Pierce and Reflect Runes

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Flashlight237
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Pierce and Reflect Runes

Post by Flashlight237 » Mon Feb 21, 2022 3:31 pm

So yeah, I made two new runes, one exclusively for weapons and one exclusively for armors. Here they are:

Image

I'll let others try and assess their potential for PvP, but generally, what I'm thinking is for the pierce rune, I would imagine the damage formula to be modified as such:

(Weapon Damage)*(Equipment Total)/(Monster Defense)/(1-Piercing Damage)*5*Random(0.7;1.3)

As such, a weapon that ignores 20% of an enemy's armor would work like this:

(Weapon Damage)*(Equipment Total)/(Monster Defense)/(0.8)*5*Random(0.7;1.3)

For the Piercing Rune, the rune would give weapons 12% piercing damage. At the wanted peak of Stage 5, the Piercing Rune would allow weapons to deal exactly 2.5x as much damage as they normally would.

For the Reflection Rune, the rune would provide the same reflection deal as the upcoming Reflection skill for shields. Reflection is gonna be a bit of a tricky thing to handle, so... Eh, how about a 1% chance of reflection per stage? That seems fair, right? I mean everyone's gettin' it.

I have made one monster specifically to allow players to grind Piercing Runes and Reflection Runes: the Crystal Crawler.

Image

This monster would serve as a monster in the Red Leaf Hills caves, specifically serving as the strongest monster in said caves. It would appear in the 2nd cave area. As for its info, well...

Name: Crystal Crawler
HP: 320
Defense: 40
Power: 75
Piercing Damage: 15%
Reflection Chance: 10%
Weight: 2000 lbs
Eliapedia Entry: The Crystal Crawler is a formidable foe in the Red Leaf Hills' caverns. Its sharp, crystalline legs will pierce through skin, bone, and even armor when it attacks. Crystal Crawlers have fought against Xantis' forces when they tried to set camp in the caverns. The Crystal Crawlers successfully made Xantis' agents flee their attempted encampment, making the caves a relatively safer place for people to go through. Crystal Crawlers that attack humans fight against humans with the sole intent to test their strength against them. Perhaps something spiritual is behind their existence much like the Stalagmites.

Drop List
Raider Shoes: $92; 10%; 9.2
Watermelon: $180; 5%; 9
Raider Jacket: $459; 1.5%; 6.885
Raider Pants: $459; 1.5%; 6.885
Raider Hat: $617; 1%; 6.17
Pitchfork: $1920; 1%; 19.2
Raider Whip: $3439; 1%; 34.39
Compound Bow: $5600; 0.5%; 28
Back Tri Shield: $7413; 0.5%; 37.065
Goji Spine: $40022; 0.1%; 40.022
Tengu Bow: $158886; 0.01%; 15.8886
Striker Bow: $283656; 0.01%; 28.3656
Stage 1 Piercing Rune: $1; ???
Stage 2 Piercing Rune: $2; ???
Stage 1 Reflection Rune: $1; ???
Stage 2 Reflection Rune: $2; ???

Total Loot Value: 241.0712

As for what monsters drop what stage of Piercing and Reflection Rune, well...

Stage 1 Piercing Rune
Razor Ice
Rafflesia
Crystal Crawler

Stage 2 Piercing Rune
Crystal Crawler
Scorpee
Night Stalker
Auroch Beetle

Stage 3 Piercing Rune
Shroom Warrior
Scrap Bot
Moonchyllus

Stage 1 Reflection Rune
Razor Ice
Crystal Crawler
Policeman

Stage 2 Reflection Rune
Crystal Crawler
Tesla Crawler
Steel Block

Stage 3 Reflection Rune
Steel Block
Dome Shroom
Scrap Bot

So yeah, there ya have it.

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TheWood
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Location:Alion city on the Eliatopia

Re: Pierce and Reflect Runes

Post by TheWood » Mon Feb 21, 2022 3:44 pm

No support for these runes, also we already have something similar. Poison rune, which is now useless against players with resistance.

bubster
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Joined:Thu Feb 17, 2022 1:56 am

Re: Pierce and Reflect Runes

Post by bubster » Mon Feb 21, 2022 3:46 pm

Support

Flashlight237
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Joined:Tue Jul 16, 2019 3:01 am

Re: Pierce and Reflect Runes

Post by Flashlight237 » Mon Feb 21, 2022 3:49 pm

TheWood wrote:
Mon Feb 21, 2022 3:44 pm
No support for these runes, also we already have something similar. Poison rune
Which, by the way, isn't a true armor-piercing deal; just a fixed-damage deal (ex. Dragon Rage and Sonic Boom in Pokemon).

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Robby
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Re: Pierce and Reflect Runes

Post by Robby » Mon Feb 21, 2022 5:19 pm

Thanks for the suggestion! Those do sound like some neat add-ons to have for weapons. Hmm, however I do currently have 1 more rune planned for the future, which will be some sort of "dark rune". It will do damage in some unique way, and return a small amount of HP to the player. I am a little bit hesitant on adding more runes after that though, as I feel it might be a bit of rune-overload. Perhaps I could implement some of the ideas you mentioned into the dark rune whenever it is added, condensing them all into one.

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TheWood
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Re: Pierce and Reflect Runes

Post by TheWood » Mon Feb 21, 2022 5:33 pm

Robby wrote:
Mon Feb 21, 2022 5:19 pm
Thanks for the suggestion! Those do sound like some neat add-ons to have for weapons. Hmm, however I do currently have 1 more rune planned for the future, which will be some sort of "dark rune". It will do damage in some unique way, and return a small amount of HP to the player. I am a little bit hesitant on adding more runes after that though, as I feel it might be a bit of rune-overload. Perhaps I could implement some of the ideas you mentioned into the dark rune whenever it is added, condensing them all into one.
Sounds like that life-stealing rune, but in one suggestion it was like a steak. That would be a good rune.

Flashlight237
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Re: Pierce and Reflect Runes

Post by Flashlight237 » Mon Feb 21, 2022 5:50 pm

Robby wrote:
Mon Feb 21, 2022 5:19 pm
Thanks for the suggestion! Those do sound like some neat add-ons to have for weapons. Hmm, however I do currently have 1 more rune planned for the future, which will be some sort of "dark rune". It will do damage in some unique way, and return a small amount of HP to the player. I am a little bit hesitant on adding more runes after that though, as I feel it might be a bit of rune-overload. Perhaps I could implement some of the ideas you mentioned into the dark rune whenever it is added, condensing them all into one.
I mean, yeah, with runes being unlimited add-ons in Elia, I can see why you'd be afraid of rune overload. I can think of many RPGs that limit the elemental capacity of attacks (Pokemon, for instance, only tack on 1 element for attacks and 2 elements for the Pokemon themselves) regardless of how their elemental defenses work. I'd ask some of the smarter players in this community, like CV or Cinos, on how runes can be better handled so you wouldn't have to worry about whether x amount of runes is too much or not.

My own line of thinking is a proper elemental weakness/resistance system would open up more possibilities for runes. That and synergies, which is basically what runes work well with each other (Fire and ELectric for one) and what runes won't (Fire and Ice, Fire and Water, Electric and Earth). I also had limiting rune count in a weapon or piece of armor in mind, but you didn't seem keen on that.

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cinos
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Re: Pierce and Reflect Runes

Post by cinos » Mon Feb 21, 2022 6:39 pm

Robby wrote:
Mon Feb 21, 2022 5:19 pm
Thanks for the suggestion! Those do sound like some neat add-ons to have for weapons. Hmm, however I do currently have 1 more rune planned for the future, which will be some sort of "dark rune". It will do damage in some unique way, and return a small amount of HP to the player. I am a little bit hesitant on adding more runes after that though, as I feel it might be a bit of rune-overload. Perhaps I could implement some of the ideas you mentioned into the dark rune whenever it is added, condensing them all into one.
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