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Idea - Hodgepodge Spell Creation System - Staff System Revamp

Avran_Sylt
Avran_Sylt
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This System may be a bit complex, but it would create a Spell Creation system of sorts.

This introduces a new craftable item (Runic Focus), that takes up the offhand slot when using a staff. It can be made using the enchanting skill line.

When Prompted to create a Runic Focus, the player is presented with 4 rows of rune slots. The top row has room for an Aspect and a Potency Rune. The Aspect of this row controlling if the staff heals or deals elemental damage with a runic focus equipped, and the Potency Rune augments the Heavy Attack of the staff. The other three rows have the standard Potency Aspect Essence slots.

This is what type of effects you will expect to see when using a certain Aspect rune when creating the Runic Focus, if no aspect is chosen the light,heavy attacks, and skills will deal magic damage

Dakeipa - Frost
Your Light and Heavy attacks as well as your staff abilities deal Frost Damage where applicable

Deni - Stamina
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and restore [x] stamina to healed allies (10 second cooldown)

Denima - Stamina Recovery
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and give healed allies minor endurance for 5 seconds

Deteri - Armor
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Resolve

Hakeijo -Prismatic
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Fortitude,Intellect, and Endurance for 5 seconds (10 second cooldown)

Haoko - Disease
Your Light and Heavy attacks deal Disease damage, and your staff abilities deal Disease damage where applicable

Jaedi - Bash
Your Light and Heavy attacks deal Magic damage, and your staff abilities have a 10% chance of knocking an enemy off-balance

Kaderi - Shield
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies a damage shield for 5 seconds (10 second cooldown)

Kuoko - Poison
Your Light and Heavy attacks deal Poison damage, and your staff abilities deal Poison damage where applicable

Lire - Crash to Desktop
Causes player creating Rune Focus to crash to desktop, cause screw edge cases.

Makderi - Spell Harm
Your Light and Heavy attacks deal reduced Oblivion damage, and your staff abilities deal reduced Oblivion damage where applicable

Makko - Magicka
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies [x] magicka (10 sec cooldown)

Makkoma - Magicka Regen
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Intellect for 5 seconds

Meip - Shock
Your Light and Heavy attacks deal Shock damage, and your staff abilities deal Shock damage where applicable

Oko - Health
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies [x] health (10 sec cooldown)

Okoma - Health Regen
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Fortitude for 5 seconds

Okori - Power
Your Light and Heavy Attacks deal Magic Damage, and your Staff Abilities Heal where applicable and grant healed allies 129 Spell and Weapon damage for 5 seconds (10 sec cooldown)

Oru - Alchemist
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and reduce the potion cooldown of healed allies by 5 seconds (20 second cooldown)

Rakeipa - Fire
Your Light and Heavy attacks deal Fire damage, and your staff abilities deal Fire damage where applicable

Taderi - Physical Harm
Your Light and Heavy Attacks deal Physical Damage, and your Staff Abilities deal Physical damage where applicable (Think Concussion force type effects)


The Potency Runes will augment the heavy attacks of your staff, if no Potency rune is chosen, the staff will have the a normal heavy attack (which would now be a single projectile (standard ice/fire))
Additive - Heavy attacks are charged beams that deal damage while held (think regular lightning staff) to the target, but restores less magicka with each hit.

Subtractive - Heavy attacks are now Continuous DoTs that deal damage in area while held (think similar to the Fiery Breath particle effect and hitbox) but now consumes a small amount of magicka each tick.

So, those are the ways that the current enchantments would be used to 'create' the basis of your spell(s) and basic attacks

But how to map these, to abilities, while still having the majority of the aspects from the Destruction and Restoration Staff skill lines?

Staff Skill Line - Edit: warning is/will be long/longer

Mapping it requires similar skills to be merged. Thankfully, they share several similar abilities (in terms of AoE, damage/healing ticks, etc).

Wall of Elements - Blessing of Protection (same frontal box AoE)
Force Siphon - Weakness to Elements (Single Target Debuff)
Impulse - Grand Healing (Player Centered AoE)
Elemental Storm - Panacea (Targeted AoE DoT)
Destructive Touch - Steadfast Ward (Single Target effect)


The problems being Regeneration (multiTarget DoT) Force Shock(Single target Effect)


So, what skills do we need?

a Targeted AoE DoT ultimate
a Frontal AoE DoT
a Player Centered radial AoE
a Single Target Debuff
a Single Target Effect

which Leaves one skill slot left left open by the disparity of Regeneration and Force Shock

a middle ground could be a single Target DoT.

So, what to call the Staff Line skills?

Targeted AoE DoT Ultimate: Magicka Storm
Frontal AoE DoT: Magicka Wall
Player Centered Radial DoT: Magicka Burst
Single Target Debuff: Weaken
Single Target Effect: Focused Magic
Single Target DoT: Persistent Magicka

The names would change based on the element or if it heals. (apart from Weaken)

However, each of these skills would of course require two morphs, this will cover the base changes of the skills. healing and destructive staff versions would grab their respective effects from the dismantled skill line.

Ultimate: Magicka Storm
-Overflowing Magic (powerful bonus effect)
-Centered Storm (follows player with reduced effects)

Elemental Versions:
Dakeipa - Frost
Frost Storm - standard
-Frigid Storm - Always applies Chilled, reduced cost
-Cold Front - Follows player and slows enemies hit by 10%

Haoko - Disease
Diseased Ground
- Plagued Ground - Enemies hit by Plagued Ground are afflicted with Major Mangle for 5 seconds
- Plague Carrier - follows player and applies Minor Mangle to enemies for 5 seconds

Taderi - Physical Harm
Crushing Storm
- Gravity Crush - Always sets enemies off balance, deals 20% increased damage to knocked down enemies.
- Crushing Path - follows player and has a 10% chance of setting enemies off balance

Rakeipa - Fire
Fire Storm
-Firey Rage - Always Applies Burning, deals 15% more damage
-Trail Blazer - follows player and has a 10% chance of applying burning

Meip - Shock
Shock Storm
-Lightning Storm - reduced Size, increased duration, always applies concussed
-Shocking Path - follows player, 10% chance at applying concussed

Makderi - Spell Harm
Eye of Oblivion
-Grasp of Oblivion - Roots enemies for 5 seconds. increases damage taken of targets by 10%
-Gaze of Oblivion - Follows player and has a 10% chance to root.

Kuoko - Poison
Toxic Storm
-Toxic Rage - Always applies poisoned, enemies with Poison DoTs take an additional 15% damage
-Caustic Cloud - Follows player with a 10% chance to poison.

Healing Versions:
Deni - Stamina
Healing Spring
-Verdant Spring - Healed Allies gain 20% max stamina for 10 seconds and Minor Force
-Moving Spring - Follows player and healed allies gain 5% max stamina for 5 seconds

Denima - Stamina Recovery
Healing Spring
-Swift Spring - Healed Allies gain 20% stamina recovery and Minor Force for 10 seconds
- Moving Spring - Follows player and healed allies gain 5% stamina Recovery for 5 seconds

Deteri - Armor
Healing Springs
- Defended Spring - Healed Allies gain Major Resolve for 10 seconds and Minor Force for 10 seconds
- Moving Spring - Follows Player and healed Allies gain 1260 physical and spell resistances for 5 seconds

Hakeijo -Prismatic
Healing Spring
- Prismatic Spring - Healed Allies gain 10% max Magicka,Health, stamina, and Minor Force for 10 seconds
- Moving Spring - Follow player and healed allies gain 5% max stamina,health, and magicka for 5 seconds

Jaedi - Bash
Healing Springs
- Pushing Spring - Enemies inside the Targeted area are knocked down
- Moving Spring - Follows player and has a 10% chance of knocking enemies down

Kaderi - Shield
Healing Springs
- Protected Spring - Healed allies gain a damage shield for 5 seconds (5 second cooldown) and Minor Force
- Moving Spring - Follow the player and healed allies gain a damage shield for 10 seconds (10 second cooldown)

Makko - Magicka
Healing Springs
- Azure Spring - Healed allies gain 20% max magicka for 10 seconds and Minor Force
- Moving Spring - Follows the player and healed allies gain 5% max magicka for 5 seconds

Oru - Alchemist
Healing Springs
- Clever Spring - Healed allies are restored 10% max Magicka,Health, and Stamina (6 second cooldown)
- Moving Spring - Follows player and healed allies are restored 2% max Health,Magicka, and Stamina (10 sec cooldown)

Okori - Power
Healing Springs
- Deadly Spring - Healed Allies gain Major Force for 6 seconds
- Moving Spring - Follows player and healed allies gain Minor Force for 6 seconds

Okoma - Health Regen
Healing Springs
- Resting Spring - Healed Allies gain 20% health recovery for 10 seconds
- Moving Spring - Follows player and healed allies gain 5% health recovery for 6 seconds

Oko - Health
Healing Springs
- Hardy Spring - Healed Allies gain 20% max Health for 10 seconds
- Moving Spring - Follows player and healed allies gain 5% max health for 6 seconds

Makkoma - Magicka Regen
Healing Springs
- Spiritual Spring - Healed Allies gain 20% magicka recovery
- Moving Spring - Follows player and healed allies gain 5% magicka recovery

Magicka Wall
-Unstable Ground (additional effect when it ends)
-Magicka Blockade (increases size and duration)

Elemental Versions
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison

Healing Versions:
Deni - Stamina
Denima - Stamina Recovery
Deteri - Armor
Hakeijo -Prismatic
Jaedi - Bash
Kaderi - Shield
Makko - Magicka
Oru - Alchemist
Okori - Power
Okoma - Health Regen
Oko - Health
Makkoma - Magicka Regen


Magicka Burst
-Targeted Burst (is now targeted)
-Powered Burst (more effects for the given element/if it is healing)
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison

Healing Versions:
Deni - Stamina
Denima - Stamina Recovery
Deteri - Armor
Hakeijo -Prismatic
Jaedi - Bash
Kaderi - Shield
Makko - Magicka
Oru - Alchemist
Okori - Power
Okoma - Health Regen
Oko - Health
Makkoma - Magicka Regen


Weaken:
-Weaken Spirit (adds Minor MagickaSteal)
-Continuous Degradation (refreshed when hit)

Healing
Siphon - Applies Minor Lifesteal
-Essence Siphon - (adds Minor MagickaSteal)
-Continuous Siphon - refreshed when attacked

Elemental
Elemental Weakness - Applies Major Breech
-Spiritual Weakness - also applies minor magickasteal
- Continual Weakness - refreshes when attacked

Focused Magic:
- Reaching Magic - Extends range
- Broadened Magic - Adds additional effects
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison

Persistent Magic
- Viral Magic - effects targets near the original
- Efficient Magic - reduced duration (same damage/healing)
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison

So now that we have the way to choose the damage type/healing effect of the spells, how do we furthur augment them?

That is what the remaining three 3x1 Grids are for. They will still have the same
Potency - Aspect - Essence setup

However, there needs to be three additional Aspect runes introduced into the game

??? - Size

??? - Duration

??? - Power

Once a grid is formed using a potency,aspect, and an essence rune , the Runic Focus will in addition effect your Staff skills based on the Aspect and Essence used in each additional row
Size Aspect Rune + Additive
Increases the Dimensions (size, range) of your Staff Skills by 10%/20%/30%/40%
Decreases the Power of your Staff Skills by 5%/10%/15%/20%
Increases the Cost of your Staff Skills by 2.5%/5%/7.5%/10%

Size Aspect Rune + Subtractive
Decreases the Dimensions (size, range) of your Staff Skills by 10%/20%/30%/40%
Increases the Power of your Staff Skills by 5%/10%/15%/20%
Decreases the Cost of your Staff Skills by 2.5%/5%/7.5%/10%

Duration Aspect Rune + Additive
Increases the Duration of your Staff Skills by 10%/20%/30%/40%
Decreases the Dimensions of your Staff Skills by 5%/10%/15%/20%
Increases the Power of your Staff Skills by 2.5%/5%/7.5%/10%
Duration Aspect Rune + Subtractive
Decreases the Duration of your Staff Skills by 10%/20%/30%/40%
Increases the Dimensions of your Staff Skills by 15%/20%/25%/30%
Decreases the Power of your Staff Skills by 2.5%/5%/7.5%/10%

Damage Aspect Rune + Additive
Increases the Power of your Staff Skills by: 15%/30%/45%/60%
Decreases the Dimensions of your Staff Skills by 10%/20%/30%/40%
Increases the Cost of your Staff Skills by 15%/ 30%/45%/60%

Damage Aspect Rune + Subtractive
Decreases the Power of your Staff Skills by: 15%/30%/45%/60%
Increases the Dimensions of your Staff Skills by 10%/20%/30%/40%
Decreases the Cost of your Staff Skills by 15%/ 30%/45%/60%

It adds an effect listed above for each row, perhaps with reduced effectiveness per row used.

So that's my idea for a spell creation system. finer details would still have to be combed through for the final skills. I'll be continually editing this as I go until I come up with a finalized version, which will include how the Staff Passives should work and the small little details that each element changes for skills like Magicka Storm, Magicka Wall, to make elements more diverse.
Have any suggestions or improvements?
Edited by Avran_Sylt on March 23, 2017 9:51PM
  • KimberlyannKitsuragi
    I'm not sure what I can offer you aside from an awesome since I play stamina
    Feel free to add me. I'm part of the Gummy Guars PC/Mac NA server. Master crafter and working on getting 9 traits on everything
  • Avran_Sylt
    Avran_Sylt
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    Redid how it's created (removed top row required runes, removed the top row Essence rune entirely). Added in Potency rune effect on heavy attacks.
  • M0bi
    M0bi
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    zEhbbul.jpg
    FOR THE DOMINION!!
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
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    Not to step on any toes, and that is a cool idea, but,
    You may not know but they have a Spellcrafting system already made. It was shown at the QuakeCon 2014.
    But! It was shelved after Nick Konkle left Zos and Zos has stated that it has been put on back burner.
    I HOPE it does come to game someday, but, just in case you missed it, here it is.
    Huzzah!
    https://www.youtube.com/watch?v=_Jk7LrLgRfg&index=46&list=WL&t=3168s

    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • Avran_Sylt
    Avran_Sylt
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    Not to step on any toes, and that is a cool idea, but,
    You may not know but they have a Spellcrafting system already made. It was shown at the QuakeCon 2014.
    But! It was shelved after Nick Konkle left Zos and Zos has stated that it has been put on back burner.
    I HOPE it does come to game someday, but, just in case you missed it, here it is.
    Huzzah!

    Hmm. Interesting idea on his part of the spell system. I'd love to take his idea, create an "Ancient Magicks" skill line whose skills are chosen by you slotting those tablets, maybe you could even create your own passives as well. Then have the staff elemental skills as an expansion on the base magicks.
    Ancient Magicks for niche spells
    Staff spells for generic spells.

  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    Not to step on any toes, and that is a cool idea, but,
    You may not know but they have a Spellcrafting system already made. It was shown at the QuakeCon 2014.
    But! It was shelved after Nick Konkle left Zos and Zos has stated that it has been put on back burner.
    I HOPE it does come to game someday, but, just in case you missed it, here it is.
    Huzzah!

    Hmm. Interesting idea on his part of the spell system. I'd love to take his idea, create an "Ancient Magicks" skill line whose skills are chosen by you slotting those tablets, maybe you could even create your own passives as well. Then have the staff elemental skills as an expansion on the base magicks.
    Ancient Magicks for niche spells
    Staff spells for generic spells.

    Fkin hell, they could remove racial bonuses in their entirety and allow you to recreate them by making them be part of the passives for the Ancient Magicks, write it off lore wise as you losing the boons of your ancestors with your loss of soul. even regaining it has had some complications. though through using the magicks of old you are able to reattach part of what was once lost.
    Edited by Avran_Sylt on March 23, 2017 9:57PM
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
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    Avran_Sylt wrote: »
    Not to step on any toes, and that is a cool idea, but,
    You may not know but they have a Spellcrafting system already made. It was shown at the QuakeCon 2014.
    But! It was shelved after Nick Konkle left Zos and Zos has stated that it has been put on back burner.
    I HOPE it does come to game someday, but, just in case you missed it, here it is.
    Huzzah!

    Hmm. Interesting idea on his part of the spell system. I'd love to take his idea, create an "Ancient Magicks" skill line whose skills are chosen by you slotting those tablets, maybe you could even create your own passives as well. Then have the staff elemental skills as an expansion on the base magicks.
    Ancient Magicks for niche spells
    Staff spells for generic spells.

    Not sure if you have played any other TES games, but if they implement it they will stick to the lore and systems of the other games, i.e. School of Destruction, School of Conjuration, etc.
    Your ideas are great, but just saying, they will stick to lore. :smile:
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • Avran_Sylt
    Avran_Sylt
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    ✭✭
    Avran_Sylt wrote: »
    Not to step on any toes, and that is a cool idea, but,
    You may not know but they have a Spellcrafting system already made. It was shown at the QuakeCon 2014.
    But! It was shelved after Nick Konkle left Zos and Zos has stated that it has been put on back burner.
    I HOPE it does come to game someday, but, just in case you missed it, here it is.
    Huzzah!

    Hmm. Interesting idea on his part of the spell system. I'd love to take his idea, create an "Ancient Magicks" skill line whose skills are chosen by you slotting those tablets, maybe you could even create your own passives as well. Then have the staff elemental skills as an expansion on the base magicks.
    Ancient Magicks for niche spells
    Staff spells for generic spells.

    Not sure if you have played any other TES games, but if they implement it they will stick to the lore and systems of the other games, i.e. School of Destruction, School of Conjuration, etc.
    Your ideas are great, but just saying, they will stick to lore. :smile:

    fkin love your response. I have so much more to think about now. already got an idea on how to organize all the separate schools of magic and removing the staff requirements (I.E. all magic can be cast regardless of weapon you use. but wielding a staff will amplify the effects of particular schools).

    Edit: though thinking about it, the staves are a great way to reduce UI clutter in skill choices, even if it gimps the ability to have a frost, and a lightning skill on the same bar...
    Edited by Avran_Sylt on March 23, 2017 10:14PM
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