New Status Effect – Bewitched


#1

Hello everyone, here is a new status effect that I came up with. I’m not sure whether something similiar to this has already been presented, but if it has, I haven’t seen it. The name of this status effect is “Bewitched” although that is subject to change if a better name is suggested.

Let’s get into the effect! :slight_smile:


###Icon
Every status effect has an icon sprite, so here is the one for Bewitched. Remember, spriting is not my strong point.

<img src="/forum/uploads/default/original/3X/c/8/c8e01e147ade076e725b424229595eb41a46f004.jpg" width=15" height=“15”>


###Effect

The effect of this is a interesting concept. Bewitched, as the name implies, is a negative status effect. When a character is placed in “Bewitchment”, damage they deal to any enemy that would normally take damage will be transformed into damage dealt to the player itself. This means that if you are shooting at the enemy while under bewitchment, they will not take damage and you will.

Of course, not full damage would be taken, otherwise using a maxed character, you would basically suicide in a matter of milliseconds. The actual damage taken relies on a couple of your character stats as well as your DPS.

This section is also subject to change as it might not be the most effective method of calculating damage intake. My idea is that the damage taken is calculated by each shot you do. The damage you would normally deal in the shot is multiplied by three; then divided by the average of your Dexterity and Attack. This damage is unaffected by the characters defense.

Putting this into an example: let’s take a maxed Archer, wielding a Doom Bow. The average damage per shot would be 450, and after factoring in 75 Att, would produce a damage per shot output of 900. Multiply this by three and we get 2700. Then, dividing by the average of 75 and 50, 62.5, would mean roughly 43 damage.

Another example: a maxed Rogue, wielding an Etherite Dagger. The average damage per shot would be 165, after the 50 Att, would mean 248 damage per shot. Multiplying by 3, we get 743. Dividing by the average of 50 and 75, 62.5, would mean around 12 damage per shot.

However, Bewitchment does not affect damage output by abilities of any sort.


Of course, at first glance this seems to be a weak effect – 12 damage? Pfff.

But considering other factors, such as this Rogue’s attack dexterity of 75, you could rack up a total of around 100 damage in one second, possibly just as you realise you are under bewitchment. Definitely a potential killer in many scenarios. This status effect would mean players would have to keep on their toes a little more often – increase the vigilance needed to survive the Realm. Introducing this effect in some of the newer endgame content would certainly create an even more difficult experience to those seeking the challenge.

Combatting the possibility of an instantaneous receival of a large amount of damage due to piercing weapons, there is a cap of damage that can be taken per shot. This will be calculated by your Max HP divided by 5. Hopefully with this adjustment, you can no longer obtain a lethal amount of damage in one shot.

This status effect could be used as a cunning attack by dying enemies; or possible an interesting alternative to an enemy’s Invulnerable phase.

And if you die by this ghastly effect? It would simply say: killed on “date”, under Bewitchment by “enemy”.


In conclusion, I believe that this would be an interesting addition to the game, and would provide a new variety of enemies for the Realm. I hope you’ve enjoyed this idea, feel free to give your thoughts! :stuck_out_tongue_winking_eye:


#2

So shooting a dbow through a group of enemies, hitting around 10 enemies with 1 shot, would mean you’d take around 430 damage. If you had already shot the other shot when the first was still travelling and you don’t notice, you can 2shot yourself.

I am personally against this kind of effect, because you’re being punished for aiming properly. Anything punishing you for doing something right is a step into the wrong direction, in my opinion. Though, maybe opinions will be divided on this.


#3

Hmm, I didn’t think of piercing weapons. I’ve rectified this in the post, making a type of limit on damage received. Thanks! :slight_smile:


#4

I think of it as punishing you for getting hit by the effect in the first place


#5

Personally I think the name of the effect should be changed - ‘Bewitched’ sounds similar to ‘Charmed’. And afaik that is something completely different :wink:


#6

It’s a great idea and has a interesting consequence of punishing careless high level MP pets players more, if they continued to whale on the enemy while the effect was active thanks to their MP bar being refilled “thanks pet!”.

I too would go with a different name. Bewitched to me suggests behaviour is being changed or controlled by another, not suggestive of a rebound/reflect-type thing like this is describing.


#7

Yeah, I couldn’t think of a better one. Please help me find a better name!

@GanusBanus

If the shot had already been fired, and while it is traveling, the acquisition of a status effect in that moment will not have an effect on the already fired shot, as can be proven by the Paladin’s Seal.


#8

I think that the damage cap should be calculated by your Max HP divided by at least 10. Five shots are too short of a window to notice if you’re a berzerked dbow archer.

I think it’s an interesting idea, but it might push realm in the wrong direction if implimented poorly. 7/10

edit
I realize that getting a really high damage shot with a dbow on a bunch of bewitched enemies with the same shot would be rare, but I’m still concerned that it would be a hard to avoid death.


#9

I probably didn’t specify this, but Bewtiched is a status effect given to the player.


#10

Another interesting thing about this is that it would combat auto-aimers as well.


#11

TL;DR pls


#12

Yes, if they don’t have the effect turned off anyway! XD


#13

TL;DR: (come on its not that long)

But basically an effect, when taken, makes damage you deal to the enemy damage dealt to yourself. (not full damage is taken of course)


#14

What if you have a slight rubberband due too possibly server-sided lag, you get hit by a bewitched shot when the lag goes away, because you couldn’t see it coming and in the meantime your damage finally generates. BOOM, instakilled because of 2 seconds of lag. At least, knowing RotMG, that is how the mechanics behind the effect will probably work.


#15

If the servers were upgraded, then that problem would be non-existant. All we can do is hope DECA are making enough profit to consider upgrading them


#16

Damn, I know right!


#17

This would be the death of warriors everywhere. Buff yourself and go to town on an enemy just to end up giving yourself over 500 DPS… Nice concept, 10/10 for originality. But, it is just too dangerous and quite frankly pointless to have in-game. Sorry man :confused:


#18

i feel like that the damage you take should scale with the remaining hp that you have, that way you cant kill yourself.

For example, on your rouge with etherite, instead of taking 12, at 100% hp, then it would do 5* damage instead, so 60. Assuming your 8/8 without hp modifying gear, you would be at 680hp, or 88% hp. The second hit would then scale down accordingly, continuing until the player got to 1 hp or the bewitching is over, wherein bewitching will no longer affect the user.


#19

I do think that this new status effect is cool, but it could be too op if the player doesn’t see the character getting bewitched(because the icons r tiny). So i was that there should be a very visible thing that players can easily see. So u know how when u start drowning in ocean trench, ur screen starts turning red? I was thinking about something obvious like that so the players get a heads-up and hopefully don’t get killed as fast.


#20

cool thanks
Always add a tl;dr pl0x