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[Epic Loot] [Suggestion] Magic Effects

Open rabrunos opened this issue 2 years ago • 3 comments

Traveler

You can transport ores using the portals.

Allowed Items: Accessories Only Allowed Rarity: Legendary

Jeweler

Allows two accessories to be equipped at the same time.

  • This enchantment allows this accessory to be equipped in the additional EAQS slot (as in the suggested Shieldsman enchant), so it is not possible to equip it in the standard accessory slot and equip another accessory in the additional EAQS slot, as the additional slot can only be used by Shields, Quivers and Accessories with the Jeweler enchant.
  • This enchantment would use EAQS as a dependency.
  • This makes it necessary for the EAQS to have an additional slot in its design. This slot would allow to place only Shields and Quivers by default.
  • That slot would have a hotkey like the 3 quick slots.

Note: It is also possible to have 2 equipped at the same time without using EAQS. Simply allow them to be equipped, but only if they are in the hotkey bar. Although this is an interesting feature for EAQS.

Allowed Items: Accessories Only Allowed Rarity: Legendary

Antiheal

When it hits the enemy, it creates a debuff on them that lasts 10s and reduces healing and lifesteal by 5~100%.

  • Ideal for enemies who heal using the game's native healing effect and players with lifesteal. Also useful for mods that add healing objects or enemies. (MagicPlugin Staff, CLLC green star effect, etc)
- Rare: 5~25
- Epic: 20~50%
- Legendary: 40~100%

Allowed Items: All Weapons Allowed Rarity: Rare, Epic, Legendary

Experienced Tamer

Increases the health and damage of your tames by 25~50%.

  • This % only changes the health and damage values of the next animals that are tamed using any equipment with the enchantment. It does not change values of animals tamed without the enchantment.
  • This means that health and damage is tied to the animal itself and not in a global way.
- Epic: 25~35%
- Legendary: 35~50%

Allowed Items: Helmet Allowed Rarity: Epic, Legendary

Sniper Shot

Increases arrows velocity.

  • The idea of this effect is to make the arrow travel in a straight line without the physics effect like Crossbow bolts! If there's a better way than just increasing the arrow's velocity, it sure is better!
  • Maybe use a multiplier of 2 to 3 times. I did the test using BowPlugin and considered that something ideal would be 2.3.

Allowed Items: Bow Allowed Rarity: Epic, Legendary

Spectral Shot

Arrows and Bolts have a 10~75% chance of not being used.

  • With this, it would be necessary to nerf the Triple Bow Shot effect, making it spend 3 arrows instead of one for it to be well balanced using this mod.
  • When combining Spectral Shot with Triple Bow Shot, the calculation would be for each individual arrow, so that's 3 arrows, each of which has an X% chance of not being used.
- Rare: 10~35%
- Epic: 25~55%
- Legendary: 45~75%

Allowed Items: Bow and Crossbow Only Allowed Rarity: Rare, Epic, Legendary

Guardian

Redirects 10~50% of damage taken by allies within 20m to you.

  • It would be interesting if it was compatible with the Groups mod so that it only redirected damage from players in the group.
  • If that damage is going to kill you, it is not redirected.
- Epic: 10~30%
- Legendary: 25~50%

Allowed Items: Chest Only Allowed Rarity: Epic, Legendary

Absorb

Absorbs 5~15% of direct damage taken.

  • For clarification, this absorption comes as a healing, i.e. Gross Damage = 100, Absorption = 15%, Net Damage = 85, Healing = 15HP.
  • The healing obtained through absorption will only happen after the damage has been taken. In other words, if you suffer damage that will kill you, absorption will not save you from death, because healing only happens after you take damage.
  • Only direct damage is absorbed, i.e. damage from blows or skills that hit you. Redirects from other effects are not absorbed!
- Epic: 5~10%
- Legendary: 8~15%

Allowed Items: Chest, Helmet and Legs Allowed Rarity: Epic, Legendary

Dodger

Allows user to dodge by double-clicking the directional key.

  • This dodge is done instantly, interrupting any attack animation the character is doing.

Allowed Items: Legs Only Allowed Rarity: Epic, Legendary

Shieldsman

Automatically equips the shield when drawing the weapon if the shield is in the shield slot.

  • This enchantment would use EAQS as a dependency.
  • This makes it necessary for the EAQS to have an additional slot in its design. This slot would allow to place only Shields and Quivers by default.
  • That slot would have a hotkey like the 3 quick slots.
  • If there is a shield that is already equipped, the effect will not automatically equip the shield. For example, shield 1 has the Shieldsman effect and is in the slot reserved for the shield, but shield 2 is already equipped in the inventory and the player has only sheathed the sword and shield, so when unsheathing, shield 1 will not auto-equip, as shield 2 is still equipped and was only sheathed. Therefore, it is necessary that no shield is equipped or that the shield is manually equipped the first time in order for it to activate the effect the next few times.

Allowed Items: Shield Only Allowed Rarity: Rare, Epic, Legendary

Chest Keeper

Use resources from chests within 20m from the user to build, craft, cook and plant (same radius as the workbench).

Allowed Items: Helmet Only Allowed Rarity: Legendary

Carpenter

When repair a Piece, also repairs all parts within a radius of 20m from the user (same radius as the workbench).

  • Increases stamina and durability consumption according to the amount of pieces repaired.
  • If the stamina is not enough to repair all the pieces, then the effect only repairs the amount possible according to the stamina.

Allowed Items: Hammer Only Allowed Rarity: Legendary

Landscaper

Increases the radius of the 'level ground' tool by 10~100%.

- Magic: 10~35%
- Rare: 30~55%
- Epic: 50~75%
- Legendary: 70~100%

Allowed Items: Hoe Only Allowed Rarity: Magic, Rare, Epic, Legendary

Farmer

Crops grow 15~50% faster.

  • This effect is only applied to crops grown with a Cultivator with this effect.
- Magic: 15~25%
- Rare: 20~30%
- Epic: 25~40%
- Legendary: 35~50%

Allowed Items: Cultivator Only Allowed Rarity: Magic, Rare, Epic, Legendary

Forester

Removes damage taken from falling trees.

Allowed Items: Chest Only Allowed Rarity: Epic, Legendary

Lumberjack

Deals double damage to trees.

Allowed Items: Axe Only Allowed Rarity: Epic, Legendary

Miner

Deals double damage to stone and ores.

Allowed Items: Pickaxe Only Allowed Rarity: Epic, Legendary

Vein Miner

It mines the entire stone and ores vein at once.

  • Increases stamina and durability consumption according to ore size.

Allowed Items: Pickaxe Only Allowed Rarity: Legendary

Eitr Use

Reduce the player’s attack Eitr usage by 10~30%

- Magic: 10~18%
- Rare: 14~22%
- Epic: 18~26%
- Legendary: 22~30%

Allowed Items: Staffs Only Allowed Rarity: Magic, Rare, Epic, Legendary

Critical Damage

Critical Multiplier = 1,5 Critical Damage = Damage * Critical Multiplier

Critical Chance

Increases the chance of an attack being a critical hit by 8~40%

- Magic: 8~15%
- Rare: 13~25%
- Epic: 18~30%
- Legendary: 23~40%
  • Critical damage only increases the Physical Damage , so Elemental Damage is not multiplied by the critic. This causes Staffs to be incompatible and that damage from weapons that contain some Elemental Damage only multiplies the physical damage, so the Elemental Damage is left intact.
  • To show that the attack was a critical hit, an on-screen warning is shown "Critical Hit" or else the damage indicator number gets more and with a different color and also maybe a more discreet sound that indicates critical damage, so the player will know when it was a critical hit.

Allowed Items: All Physical Weapons (Including Bows and Crossbows) Allowed Rarity: Magic, Rare, Epic, Legendary

Critical Amplifier

Increases critical damage multiplier by 13~40% Critical Amplifier = Critical Multiplier / 100 * Critical Amplifier

- Rare: 13~25%
- Epic: 18~30%
- Legendary: 23~40%
  • This causes the critical damage multiplier to increase damage between 1.69x and 2.1x.

Allowed Items: All Physical Weapons (Including Bows and Crossbows) Allowed Rarity: Rare, Epic, Legendary

Lefthanded

Allows you to equip this weapon in your left hand.

  • The weapon with this enchantment works in the same way as the Torch. Equipping it alone puts it in the right hand, equipping another weapon then it goes to the left hand, and equipping it with a weapon already equipped in the right hand then it goes directly to the left hand. But unlike the Torch, when unequipping the item from the right hand or equipping a shield, the item with this enchantment will go to the right hand. (It never remains alone in the left hand).
  • When a weapon with this enchantment is equipped with another weapon at the same time, the enchantments of the two weapons stacks. So, if there is Fire Damage +10% on Weapon 1 and +24% on Weapon 2 then the total will be Fire Damage +34%. Also, all enchantments work, for example, you can have Fire Damage on Weapon 1 and Frost Damage on Weapon 2 and both enchantments will work!
  • When the item with this enchantment is in the left hand, it will not have these stats: Block armor, Parry block armor, Block force, Parry bonus. Therefore, only the right-hand weapon has a defense bonus.
  • The experience gained is the same, but it would be divided between the weapons, if they were of different categories, each one would receive the experience equivalent to its category.
  • The attack's range is defined by the weapon with the greatest range.
  • While equipped with two weapons, you can use a secondary attack. (maybe a quick chain of attacks or two slow strikes one with each weapon or else just one slow strike using both weapons at once.) (same for all weapons)
  • This enchantment increases Attack Speed by 40% when 2 items are equipped at the same time. (This value makes Silver Sword have an attack speed close to Skoll and Hati.)
  • This enchantment reduces the damage of the enchanted weapon by half, this balances the damage as it allows you to equip two weapons at the same time.
  • This enchantment must be incompatible with the enchantments below:
  • Backstab +X%: If Critical Damage is added, maybe even without Critical Damage, the damage can get too high, breaking game balance.
  • Block +X%: As the left-handed item has no defense, then this enchantment would be useless.
  • Block +X% (Health Critical): As the left-handed item has no defense, then this enchantment would be useless.
  • Blocking Skill +X: As the left-handed item has no defense, then this enchantment would be useless.
  • Duelist +X%: Duelist needs an empty left hand, so it's not compatible.
  • Executioner +X%: If you have Executioner 900% on each weapon, it would be insanely broken.
  • Opportunist +X%: If Critical Damage is added, maybe even without Critical Damage, the damage can get too high, breaking game balance.
  • Parry +X%: As the left-handed item has no defense, then this enchantment would be useless.
  • Parry +X% (Health Critical): As the left-handed item has no defense, then this enchantment would be useless.
  • Parry Window +X ms: As the left-handed item has no defense, then this enchantment would be useless.
  • Slow +X%: If 60% is the default for this enchantment, equipping two weapons at 60% would simply render the enemy immobile. So this enchantment must be incompatible or else it must have its value reduced by half, so 60% when it has two weapons and 30% when it has only one weapon.
  • Critical Amplifier +X%: If the Critical Damage enchantment was added, then Critical Amplifier could not be supported, as it would increase the damage absurdly.

It would be nice if Project Auga showed which hand the item is equipped in.

Allowed Items: 1H Physical Weapons Allowed Rarity: Epic, Legendary

Enemies Armor Reduction

Armor Reduction

Reduces creatures' defense during damage calculation by 5~25% This does not affect bosses.

- Magic: 5~10%
- Rare: 8~15%
- Epic: 13~20%
- Legendary: 18~25%

Allowed Items: All Weapons Allowed Rarity: Magic, Rare, Epic, Legendary

Boss Armor Reduction

Reduces boss defense during damage calculation by 15~40% This does not affect normal creatures.

- Rare: 15~25%
- Epic: 20~30%
- Legendary: 25~40%

Allowed Items: All Weapons Allowed Rarity: Rare, Epic, Legendary

Using the game's Damage Mechanics as a basis, the result would be this:

ArmorReduction = Armor / 100 * ArmorReduction

If armor is less than half of raw damage, health lost = Damage - (Armor - ArmorReduction). If armor is more than half of the damage, health lost = (Damage/((Armor - ArmorReduction)*4))*Damage.

rabrunos avatar May 08 '23 20:05 rabrunos

@RandyKnapp There are some cool suggestions here for what we were talking about with regard to vNext of Epic Loot.

Vapok avatar Jul 06 '23 17:07 Vapok

@Vapok I made some suggestions here on GitHub besides Magic Effects! But I used a translator to translate to english, I did my best to express my idea! If something is weird, let me know so I can try to explain it better! Especially in the Extraction Runestone, because there is a lot of text and maybe some of it is not easy to understand!

rabrunos avatar Jul 06 '23 18:07 rabrunos

I've added a few more suggestions and made some changes. I think I've run out of ideas! I hope that at least 1 of these ideas can be used by the mod. If something isn't clear, it might be my English because I'm using a translator. Let me know so I can explain it better.

rabrunos avatar Sep 11 '23 17:09 rabrunos