Ideas for Deathcow's 3rd Realm Edits

Started by Greater, April 16, 2013, 04:13:47 PM

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Quote from: wokesmeed on April 17, 2013, 07:11:48 AM
Mystics are currently raised to 500% correct? I don't think it needs to be this high, but it was raised so high because of the balance. If the other classes do more damage then they don't need to be raised as much, 325 is good tho. People are still playing mystics even with the 500% chart, but at least everyone isn't a Mystic.

I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

April 17, 2013, 08:56:12 AM #16 Last Edit: April 17, 2013, 09:02:44 AM by Stalkerr
Quote from: Coarse Horse on April 17, 2013, 08:30:31 AM
The damage on the Spell Mod is just too much in several situations. Mages already crush the hell out of every other class in terms of rate/hr at top end, and having Druids do a significant amount more room damage isn't going to help with balance.

Another problem is that monsters that use a lot of these spells will also being doing significantly increased damage. People who aren't experienced with this mod are going to have a serious problem dealing with stuff like Nanati Sorceresses doing 80+ dmg with sunbolt and over 100 dmg with eldritch bolt, or having Goru-Nezar do 400+ damage on them with color spray, or being earthfisted for over 300 by Dao Lord.

This mod was created for use on a realm where HP on average was quite a bit higher than a stock mud. If this is going to be used, these spells need to be gone through one by one and copies need to be made with the old values to be used on monsters. Without doing this, the mod is simply too out of control for a stock-based game.

I actually copied the old spells that monsters use and pointed the monsters to the copy before I updated the damage, so the monsters are exactly the same.   There were 59 spells shared by monsters so thats all fixed.

Can you be more specific about the end game mage exp rate issue?

#: 5158, Name: eldritch storm, Short: esto, Magery: Mage-3, LVL: 40, Mana: 70, Diff: -90
>> Target: Full Attack Area -- Attack Type: Normal -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 190 to 550
>> References: Monster: mind flayer magus(937)

#: 5157, Name: tainted word, Short: , Magery: Priest-3, LVL: 50, Mana: 8, Diff: -100
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 150, EvilOnly, x5 times/round
>> References: Spell: tainted word(5156)

#: 5156, Name: tainted word, Short: word, Magery: Priest-3, LVL: 50, Mana: 8, Diff: -100
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 150, EndCast [tainted word(5157), (@lvl 65): Damage(-MR) 32 to 150, EvilOnly], EvilOnly, x5 times/round
>> References: Monster: black bishop(1073)

#: 5155, Name: hellstorm, Short: hsto, Magery: Mage-3, LVL: 50, Mana: 75, Diff: -120
>> Target: Full Attack Area -- Attack Type: Hot -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 290 to 725, EvilOnly
>> References: Monster: Nahr(1009)

#: 5154, Name: inferno, Short: infe, Magery: Druid-3, LVL: 50, Mana: 45, Diff: -110
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 180 to 800, EvilOnly
>> References: Monster: Azrandimon(1030), Monster: black queen(1075), Monster: Nahr(1011)

#: 5153, Name: boulder, Short: boul, Magery: Druid-3, LVL: 50, Mana: 45, Diff: -110
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 180 to 800, NeutralOnly
>> References: Monster: Lorzina(1032)

#: 5152, Name: chain lightning, Short: chai, Magery: Mage-3, LVL: 50, Mana: 75, Diff: -120
>> Target: Full Attack Area -- Attack Type: Lightning -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 330 to 660, GoodOnly
>> References: Monster: storm giant king(637)

#: 5151, Name: exalted word, Short: , Magery: Priest-3, LVL: 50, Mana: 8, Diff: -110
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 140, GoodOnly, x5 times/round
>> References: Spell: exalted word(5150)

#: 5150, Name: exalted word, Short: word, Magery: Priest-3, LVL: 50, Mana: 8, Diff: -110
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 140, EndCast [exalted word(5151), (@lvl 65): Damage(-MR) 32 to 140, GoodOnly], GoodOnly, x5 times/round
>> References: Monster: white bishop(1067), Monster: white bishop(996)

#: 5149, Name: frozen spike, Short: fspk, Magery: Druid-3, LVL: 50, Mana: 45, Diff: -110
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 180 to 800, GoodOnly
>> References: Monster: Lorzina(1032), Monster: Nahr(1009), Monster: sea hag(880), Monster: white queen(1069), Monster: white queen(998)

#: 5148, Name: acid tempest, Short: atem, Magery: Druid-3, LVL: 40, Mana: 65, Diff: -80
>> Target: Full Attack Area -- Attack Type: Water -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 102 to 405, EndCast [drenched in acid(934), Damage 4 to 7, AC -10, Accuracy -15, Dodge -5, EvilInCombat, for 20 rounds]
>> References: Monster: Lorzina(1032), Monster: silver guardian(531)

#: 5147, Name: magma blast, Short: magm, Magery: Mage-3, LVL: 45, Mana: 5, Diff: -110
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 30 to 116, x6 times/round
>> References: Monster: ancient gypsy woman(844), Monster: black queen(1075), Monster: flame elemental(682), Monster: giant efreeti(685), Monster: magma golem(676), Monster: red sphere(1080)

#: 5146, Name: blizzard, Short: bliz, Magery: Mage-2, LVL: 40, Mana: 45, Diff: -75
>> Target: Full Attack Area -- Attack Type: Cold -- LVL Gain Cap: 52 -- (@lvl 52): Damage(-MR) 80 to 310, EndCast [freezing(1015), Damage 4 to 10, Accuracy -15, EvilInCombat, AC -10, for 10 rounds]
>> References: Monster: sea hag(880), Monster: storm giant king(637), Monster: white queen(998)

#: 5145, Name: soulstrike, Short: soul, Magery: Priest-3, LVL: 35, Mana: 20, Diff: -70
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 90 to 370
>> References: Monster: Aeriana the Pure(911), Monster: black bishop(1073), Monster: crimson priest(633), Monster: Ghost of Justice Darkbane(849), Monster: gold guardian(534), Monster: marble archer(1045), Monster: Pastor Lander(863), Monster: saracen high priest(578), Monster: silver warrior(1044), Monster: vampire acolyte(834), Monster: white bishop(1067), Monster: white bishop(996)

#: 5144, Name: elemental ice, Short: , Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, x4 times/round

#: 5143, Name: elemental fire, Short: , Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental ice(5144), (@lvl 50): Damage(-MR) 30 to 115], x4 times/round

#: 5142, Name: elemental lightning, Short: , Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental fire(5143), (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental ice(5144), (@lvl 50): Damage(-MR) 30 to 115]], x4 times/round

#: 5141, Name: elemental fury, Short: fury, Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental lightning(5142), (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental fire(5143), (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental ice(5144), (@lvl 50): Damage(-MR) 30 to 115]]], x4 times/round

#: 5140, Name: forked lightning, Short: fork, Magery: Mage-3, LVL: 35, Mana: 10, Diff: -75
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 50 to 250, x2 times/round
>> References: Monster: gibbering mage(720), Monster: rakshasha rajah(567), Monster: sapphire guardian(522), Monster: storm giant commander(639), Monster: storm giant king(637)

#: 5139, Name: earthfist, Short: fist, Magery: Druid-2, LVL: 30, Mana: 16, Diff: -60
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 72 to 290
>> References: Monster: aged titan(186), Monster: amazon shaman(654), Monster: animated book(869), Monster: Argak the Grey(609), Monster: Dao Lord(1037), Monster: Dao Lord(597), Monster: manscorpion king(588), Monster: manscorpion shaman(587), Monster: stone giant shaman(640), Monster: woodelf lord(292)

#: 5138, Name: earthquake, Short: quak, Magery: Druid-3, LVL: 28, Mana: 60, Diff: -55
>> Target: Full Attack Area -- Attack Type: Stone -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 99 to 302, EndCast [earthquake hold(927), HoldPerson +100, EvilInCombat, for 4 rounds]
>> References: Monster: Dao Lord(1037), Monster: sage(800)

#: 5137, Name: plasma bolt, Short: plas, Magery: Druid-2, LVL: 23, Mana: 14, Diff: -50
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 35 -- (@lvl 35): Damage(-MR) 54 to 190
>> References: Monster: amazon shaman(654), Monster: ancient gremlin shaman(933), Monster: animated book(869), Monster: gremlin witchdoctor(894), Monster: ivory golem(848), Monster: ivory golem(915), Monster: sage(800)

#: 5136, Name: dragonfire, Short: dfir, Magery: Mage-2, LVL: 30, Mana: 16, Diff: -60
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 110 to 350
>> References: Monster: aged titan(186), Monster: ancient gypsy woman(844), Monster: animated book(868), Monster: Banished One(817), Monster: cloaked figure(1062), Monster: dark-elf queen(343), Monster: Nahr(1005), Monster: old gypsy woman(385), Monster: rakshasha rajah(567), Monster: rubicant(798), Monster: ruby guardian(510), Monster: sorcerer(799)

#: 5135, Name: spirit horde, Short: spir, Magery: Mage-3, LVL: 28, Mana: 60, Diff: -60
>> Target: Full Attack Area -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 102 to 405
>> References: Monster: necromancer(773), Monster: onyx guardian(528)

#: 5134, Name: meteor swarm, Short: mete, Magery: Mage-2, LVL: 25, Mana: 4, Diff: -50
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 35 -- (@lvl 35): Damage(-MR) 20 to 45, x4 times/round
>> References: Monster: animated book(868), Monster: dark-elf mage(971), Monster: gnome enchantress(402), Monster: Loremaster Thulgraf(431), Monster: rakshasha sage(566), Monster: sorcerer(799)

#: 5133, Name: divine fury, Short: fury, Magery: Priest-2, LVL: 30, Mana: 16, Diff: -60
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 50 to 290
>> References: Monster: animated book(870), Monster: deranged priest(719), Monster: wandering cleric(383)

#: 5132, Name: colour spray, Short: colu, Magery: Mage-2, LVL: 32, Mana: 20, Diff: -45
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 120 to 320
>> References: Monster: Banished One(817), Monster: dark wizard(176), Monster: Goru-Nezar(311)

#: 5131, Name: summon stone elemental, Short: stne, Magery: Druid-3, LVL: 37, Mana: 25, Diff: -80
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 520
>> References: Monster: Argak the Grey(609)

#: 5130, Name: summon lightning elemental, Short: lite, Magery: Druid-3, LVL: 37, Mana: 25, Diff: -80
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 520
>> References: Monster: Lallim Whitemane(611)

#: 5129, Name: summon ice elemental, Short: icel, Magery: Druid-3, LVL: 40, Mana: 25, Diff: -85
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 575
>> References: Monster: priest(198), Monster: priestess(199), Monster: Sharh'Kur(612)

#: 5128, Name: summon fire elemental, Short: fire, Magery: Druid-3, LVL: 40, Mana: 25, Diff: -85
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 575
>> References: Monster: Choira Pyromancer(610)

#: 5127, Name: sphere of implosion, Short: simp, Magery: Mage-3, LVL: 40, Mana: 25, Diff: -70
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 160 to 480
>> References: Monster: Gnaj the Creator(949), Monster: night hag(269), Monster: Ozrinom the Vampire Lord(836), Monster: priest(198), Monster: priestess(199), Monster: vampire elder(835), Monster: vampire magus(833)

#: 5126, Name: soul rip, Short: srip, Magery: Priest-3, LVL: 45, Mana: 30, Diff: -100
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 120 to 540
>> References: Monster: black bishop(1073), Monster: crimson high priest(371), Monster: crimson priest(633), Monster: fallen angel(1035), Monster: fallen angel(369), Monster: marble archer(1045), Monster: Ozrinom the Vampire Lord(836), Monster: Pastor Lander(863), Monster: vampire elder(835), Monster: white bishop(1067), Monster: white bishop(996)

#: 5125, Name: ember, Short: embr, Magery: Druid-3, LVL: 45, Mana: 10, Diff: -90
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 55 to 200, EndCast [ember(5124), (@lvl 55): Damage(-MR) 55 to 200], x3 times/round

#: 5124, Name: ember, Short: embr, Magery: Druid-3, LVL: 45, Mana: 10, Diff: -90
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 55 to 200, x3 times/round
>> References: Monster: Demoness Irikani(216), Monster: Demoness(1050)

#: 5123, Name: eldritch bolt, Short: ebol, Magery: Mage-1, LVL: 20, Mana: 12, Diff: -30
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 28 -- (@lvl 28): Damage(-MR) 40 to 120
>> References: Monster: ancient gremlin shaman(933), Monster: gremlin witchdoctor(894), Monster: lady of the dark(751), Monster: nanati sorceress(733), Monster: ogre-mage(297), Monster: rakshasha rukh(565), Monster: rakshasha(564), Monster: rubicant(798)

#: 5122, Name: god's wrath, Short: gwra, Magery: Priest-2, LVL: 25, Mana: 14, Diff: -50
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 35 -- (@lvl 35): Damage(-MR) 57 to 170
>> References: Monster: animated book(870), Monster: deranged priest(719), Monster: feline prisoner(368)

#: 5121, Name: unholy force, Short: ufor, Magery: Priest-0, LVL: 13, Mana: 8, Diff: -10
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 22 -- (@lvl 22): Damage(-MR) 18 to 68, NotGood
>> References: Monster: dark priest(144), Monster: dark-elf faithkeeper(335), Monster: dark-elf faithkeeper(972), Monster: serpentkin witchdoctor(169)

#: 5120, Name: holy force, Short: hfor, Magery: Priest-0, LVL: 13, Mana: 8, Diff: -10
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 22 -- (@lvl 22): Damage(-MR) 18 to 68, NotEvil
>> References: Monster: priest(198), Monster: priestess(199)

#: 5119, Name: acid jet, Short: acid, Magery: Druid-0, LVL: 13, Mana: 8, Diff: -14
>> Target: Monster or User -- Attack Type: Water -- LVL Gain Cap: 20 -- (@lvl 20): Damage(-MR) 24 to 68
>> References: Monster: dark druid(121), Monster: gnome shaman(331), Monster: wererat plague-crafter(361), Monster: wererat shaman(359)

#: 5118, Name: burning aura, Short: burn, Magery: Druid-0, LVL: 13, Mana: 10, Diff: -15
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 15 -- (@lvl 15): Damage 4, EvilInCombat, AC -5, DR -3, Accuracy -5, for 20 rounds

#: 5117, Name: sunbolt, Short: sbol, Magery: Mage-1, LVL: 13, Mana: 8, Diff: -14
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 22 -- (@lvl 22): Damage(-MR) 30 to 73
>> References: Monster: alchemist(175), Monster: dark mage(1102), Monster: dark mage(149), Monster: dark warlock(147), Monster: gremlin(838), Monster: nanati sorceress(733)

#: 5116, Name: agony, Short: agon, Magery: Priest-0, LVL: 8, Mana: 5, Diff: 0
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 15 -- (@lvl 15): Damage(-MR) 18 to 56, AffectsLivingOnly
>> References: Monster: black orc shaman(124), Monster: dark cleric(1101), Monster: dark cleric(143), Monster: serpentkin shaman(167)

#: 5115, Name: spiritual hammer, Short: hamm, Magery: Priest-0, LVL: 4, Mana: 3, Diff: 5
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 11 -- (@lvl 11): Damage(-MR) 4 to 25
>> References: Monster: dark cleric(33), Monster: dark paladin(145), Monster: dark paladin(35), Monster: dark priest(34)

#: 5114, Name: harm, Short: harm, Magery: Priest-0, LVL: 1, Mana: 1, Diff: 15
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 6 -- (@lvl 6): Damage(-MR) 4 to 19, AffectsLivingOnly
>> References: Monster: orc shaman(481)

#: 5113, Name: lightning bolt, Short: lbol, Magery: Mage-1, LVL: 8, Mana: 5, Diff: 0
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 15 -- (@lvl 15): Damage(-MR) 16 to 42
>> References: Monster: Aiken(22), Monster: brine hag(714), Monster: dark goblin warlock(125), Monster: dark-elf warlock(339), Monster: Giovanni(41), Monster: insane mage(498), Monster: Leo the Quick(486), Monster: mad wizard(129), Monster: spectral mage(959)

#: 5112, Name: smite, Short: smit, Magery: Mage-1, LVL: 3, Mana: 4, Diff: 5
>> Target: Self or User -- Attack Type: Normal -- LVL Gain Cap: 30 -- (@lvl 30): MaxDamage +4, for 120 rounds

#: 5111, Name: frost jet, Short: fjet, Magery: Mage-1, LVL: 4, Mana: 3, Diff: 5
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 11 -- (@lvl 11): Damage(-MR) 8 to 25
>> References: Monster: Aiken(22)

#: 5110, Name: ethereal shield, Short: shld, Magery: Mage-1, LVL: 5, Mana: 6, Diff: -5
>> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 18 -- (@lvl 18): AC(Blur) +12, DR +1, RemovesSpells(mageshield(132), protective shell(1046), manashield(1004), bladed sphere(1041)), for 114 rounds

#: 5109, Name: magic missile, Short: mmis, Magery: Mage-1, LVL: 1, Mana: 1, Diff: 15
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 6 -- Damage(-MR) 4 to 12
>> References: Monster: warlock bandit(379)


I don't think I missed anything

Quote from: Coarse Horse on April 17, 2013, 08:52:36 AM
I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.

Oh lord yeah..they are still 500%.  But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?

April 17, 2013, 09:10:16 AM #18 Last Edit: April 17, 2013, 09:11:53 AM by Coarse Horse
Quote from: Stalkerr on April 17, 2013, 08:56:12 AM
I actually copied the old spells that monsters use and pointed the monsters to the copy before I updated the damage, so the monsters are exactly the same.   There were 59 spells shared by monsters so thats all fixed.

Can you be more specific about the end game mage exp rate issue?

That is excellent news.

Gremlins is currently the place where Mages can make huge exp at endgame. I hate to piss in the Wheaties of a good guy who scripts there, but it's a real concern. With no changes made and if this mod is implemented, then Druid will be able to do at least equally as well, if not significantly better due to healing.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Stalkerr on April 17, 2013, 09:07:25 AM
Oh lord yeah..they are still 500%.  But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?

Unfortunately Mystics are so powerful in PvP and PvE both that I think the former is true.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Coarse Horse on April 17, 2013, 09:10:16 AM
That is excellent news.

Gremlins is currently the place where Mages can make huge exp at endgame. I hate to piss in the Wheaties of a good guy who scripts there, but it's a real concern. With no changes made and if this mod is implemented, then Druid will be able to do at least equally as well, if not significantly better due to healing.

That is a pretty significant chunk of exp.  Its seems like you could get assraped in there pretty easily though.  I know this area isnt really solo scriptable in mmud, and even in gmud it seems like you'd need a pretty specific setup that requires certain limited items AND unnaturally high hp values.  Is there something happening in gmud that makes this untrue?

April 17, 2013, 09:25:55 AM #21 Last Edit: April 17, 2013, 09:29:28 AM by Coarse Horse
Quote from: Stalkerr on April 17, 2013, 09:23:19 AM
That is a pretty significant chunk of exp.  Its seems like you could get assraped in there pretty easily though.  I know this area isnt really solo scriptable in mmud, and even in gmud it seems like you'd need a pretty specific setup that requires certain limited items AND unnaturally high hp values.  Is there something happening in gmud that makes this untrue?

Some gear is required, but from what I understand, it's only really needed for mana regen. I'd imagine the lack of a level cap, increased stats, and things like DR absorbing spell damage each contribute at least a little bit. Looking at the person in Megamud, it looks like the only lims he's wearing are vortex staff, rainbow stone, and golden headdress.

I haven't done a lot of testing with roomers here, so there may be other factors we're not considering such as round initiative when rooming, etc.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Coarse Horse on April 17, 2013, 09:25:55 AM
Some gear is required, but from what I understand, it's only really needed for mana regen. I'd imagine the lack of a level cap, increased stats, and things like DR absorbing spell damage each contribute at least a little bit. Looking at the person in Megamud, it looks like the only lims he's wearing are vortex staff, rainbow stone, and golden headdress.

I'm assuming that this is in non-pvp?  That golden headdress seems like it would be 100% required for a mage to script this area..unless it was a kang mage or something like that.  Also I've no plans for the increased max stats.  I dunno how much of an issues *this* is for a realm that would have pvp enabled.

Quote from: Stalkerr on April 17, 2013, 09:33:26 AM
I'm assuming that this is in non-pvp?  That golden headdress seems like it would be 100% required for a mage to script this area..unless it was a kang mage or something like that.

I concur about the headdress, and Kang is certainly the wild card here in terms of scriptability. Obviously this isn't an issue for Druids.

Quote from: Stalkerr on April 17, 2013, 09:33:26 AM
I dunno how much of an issues *this* is for a realm that would have pvp enabled.

Agreed.

Quote from: Stalkerr on April 17, 2013, 09:33:26 AM
Also I've no plans for the increased max stats. 

I'm thinking this is going to be a problem for most players. Taking away the opportunity to truly advance at high level is going to be a big turnoff for many people who have grown used to having somewhere to put their extra cps at top end.

I propose a balanced stat increase setup vs the current imbalanced setup that is implemented on both realms. Instead of a flat max increase on all stats, pick the 2 strongest stats of each race and add an equal amount to the max of each one. In cases where a race has one strong stat and the next two are equal value, the amount of increase could be equally split between the two equal value stats. This maintains some balance between the races and prevents problems that we have now like Half-Ogres having a 100 agility max. Here are some examples using +40/+40 or a total of +80 stats:

Standard Increase
#: 10, Name: Half-Ogre, Exp: 30%, HP: 1, Str: 70-190, Int: 20-60, Wis: 25-70, Agi: 20-60, Hea: 60-190, Cha: 25-60, Abilities: M.R. +15, DR +2
#: 13, Name: Gaunt One, Exp: 50%, HP: 0, Str: 40-100, Int: 60-180, Wis: 50-100, Agi: 50-150, Hea: 30-70, Cha: 30-80, Abilities: Illu +200, Percep +10

1/2 Standard, 1/2 Split Increase
#: 11, Name: Kang, Exp: 35%, HP: 0, Str: 55-160, Int: 30-90, Wis: 45-130, Agi: 30-90, Hea: 50-130, Cha: 30-85, Abilities: ImmuPoison +100, DR +1, AC +5

3rd Case - Human - Split across all stats due to equal values (rounded up to 15 from 13.3 repeating for "squareness")
#: 1, Name: Human, Exp: 0%, HP: 0, Str: 40-115, Int: 40-115, Wis: 40-115, Agi: 40-115, Hea: 40-115, Cha: 40-115, Abilities:

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This is a good example of hysteria over someone elses exp rate...this isn't something that is available to every mage yet it gets used as a reason to rape the chart or do other things to limit them. What you are seeing in your last look at the mage is the gear before certain items that add permanant shadowform,say 30 levels back. Also..and here is the real issue IMO...scripting there REQUIRES at the very least a priest partner and in most cases an additional roomer..yes maybe 7 mil is possible..for an hour or two..then it's deathpile recovery time..in reality it's less than the tanks are making in the web..storm fort..etc and it's the ONLY spot in the game even close to that good..so before you use the Metro method of balance .. basing changes on one extreme case...consider carefully. You must consider things faced by a solo char as the basline..yes the tag-along priest as a healbot is unfair to solo players but I don't really see a way around that under the existing game mechanics. Any of you that really think mages chart is too high need to play one solo from a fresh start then compare them to say..anything else. I do think mages are very powerful at the high end but solo from a start is a nasty nasty ordeal...adding more damage/less mana cost to low end spells could help that ordeal out somewhat and possibly justify a small chart increase to balance high end power but it will need to be based on common gear and not the best of everything as that generally is only one per class that can get that.

Winter


Quote from: Winterhawk on April 17, 2013, 10:02:13 AM
This is a good example of hysteria over someone elses exp rate...this isn't something that is available to every mage yet it gets used as a reason to rape the chart or do other things to limit them. What you are seeing in your last look at the mage is the gear before certain items that add permanant shadowform,say 30 levels back. Also..and here is the real issue IMO...scripting there REQUIRES at the very least a priest partner and in most cases an additional roomer..yes maybe 7 mil is possible..for an hour or two..then it's deathpile recovery time..in reality it's less than the tanks are making in the web..storm fort..etc and it's the ONLY spot in the game even close to that good..so before you use the Metro method of balance .. basing changes on one extreme case...consider carefully. You must consider things faced by a solo char as the basline..yes the tag-along priest as a healbot is unfair to solo players but I don't really see a way around that under the existing game mechanics. Any of you that really think mages chart is too high need to play one solo from a fresh start then compare them to say..anything else. I do think mages are very powerful at the high end but solo from a start is a nasty nasty ordeal...adding more damage/less mana cost to low end spells could help that ordeal out somewhat and possibly justify a small chart increase to balance high end power but it will need to be based on common gear and not the best of everything as that generally is only one per class that can get that.

Winter



It would be one thing if the area was blatantly broken..but i dunno that it is?  It sounds like you die if your script there.  And in a realm where your gear isn't protected by the sysop I dunno if you'd actually script this.

Quote from: Coarse Horse on April 17, 2013, 09:48:32 AM
I'm thinking this is going to be a problem for most players. Taking away the opportunity to truly advance at high level is going to be a big turnoff for many people who have grown used to having somewhere to put their extra cps at top end.


Well,  if it means anything to you..this is actually something Vitoc brought up without any sort of prompting from me.  But I don't like the increased maximum stats, and I'm probably not going to do it.

(11:50:48 AM) Vitoc: I like that, we should honestly put some thought into alternative ways of using CPs

Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.

2) Gypsy - one thing about gypsies that is unfair compared to missionaries is the fact that a miss can get cobras and an azure shamir with ease. Its not as easy to get the midnight glare. Maybe making this one item much easier to obtain would change a lot.

3) Can we rework races or add NV to all races in one form or another - you never see half-elf, human, elf. You rarely see Gnome, Halfling, Goblin and to some extent Horc The realm is made up of Delf, Neko, Hogre, Dwarf, Kang.   

4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output.  I don't see any reason why bosses should be killed by a group of level 1s.   I dont see why people should be able to get level 50 in the matter of month.   Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.

April 17, 2013, 12:25:38 PM #28 Last Edit: April 17, 2013, 12:31:43 PM by Stalkerr
Quote from: y2duhh on April 17, 2013, 11:02:06 AM
Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.
I think that if I'm careful with the spell mod, that warlocks will be a more viable class, I'd like to make some small adjustments to their base stats and see where they stand when they have more powerful spells at their disposal.   To clarify, since I'm definitely sold on the spell mod, I don't want to make 2 major changes to warlocks at the same time.
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2) Gypsy - one thing about gypsies that is unfair compared to missionaries is the fact that a miss can get cobras and an azure shamir with ease. Its not as easy to get the midnight glare. Maybe making this one item much easier to obtain would change a lot.
That is a great idea.  I'll have to look at it and I'll post what I come up with.
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3) Can we rework races or add NV to all races in one form or another - you never see half-elf, human, elf. You rarely see Gnome, Halfling, Goblin and to some extent Horc The realm is made up of Delf, Neko, Hogre, Dwarf, Kang.   
I understand the complaint, but I don't like the solution.  What if carrying light sources was less of a burden?
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4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output.  I don't see any reason why bosses should be killed by a group of level 1s.   I dont see why people should be able to get level 50 in the matter of month.   Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.
I tend to agree and my absolute least favorite level range in the level 15-22 range where you just sky rocket through the levels with quests that over reward.  I assume you are talking about the level 1 thrag run.  And while I can assure you that that run is not easily pulled off, I agree that it is a bit fucked.  I'd have to look into solutions for this, ultimately I think that lowering AC on low level plate gear would help, and the golden locket quest should probably be removed.

Back to the quick leveling/exp is TOO DAMN HIGH issue..I've got a list in my head of areas that could use some tweaks, but specific examples of what other people see as issues in this department might help..(even if there are a lot of examples).

Quote from: y2duhh on April 17, 2013, 11:02:06 AM
Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.

They'd also instantly be the highest damage class in the game. We need to be careful with things like this.
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