Spell Mod

Started by Torque, January 20, 2014, 08:22:27 PM

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I just wanted to make a note that the spell mod is particularly great. I can see all of the positive effects immediately, and how it influences a realm. With realms dominated by crap like mystics and paladins, this spell mod brings a fresh breath. Not only does it buff raw and hyrbid casters, but it indirectly buffs Withchunters as well, since this is an obvious counter. I understand that everything is a work in progress, and I just wanted to exclaim that the spell mod is something I don't think we should retract. Great work Demosthenes and Syntax, all those years ago.

oh yeah, also, the no qnd is amazing as well. I don't know to what extent its in effect (never crits, or less crits), it has great synergy with the spell mod.

QnD is replaced by a more scaling system. Old QnD +crits was also capped by encumberance (i.e. +0 at heavy, +10 at medium and +20 at light/none). You can now get to +20 at any encumberance, however that is almost impossible. If you know how energy works the new formula for QnD is: +crits = (Leftover energy after 6 swings)/50.

Yes, I did the math and figured out that I could get my bard from last push to +20 crits (assuming rounding) at level 1004 when my energy per swing finally dropped to 4.  I don't even want to know how much experience that would take.  It has had the backhand effect of making bash the new attack command to use unless you have MASSIVE crit on gear.

Even though the subject is labeled Spell Mod, I think this is an interesting topic... What is the formula you used? As far as backhanded, I dont think that's necessarily a negative. Regular swings has little drawback over all other forms of attack. Well it did before this combat formula change. I don't think Regular swings should be the de facto end all like it was. In order to take full advantage of Regular swings, you need the gear and/or spells to supplement it. In order to take full advantage of Bash, you need the appropriate level and agility. It doesn't seem far fetched it's pseudo balanced to me

I'm not quite sure how energy is calculated, however the swing calculators in turboDB or MME are close enough to what gmud uses that it will give you the right answer. I posted a bit in another thread about this, I'll see if I can find the link.


Kafkaa,

Thanks for the assist in linking to our earlier conversation.

I find it backhanded in that someone new will assume that attack is the basic command to kill things with a weapon.  The change in calculations will hamper their progress in PVE and most likely get them killed repeatedly in PVP until someone informs them about the calculation change.

Yeesh, don't know if I agree with that logic. Unless someone is caught in a time bubble from level 1 to whenever they start pvping and dont realize that their regular attacks are modified in some way, you gotta be a little bit of an r-tard not to notice something's awry. Also, in pvp, there are only a handful of situations where you instinctively go to basic attack. You either have spells, backstab, smash, or punch-like before you think about regular attack - most of the time.
Specifically about repeatedly getting killed, it sounds like your argument means, "They should make GreaterMUD exactly like MajorMUD because it's unfair to new players". I don't even need to reply to that

Quote from: Kafkaa on January 21, 2014, 09:08:51 PM
I'm not quite sure how energy is calculated, however the swing calculators in turboDB or MME are close enough to what gmud uses that it will give you the right answer. I posted a bit in another thread about this, I'll see if I can find the link.

E=mc^2...sorry.

NRG=1000 per round..I don't believe gmud mimics any behavior that would modify this.