Spell changes?

Started by Greater, August 31, 2013, 11:11:55 AM

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Any progress on putting the modified spell mod in? This is a change that a great many of us are anticipating and would like to kick the tires on.

Thanks for all the work you've put in recently.
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Modified spell mod?  Sorry, maybe I missed a post/thread.  Can you please point me in the right direction?


TGS v1.0 (coming soon)

Quote from: Stalkerr on May 02, 2013, 07:48:00 AM
Next on the list is adjusting the average round for casters upward.  This will be done in 2 ways.  Firstly, by making our first large adjustment to the databases with a content update.  I'll be using the spellmod made by Syntax and Demo as a baseline for this but I'll be making several adjustments.  The biggest problem with this mod was that many monsters in the game saw drastic increases in their DPS as a result and to compensate I have simply made new copies of old spells for these monsters to use.  I'll include a downloadable explorer database so players can see the changes for themselves.  Secondly, a small adjustment to how the spellcasting stat works will allow players with higher spellcasting to deal more damage in certain cases. For players this will mean that SC over 100% will coverted to negative MR, up to a cap.  Because of this change caster-3 classes will tend to do more damage with their spells than the hybrid caster-2s.  As with the first spell related change, this will not effect how monsters deal spell damage.
http://www.greatermud.com/forums/index.php?topic=4424.0
This was the initial mention of it. There was a bit of discussion about it with DC in the pve realm awhile back.

Also was brought up in this thread a couple of weeks ago:
Quote from: Stalkerr on August 17, 2013, 03:39:01 PM
Well, thats not exactly true.  There were a couple small changes I wanted to make to what we had done then a pretty significant database change centered around spell changes.  I'm pretty sure I mentioned that a couple time.
Quote from: Stalkerr on August 17, 2013, 06:08:26 PM
There were alot of posts about it...http://www.greatermud.com/forums/index.php?topic=4419.0 was the link I gave you over IM.  The vast majority of it was discussed over IM between 4-15 and 4-30(maybe a few days past 4-30, but that convo session started on 4-30 according to my log).  I sent you messages here and there throughout may, but never got a response, I assume thats why I dropped it.. I've got everything that I wanted to change saved but since there has been such an extended testing time for the last patch at this point if we could work on it some more, I'd probably want to see what feedback looks like now.
http://www.greatermud.com/forums/index.php?topic=4474.msg21156#msg21156

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One way I found around this in my own mud was to add the spell dmg% ability on the classes.

There is an ability called "AlterSpDmg" #165 that can be used for this effect. This is an easy fix that can give a % boost to all spellcasting classes without affecting monster dmg.

I am not sure if it hits heals or DOTs. At any rate, it saves a bunch of time and you don't have to go through and edit each spell, just gives the spell casting classes a %boost to spell dmg.

September 03, 2013, 11:55:25 AM #4 Last Edit: September 03, 2013, 11:56:57 AM by Coarse Horse
Pretty sure that AlterSpDmg only works on spells and on items

Also it doesn't affect heals

I don' think it's implemented on here yet in either case, though I could be wrong.
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It would be great to see (even a minor) increase to spell power after about level 40-50 where it caps out, doing 100+ grhe's would be cool, also giving mages the chances to rip out 800 odd rounds would be sweet too.

Quote from: mad on September 04, 2013, 12:06:33 AM
It would be great to see (even a minor) increase to spell power after about level 40-50 where it caps out, doing 100+ grhe's would be cool, also giving mages the chances to rip out 800 odd rounds would be sweet too.

Spell damage is one thing, but the last thing this mud needs is to buff Clerics more by letting grhe heal for 100.
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Quote from: Coarse Horse on September 04, 2013, 09:52:22 AM
Spell damage is one thing, but the last thing this mud needs is to buff Clerics more by letting grhe heal for 100.

agreed!! type 3 dmg spells are the ones that should be looked at for high level spellcasters imo...