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Changes To Fix All That Needs Fixing

AuthorMessage
Defender
Oct 16, 2014
189
It took about 2 days to finish this but I think it is worth the time. Changes are based on my opinion, feel free to ask any questions.

This would be a spell overhaul with main focus to fix the following aspects:
- Overpowered Heals
- Overtimes
- Lack of Minions
- Underpowered Minions
- Lack of school-specific Jinxes
- Fizzling early-game spells
- Not fizzling late-game spells
- Overpowered AoE
- Uselessness of Taunt and Pacify
- Lack of school identity
- Lack of DoTs and HoTs
- Lack of Heals
I also changed Roshambo and altered the identities of Storm, Fire and Myth a little so I will talk about that at the end. They were changed as 'School A counters School B' a lot better, and some of the other changes take the new Roshambo into consideration.

Fix #1 - Accuracy
This one was an easy fix. Players have been complaining about fizzling 'low level' spells, and personally in contrast players should be fizzling 'high level' spells more. Essentially, I swapped "spell accuracy" with "character accuracy".

Accuracy% = 100 - 5*(PipCost + Shadow-PipCost), no questions asked.
For example, Scion = 100 - 5*(11) = 45% accuracy.
This way, a wizard could have natural growth for accuracy (just like pip chance and pip conversion). If Life spells are supposed to fizzle less, give Life gear/stats more accuracy.

Fix #2 - Outgoing
Basically I removed all "outgoing damage" and "outgoing/incoming healing", then put it all under a single stat aka "Outgoing". Absorbs are also affected by "Outgoing", and thus the values have been adjusted. I also added a "Minion Power" stat which affects Minions, and is also affected by "Outgoing".
  • Flat Damage was also changed to Flat Outgoing.

Fix #4 - Heals
Along with "Outgoing", I readjusted the values of heals. Each school was given a new Heal-per-Pip (HPP) value, as well heal spells gain an additional 1-pip of healing value so a heal can '1-UP' a spell of the same pip cost.
Life = 110 HPP
Ice = 90 HPP
Balance = 80 HPP
Myth/Death = 75 HPP
Fire/Storm = 73 HPP

As well the following changes were made:
  • Healing buffs & debuffs were adjusted to match Damage buffs (ex: Infection = -25%, Doom & Gloom = -20%, Sanctuary = +25%).
  • Healing is now school specific, thus if you want to use a Life Heal Spell, you need to raise your Life "Outgoing".
  • All blades also affect healing (ie. +35% to next Damage or spell; similar to how Deathblade is).
  • Primordial and Radical were removed; Damage enchants also affect Heal spells (ie. +300 Damage/Absorb/Heal to 1 spell).


Fix #5 - Minions
A Minion Power stat was added that boosts stats of a Minion. "Outgoing" affects the value and Minion Power is school-specific. This will allow Myth spells to efficiently summon off-school Minions. As well, similar to Heals, Minions will have a 1-pip reduction in cast cost (-1 pips; +1 value).
  • The 3-pip Minions now cost 2 pips; the 5-pip Minions are now 4 pips; Animate is now 1-4 pips (summons the current 2-5 pip minion).

- The health of Minions depend on the HPP of their school, and is affected by Minion Power.
- The outgoing of Minions depend on 2.5% of the DPP of their school, and is affected by Minion Power.
- Accuracy, Critical, Block, and Pierce are affected by Minion Power.
- Just like other Minion Spells, the stats are double the base.
- Example for current 5 pip minions (4 pips with change):
Myth Minion = 830 HP, +25 Out. = x2.5 (~max lvl) => 2075 HP, +62.5 Out.

As well, I have separated Minions into 2 categories: Servants and Spirits. Servants are exactly what current Minions are, but Spirits only have health, outgoing, and power pip stats, as well acts as a hanging effect on the character allowing them to be used with a full team. Spirits cannot casts hits or heals, but can casts buffs/debuffs and some may summon another Minion. Spirits "share" 50% of any damage or healing its host receives. You can only summon up to 3 Spirits at a time, and only 6 of each Spirit can be on the same target. However, you can summon up to 6 Myth Spirits at a time.

As well, a Myth character can now have up to 3 copies of the same Servant summoned by the same spell. This means you can you can summon summon multiple Test Dummy to avoid being hit!!!

Spirits will become an asset in battle, allowing more Minions and Minion-counters to be played.

Fix #6 - Overtime Roshambo
The main reason these are mainly overlooked are due to the last of DoTs and HoTs other schools have, as well you will rarely see 3 DoTs on you or 3 HoTs on your opponent unless they have trained in the Fire school. As well since they only last 3 rounds normally, there is no point unless you Roshambo immediately.

Therefore the solution was simple: add more overtimes.

- Default overtime rounds were increased from "over 3 rounds" to "over 4 rounds".
- There are now Overtime spells that cast 3 Overtimes.
- All Overtimes have a set 25% boost in damage as majority had a 25% boost and the minority had a 80%+ boost for some unknown reason. (known culprits = Fire Elf, Fire Dragon, Deer Knight, Reindeer Knight)
Some spells were changed to Overtime spells (ex: Pixie (not Fairy) was changed to each school and stated accordingly).

Fix #7 - Damage Jinxes
We have school-specific positive damage wards, negative damage wards, positive damage charms, but not any school-specific negative damage charms. I believe this is the main reason why Death has been struggling in PvP as you can just off-school hit a Weakness and there is not another option. So this was pretty straight forward; I calculated the equivalent value of a Jinx compared to a Shield.

-80% Shield = -45% Jinx
-70% Shield = -40% Jinx
-50% Shield = -25% Jinx
-45% Shield = -20% Jinx
-35% Shield = -15% Jinx
-25% Shield = -10% Jinx

As well with the added Jinxes and DoTs, -50% Shield can be used for Roshambo counters.

Fix #8 - "Divided" AoE

AoEs were changed to a semi-divided targets. From balancing other utilities it became apparent that AoEs should have a -50% reduction in damage instead of the current -25% reduction. As well, all AoEs' target is "each sigil" (just like the 4-pip shadow hits) and no longer "all sigils". This is just a slight logic change to allow Ice to tank. For example:

Meteor Strike = 200-240 Fire Damage to
Windstorm = +25% Storm Damage to

Fix #9 - Aggression
To make explaining more simple, I will separate each subject as the following:

Aggression - attention gained from hits (damage dealt), heals (healing dealt), absorbs (damage blocked), summoning (health summoned), and pip cost of spells.
Aggro - tracks aggression dealt. All Aggro gaining spells have an additional 2-pips of aggression value.
Taunt - forces targets to self. Single target spells will switch the target to self. AoEs will targeted at self and will not hit allies. *Taunt only affects enemies.
Pacify - forces targets off self. Single target spells will switch to new target. AoEs will not target you. *Pacify only affects enemies.

The Aggression system has been slightly changed to help Ice be a tank. Along with the system already in place, an "Aggro Scale" has been added.

- All Aggro will start at a value. For now let's say 0.
- Players will lose Aggro each turn; this value needs to be equivalent to the Aggression of a 0-pip spell like
- Stormblade.
- When Aggro surpasses a certain value, for example 750, then Taunt is Intercept-Casted and decreases by 750.
- When Aggro falls below a certain value, for example -750, then Pacify is Intercept-Casted and increases by 750.
- If multiple Taunts are present, whoever has the highest Aggro will override.

This will allow a tank role and the need for a tank.

Fix #10 - School Identity
New School Identities:
Fire = AoE Attacker & Overtimes (DoTs & Bombs)
Ice = -Defender & Wards (Shields & Absorbs)
Storm = Single Attacker & Buffs (Traps & Blades)
Myth = +Support & Minions (Spirits & Servants)
Life = +Defender & Overtimes (HoTs & Love-Bombs)
Death = -Tempo Support & Jinxes (Weakness/Infection & Drains/Strains)
Balance = All-Around Defender/+Support & -Manipulation
= All-Around Attacker/-Support & +Manipulation (if KI decides an 8th school)
- All schools received spells to advance their identify including equivalents of Feint.
- All Remove spells were added/given to respective school (DoTs = Life) and costs 1 pip. As well schools were - given a Remove 3 (3 pips), a Remove all (5 pips), and an AoE Remove 1 (3 pips).
- All Steal/Push spells were added/given to the utility's school (DoTs = Fire) and costs 3 pips.

Fix #11 - Roshambo & School Weaknesses
Players have complained how PvE vs. Roshambo advantages are confusing, so now only one will be in the game.

Strengths: Storm > Death > Life > Fire > Myth > Ice > Storm

Creation Triad: Storm > Life > Myth > Storm

Destruction Triad: Death > Fire > Ice > Death

Opposing Schools: Storm == Fire (ATK); Life == Ice (DEF); Death == Myth (SUP)

Utility Compatibility: adjacent = terrible; 2 away = decent; owner or 3 away = strong
- Example (multiple HoTs): Death/Fire = 0-1; Storm/Myth = 1-2; Life/Ice = 2-3
- Example (multiple DoTs): Life/Myth = 0-1; Death/Ice = 1-2; Fire/Storm = 2-3
- Example (multiple Spirits): Fire/Ice = 0-1; Life/Storm = 1-2; Myth/Death = 2-3

Utility Counters: Strength to Self A; Strength to Self; Triad to Self A; Self to Opposing B

- Fire: A = DoT, B = Bomb
- Ice: A = Shield, B = Absorb
- Storm: A = Trap, B = Blade
- Myth: A = Spirit, B = Servant
- Life: A = HoT, B = Love-Bomb
- Death: A = Infection/Weakness, B = Strain
- Balance: A = Pips, B = TBD