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[Amendment] Azdrazi Corruption


PrimnyaQuorum

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Note: The Following is intended to replace only the Corruption Mechanics section. of Nephilim Corruption.

Purpose: Azdrazi Corruption due to Infernal sources has been long outdated since both the Naztherak re-write and the more recent Zar’Akal rewrite. While re-doing the Naztherak side of things, I went ahead and touched up some of the Necromancy stuff. Non-Offensive spells were removed, while some area effecting rituals were added. I could not find any azdrazi to consult about the exact values/some of the niche things so please leave feedback.

 


Corruption Mechanics

Exhaustion

Once a Nephilim has become corrupted, they no longer follow the same exhaustion systems as a normal Nephilim. They now hold two units of dragonsflame; their normal dragonsflame as listed above, and their corrupted dragonsflame. Units of corruption are preceded by specific abilities and spells casted on a Nephilim by either a Necromancer or a Naztherak.

 

Rather than being PK’d, the points of corruption tie into the amount of time that it takes for the body to reknit itself with two units being one OOC day. Should the amount of units corrupted be an odd number, the number of OOC days will be rounded up.

Example; bearing [3] units of corruption mean that the Nephilim is soft PK’d – as the body reforms itself – for [2] additional days, in addition to the standard 1 day respawn timer, totalling in 3 days.

Spoiler

Necromancy

Maledictions

- Darkening will corrupt [1] units per emote sustained.

- Bursting’s gore will corrupt [2] units per hit.

- Pestilence Plagues & Pale Curses will corrupt [2] units for their duration.

 

Thaumaturgy

- Areas effected by a Sacrament of Heith-Hedran or the Ritual of Malediction will corrupt [4] units upon entry and for as long as they remain within. After departure, this drops to [2] units which need to be cleansed.

- Objects affected by the Ritual of Malediction will corrupt [2] units upon consumption.

- Being subjected to the Ritual of Draining will corrupt [4] units.

 

Darkstalkers & Dragurs

- Abyssfire corrupts [1] unit per hit.

- Being subject to the Crimson Veil creation ritual corrupts [2] units.

 

Naztherak

Malflame

- Rok-Dhurz will corrupt [1/2/3] units on hit, scaling with the size of projectile.

- Vhiit will corrupt [1] unit per emote of contact.

- Rok-Kirluk will corrupt [1] units per emote of contact.

- Rok-Uzgiirk will corrupt [2] units per emote of contact.

- Rok-Argal will corrupt [1] units per emote of contact.

- Rok-Norrvut will corrupt [1] units per emote of contact.

- Rok-Krimth will corrupt [1] units per emote of contact.

- Rok-Arzak will corrupt [1] units per emote of contact.

 

Narthruzka

- The presence of any Cursed Idol will corrupt [2] units after [1] OOC day of holding, which cannot be cleansed while the idol is still held.

- Cursed Fire will corrupt [1] additional unit in addition to any corruption the base spell incurs.

 

Akom-tar

- Any Boon or Bane will corrupt [2] units that cannot be cleansed until it is removed. 

 

The Infernal Compendium

- Zevn Stingers will corrupt [1] units per sting.

- Zekul Rok-Skramutna will corrupt [1] units per emote of contact.

- Rok-Kulzael will corrupt [2] units per emote of contact.

- Rok-Vrakank will corrupt [1] units per emote of contact.

- Rok-Hazak will corrupt [2] units per emote of contact.

- Rok-Odzar will corrupt [2] units per emote of contact.

 

Zar’akal 

- Areas effected by Ra’Ilkgarokk will corrupt [4] units upon entry and for as long as they remain within. After departure, this drops to [2] units which need to be cleansed.

- Devour corrupts [4] units per use.

- Crunch corrupts [1] unit per hit.

- Krimth’vuthrith corrupts [2] units, which cannot be cleansed until the totem is destroyed.

 

Miscellaneous 

- Rokodra, Morion, & Khôr weapons will corrupt [1] units per [2] hits.

- Enchants that produce malflame (such as the Infernal BM Rite of Corruption - Fire) will corrupt [1] unit per [2] hit.

- Abyssal Blight corrupts [1] unit for every emote spent lingering in its smog.

 

Corrupted Exhaustion Table

8 unit(s): The Corrupted Nephilim will feel slightly out of breath, though barely noticeable. During this, they’ve four-blocks of movement per emote.
10 unit(s): The Corrupted Nephilim’s breathing is slightly more strained, though still hardly inhibits them. During this, they’re limited to three-blocks of movement per emote.
12 unit(s): The Corrupted Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. During this, they’re limited to two-blocks of movement per emote.

14 unit(s): The Corrupted Nephilim’s movement slows by about half and becomes one-meter rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion. During this, they’re unable to don armor.

16 unit(s): The Corrupted Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves.

 

- Every [2] Dragonsflame Units corrupted will result in [1] OOC day where the character is soft PK’d. If the number of units is odd, the number of OOC days will be rounded up.

- A Nephilim will take eight points (half of their current inner-flame which is sixteen) in order to have the physical attributes of corruption set into play (i.e the aesthetical skeletal appearance).

- Once a Dragonsflame Unit is corrupted, it may not be uncorrupted unless cleansed.

- Corrupting alchemy & metals may only corrupt 15/16 units of an Azdrazi's inner flame, always leaving them with [1] unit un-corrupted.

- Entering a corrupted area, such as a Ra’Ilkgarokk, will only cause corruption once; re-entering said area will not corrupt further units until the original corruption is cleansed. 

- Unless otherwise specified, a corruption source MUST contact the Nephilim’s flesh for units to be corrupted. For weapons, this contact must be from a wound caused by a corrupting weapon. 

- Should a Nephilim exhaust their normal Dragonsflame entirely, they are subject to a [8] day soft PK.

- Corrupted nephilim are limited to [16] Dragonsflame units.

 

 


OLD

Spoiler

Necromancy

Maledictions

- Darkening will corrupt 1 unit per 2 emotes that it is sustained.

- Cauterization will corrupt 1 unit per 2 emotes that it is sustained.

- Bursting’s tainted gore will corrupt 1 unit if it makes contact.

- All Pestilence plagues will corrupt 2 units for their duration, but will never last beyond 2 OOC weeks unless they OOCly wish to.


Darkstalker

Paramount

- Enwreathe Abyssfire will corrupt 1 unit per hit.

- Invoke Abyssfire will corrupt 1 unit per hit.

- Khôr Blades will corrupt 0.5 unit per hit.

 

Naztherak

Malflame

- Kriviir will corrupt 2 units per application, regardless of emote count.

- Vhiit will corrupt 1 unit per strike which makes contact.

- Rok-Dhurz will corrupt 1 unit per hit. A direct hit from a large-sized projectile will cause 2 points of corruption instead.

- Rok-Heedz will corrupt 1 unit per hit.

- Rok-Kirluk will corrupt 1 unit per emote of contact.

- Rok-Ladom will corrupt 1 unit per hit.

- Rok-Argal will corrupt 2 units per emote of contact.

- Rok-Norrvut will corrupt 2 units per emote of contact.

- Rok-Niirk will inflict no corruption.

- Rok-Krimth will corrupt 1 unit per 2 emotes of contact.

- Rok-Zevik will corrupt 1 unit per hit.

 

Cursed Idols

- The presence of any Cursed Idol will corrupt 2 units after [1] OOC day of holding, which cannot be cleansed while the idol is still held.

 

Boons & Banes

- Any Boon or Bane will corrupt 2 units that cannot be cleansed until it is removed. 

 

Zar’akal Abilities

- Areas affected by Ra’Ilkgarokk will corrupt 2 units. After departure, these points need to be cleansed.

- Being subject to a ritual of Kehrlagashk will result in complete corruption, inflicting 12 corruption points and the OOC choice of being turned into an Inferi for an event resource.

 

Infernal Alchemy and Black Alchemy

- Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, corrupt 0.5 units. These can only be cleansed once the effects of the potion have passed.

- Rokodra weapons will corrupt 0.5 unit per huit.

 

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If anyone wants to see what actually changed ---> https://www.diffchecker.com/nNA8IqzS/

 

I'll be real man I really tried giving this the benefit of the doubt but it really does look like a very cheap grab at just buffing Naz vs. Azdrazi interaction with most of these being a damage bump for no reason really which is not exactly a "modernization" or a "touch-up".

 

Most of these interactions are already plenty strong considering that most of these spells are ranged and can be sustained for very long emote counts considering you have literally any melee support with the added benefit that they go thru armor.

 

image.thumb.png.c85f5305964386388a1012a9f91a9557.png

 

These are just super strong. 

 

image.thumb.png.c93b971d2446dc62b8637ee9dff6f7cb.png

Corrupted Exhaustion Tells just becomes much more vague than what is defined in existing lore.

 

I have more to say but I will leave others to comment on other areas which I am less versed in when it comes to the rest of the amendment. My feedback personally is that this is just quite a big buff for any demonic attack that inflicts a Nephilim.

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9k.thumb.png.ed49730786388c3d3081054ff51f5b13.png

 

Was originally not going to comment but even as someone who plays a Necromancer these amendments to buff corruption are insane or lame in equal measure.

 

I'll deconstruct the stand outs to me

 

Darkening: 2 emotes per unit. That means after a partial tether drain you have corrupted 1/4 of there units to a whole half

Pale curses: 5 emote for 2 unit so impact

Heith Hedran 4 unit if in area is just dumb as hell, because how will you know when you entered into an area? That is also just a whole quarter of their units immediately gone. Should be 1 per 10 emotes or 1 every 30 IRL minutes

The only corruption in here that is fair is rite of draining which is 4 units (none combative so ya)

 

Now the nazthrak: they get to corrupt units guaranteed to get corruption even if they block/deflect the spell/have armour on? Along with all of the Infernal Summon abilities corrupting 2 is just spectacularly strong.

 

This is just Naz buffed vs Azdrazi with the token nod that "ya Necromancera are strong against azdrazi as well"

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25 minutes ago, Java17 said:

If anyone wants to see what actually changed ---> https://www.diffchecker.com/nNA8IqzS/

 

I'll be real man I really tried giving this the benefit of the doubt but it really does look like a very cheap grab at just buffing Naz vs. Azdrazi interaction with most of these being a damage bump for no reason really which is not exactly a "modernization" or a "touch-up".

 

Most of these interactions are already plenty strong considering that most of these spells are ranged and can be sustained for very long emote counts considering you have literally any melee support with the added benefit that they go thru armor.

 

image.thumb.png.c85f5305964386388a1012a9f91a9557.png

 

These are just super strong. 

 

image.thumb.png.c93b971d2446dc62b8637ee9dff6f7cb.png

Corrupted Exhaustion Tells just becomes much more vague than what is defined in existing lore. 

 

I have more to say but I will leave others to comment on other areas which I am less versed in when it comes to the rest of the amendment. My feedback personally is that this is just quite a big buff for any demonic attack that inflicts a Nephilim.

 

copy pasted the old -> new stuff in. The table is a direct copypaste from existing azdrazi lore as it was yesterday evening, so you might be hallucinating a bit about any perceived changes to it. 

 

I'm unsure if I need to clarify, but malflame does not automatically bypass armor/shields nor has it really ever. Continous malflame is capable of bypassing the gaps in medium/heavy armor, but is not capable of bypassing solid obstructions like shields. You are still, as before, entirely capable of blocking most sources of continous malflame, I just figured it relevant to not allow continous malflame [which itself it stated as having a lesser effect] to have full effect.

 

While I can [and am currently] tuning this down, your own photos here kinda show the sum of it; the page has next to none of these spells because its using last gen naz and akal. I am kinda shooting in the blind for a majority of these, and in the 2-3 years since new naztherak has been up, I haven't seen any real attempt to fix this part. 

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Yo can i have a wardren

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I've spoken with Prim but just going to reiterate what was spoken of here:

 

15 hours ago, PrimnyaQuorum said:

- Darkening will corrupt [2] units per emote sustained.

 

Would like clarification on if this is in regards to Direct Drain, Tether Drain, or both.

 

15 hours ago, PrimnyaQuorum said:

»»» Continuous streams of malflame- regardless of the Nephilim’s armour or clothing underneath- will corrupt [50%] of what the spell would’ve otherwise.

 

Seems like a roundabout / backwards way of addressing the problem. I'm of the opinion that specifying such a clause for Azdrazi specifically is not necessary. Eventually, no matter the spell, Malflame would seep through the gaps in an Azdrazi's armour. I'd rather see the spells with continuous malflame be addressed individually. I also don't see a reason to halve the corruption units either. This would allow an Azdrazi to tank half the units by just standing in a flamethrower than normal, unless the intention is to nerf continuous malflame's corruption.

 

Ex: MALFLAME FLAMETHROWER does # units of corruption per sustained contact.

 

15 hours ago, PrimnyaQuorum said:

- Rokodra, Morion, & Khôr weapons will corrupt [1] units per [2] hits.

 

Seems very gamey and unfriendly to RP. An Azdrazi can tank 1 cut from Rokodra, but on the second he is corrupted. Then on the third he does not gain a unit, but on the fourth he does. I'd rather see it remain as 1 hit for 0.5 units of corruption. I see no real purpose in rounding up or down the units as well, it is just up to the Azdrazi to keep track of it all.

 

FINAL NOTE:

I won't speak for the balancing of the rest of the spells, as I've seen some numbers change throughout, but more so wanted to comment on the wording or mechanics behind what is being suggested 

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15 hours ago, PrimnyaQuorum said:

Purpose: Azdrazi Corruption due to Infernal sources has been long outdated since both the Naztherak re-write and the more recent Zar’Akal rewrite. While re-doing the Naztherak side of things, I went ahead and touched up some of the Necromancy stuff. Non-Offensive spells were removed, while some area effecting rituals were added. I could not find any azdrazi to consult about the exact values/some of the niche things so please leave feedback.

Trying to frame this as just a touch up to bring things up to date while quadrupling the effect of an existing spell(darkening, and doubling others) is sneaky af. 
Also tf you mean you could not find any azdrazi to consult? There are multiple azdrazi who also play zar'akals.

4 units of corruption for just entering a potentially lair-sized area is ridiculous and only discourages interaction between the two groups. A lot of the RP between the lores involved involves attacking eachother's lairs, and to put an instant, uncounterable penalty to entering the other guys' lair is stupid. If you don't want to get raided, build better defenses. 

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12 minutes ago, FlemishSupremacy said:

4 units of corruption for just entering a potentially lair-sized area is ridiculous and only discourages interaction between the two groups. A lot of the RP between the lores involved involves attacking eachother's lairs, and to put an instant, uncounterable penalty to entering the other guys' lair is stupid. If you don't want to get raided, build better defenses. 

 

Not gunna bother with the first part since those have been changed and I waited a few days from completion to try to talk to some. Regardless most of you are here now giving some feedback.

 

As for land corruption, I'm not sure what your point is; azdrazi get corrupted by things of necrotic/infernal origin. If you walk into the northern part of the map you get hit with an instant, uncounterable cold but I've never really heard any complaints about that part of drazi lore. Old akal infernal blight caused corruption and provided a means to turn an azdrazi fully corrupted. The whole point is that entering these areas causes some corruption on entering.

 

Equally, I'm not sure what you're upset about; I own the only active infernal blight on azuras and its so far from any lair its not even accidently walked into. Heith Hedran's have a likewise tiny radius. If you concern is that these effects would be too strong if they just clipped through walls/terrain I'd agree, but I'm again unsure of your concern with this here. 

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22 minutes ago, PrimnyaQuorum said:

As for land corruption, I'm not sure what your point is; azdrazi get corrupted by things of necrotic/infernal origin. If you walk into the northern part of the map you get hit with an instant, uncounterable cold but I've never really heard any complaints about that part of drazi lore. Old akal infernal blight caused corruption and provided a means to turn an azdrazi fully corrupted. The whole point is that entering these areas causes some corruption on entering.

 

Equally, I'm not sure what you're upset about; I own the only active infernal blight on azuras and its so far from any lair its not even accidently walked into. Heith Hedran's have a likewise tiny radius. If you concern is that these effects would be too strong if they just clipped through walls/terrain I'd agree, but I'm again unsure of your concern with this here. 

The cold can be countered and does not leave lasting corruption. 

Ra’Ilkgarokk CAN cover the entirety of a 75x75 lair and even go to a 100x100 area, and similarly, heith hedrans can be 50x50, and can be expanded further if you have a second beacon. They DO clip through walls and terrain, as the presence of a heith hedran or Ra'ilkgarokk corrupts the land it is found on, even if it's source is underground. It even says so in the redlines 'If it is cultivated underground, the land above will reflect this and become hellish.' 

 

It is not because currently these two pieces of lore aren't used as an anti azdrazi security measure that they won't be if this amendement passes. Pretending that they've got a tiny radius, don't corrupt a huge area through walls and terrain and that this wouldn't have a massive effect because currently there aren't lairs using them as such portrays either ignorance or wilful intent to obscure the real effects of this amendement, as with the 'touch ups'.
The 'point' of these abilities is for Naz and Necros to have the ability to warp their environment to match them, aesthetically and to be used as a focal point of rituals. The point is not to serve as an automated major debuff to one of your enemies when entered. 

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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