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!
###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!