posted: Sat Feb 29, 2020 7:33 am
by Not Known 15
Cross Slash

Alpha Delta Alpha Alpha
:
Original Roll String: 1d6-2
1 6-Sided Dice: (2)-2 = 0

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

Alpha Echo
:
Original Roll String: 1d6-2
1 6-Sided Dice: (3)-2 = 1

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

Posted: Sat Feb 29, 2020 7:35 am
by Not Known 15
No luck on ADAA... Echo is dead though.

Posted: Sat Feb 29, 2020 10:07 am
by Formerfish
Attack ADAA


Original Roll String: 2d4
2 4-Sided Dice: (4, 3) = 7

Posted: Sat Feb 29, 2020 10:07 am
by Formerfish
That slime ded yo.

Posted: Sat Feb 29, 2020 10:46 pm
by inspiratieloos
Echo might still be alive at 1 hp if it rolled a 2 for defence, so someone should support Not Known.

Posted: Sun Mar 01, 2020 4:57 am
by dsjstr
I'm on a cooldown so I can't

Posted: Sun Mar 01, 2020 8:22 am
by Not Known 15
In post 1917, inspiratieloos wrote:Echo might still be alive at 1 hp if it rolled a 2 for defence, so someone should support Not Known.
No it might not. The skill deals 1 extra damage if it hits.

Posted: Sun Mar 01, 2020 9:24 am
by inspiratieloos
I always forget that one.

Posted: Sun Mar 01, 2020 11:09 am
by Ircher
Design Contest Results

The design contest is now officially over.

The winner for the active skill category is...
Spoiler: *drumroll*
inspiratieloos for submitting ! Congratulations! The extra two XP has already been awarded. Note: Level changes aren't updated until the end of the battle.


The winner for the spell category is...
Spoiler: *drumroll*
Not Known 15 for submitting ! Congratulations! The extra two XP has already been awarded. Note: Level changes aren't updated until the end of the battle.


As promised, the winning submissions will also appear in-game at some point with some adjustments to better suit the game. The secret additional prize is that the contest winners get a weaker copy of the skill/spell to use until they reach the level that the skill/spell is awarded at. (The winners can use their winning skill/spell anytime after this post; they do not have to wait for the current battle to end.) The skill descriptions are as follows:

Spoiler: Active Skill Winner
Level 0 "Heavy Blow" (4 CD / 1 ICD): Slams your weapon at an enemy for {Attack Dice} + {Attack Dice} + 3 damage total and counts as two actions to the action threshold. When Adrenaline Rush is active, this skill only counts as a single action.

Spoiler: Spell Winner
Level 0 "Essence Blast" (Cast: 4 Mana | Uses: {All Current Mana})^: Blast an enemy with all your remaining energy for {All Current Mana}d{Player Level} - 3 damage. Excess damage is split off to other enemies as described in the "Lightning" spell* except it can only split one time. This spell ignores all status modifiers except "Exhausted" and "Focus". After performing this spell, you gain the "Exhausted" modifier for {Player Level} / 2 (rounded down) battles. Exhausted players are subjected to the following restrictions: 1) "Healing Grace" and "Adrenaline Rush" no longer activate 2) Maximum HP is decreased by 10% (final result rounded up) 3) Maximum morale is decreased by 50% (rounded to nearest) 4) Active skill cooldowns are increased by one 5) Acts like a -1 curse and 6) Skills and spells from the Path of the Berserker and Path of the Magician cannot be used. "Exhausted" cannot be cured by conventional means.

* - The way "Lightning" works is it chains excess damage to other enemies as chosen arbitrarily by the moderator. Note that neither "Lightning" nor this spell can kill enemies with "Healing Grace" that possess greater than one HP.

^ - Some spells have both a "Cast" and a "Uses" cost. To cast the spell at all, you must possess at least {Cast} amount of mana. In addition, the spell will consume {Uses} mana. For instance, if you currently have 6 mana points and cast "Essence Blast", you will use up all six mana points and be left with zero mana. On the other hand, if you only have 2 mana points left, you will not be able to cast "Essence Blast".


Note that if the winning designers do not feel my description accurately captures their design, we can discuss changes.

Posted: Sun Mar 01, 2020 5:31 pm
by Not Known 15
In post 1921, Ircher wrote:Note that if the winning designers do not feel my description accurately captures their design, we can discuss changes.
That ain`t the problem but this spell uses dice that aren`t in game per the rules(those say
(Modified from last time:) All dice are either 2-sided, 3-sided, 4-sided, 6-sided, or 8-sided.
); something the original submission avoided.

Posted: Mon Mar 02, 2020 10:20 am
by Ircher
Good catch. I'll change it to ({Player Level} + 2 * {All Current Mana})d4 - 3 damage at level 0.

So for a player at level 6 with 5 mana left, the spell will deal 16d4 - 3 damage at spell level 0.

Also, (expired on 2020-03-03 15:00:00) until the round ends.

Posted: Mon Mar 02, 2020 3:06 pm
by Jackal711
I'm still on CD so let's just finish off a weak one.

Attack Alpha Charlie Beta

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3