Author Topic: Ability: Elemental fusion  (Read 767 times)

Isofruit

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Ability: Elemental fusion
« on: December 25, 2011, 10:34:05 am »
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)

Description
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".

Effects
- 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

Calculations
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

Appearance
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:
http://www.hiveworkshop.com/forums/models-530/ancientofstome-91268/

How to get it
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.
« Last Edit: December 25, 2011, 04:33:38 pm by Isofruit »
I'm looking for an as good as possible English-speaker that can take a look at a few TCO dialogues. Please send ma a private message to confirm/see whether you can help me or not.

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Isofruit

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Re: Ability: Elemental fusion
« Reply #1 on: December 25, 2011, 12:16:28 pm »
Quote
What? An element is beaten by its own element?
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.
« Last Edit: December 25, 2011, 12:35:29 pm by Isofruit »
I'm looking for an as good as possible English-speaker that can take a look at a few TCO dialogues. Please send ma a private message to confirm/see whether you can help me or not.

Blackdoom59

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Re: Ability: Elemental fusion
« Reply #2 on: December 25, 2011, 12:25:31 pm »
Isofruit , Once , when I was still a baby on TCO I was told:

Don't spoil the story bro ^^.

So , now I will tell another baby on TCO to STOP SPOILING THE STORY

Isofruit

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Re: Ability: Elemental fusion
« Reply #3 on: December 25, 2011, 12:38:36 pm »
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 ._.
I'm looking for an as good as possible English-speaker that can take a look at a few TCO dialogues. Please send ma a private message to confirm/see whether you can help me or not.

Doomlord

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Re: Ability: Elemental fusion
« Reply #4 on: December 25, 2011, 04:15:11 pm »
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.

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.

Isofruit

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Re: Ability: Elemental fusion
« Reply #5 on: December 26, 2011, 03:48:57 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.
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". ;)
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
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.
« Last Edit: December 26, 2011, 03:51:17 am by Isofruit »
I'm looking for an as good as possible English-speaker that can take a look at a few TCO dialogues. Please send ma a private message to confirm/see whether you can help me or not.

Doomlord

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Re: Ability: Elemental fusion
« Reply #6 on: December 26, 2011, 05:02:11 am »
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.
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.

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 ?

Aeroblyctos

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Re: Ability: Elemental fusion
« Reply #7 on: December 26, 2011, 05:02:22 am »
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)
« Last Edit: December 26, 2011, 05:04:38 am by Aeroblyctos »

Isofruit

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Re: Ability: Elemental fusion
« Reply #8 on: December 26, 2011, 05:10:38 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?
« Last Edit: December 26, 2011, 04:30:40 pm by Isofruit »
I'm looking for an as good as possible English-speaker that can take a look at a few TCO dialogues. Please send ma a private message to confirm/see whether you can help me or not.