SpellMod

Started by Stalkerr, July 25, 2014, 09:03:00 AM

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Quote from: Coarse Horse on July 26, 2014, 07:28:19 PM




In fact, Mgra may well be part of the reason Vile couldn't kill Game.



i killed vile when he was higher level and with his 5th quest spells 3 out of 4 times in an hr and i didn't have mgra....priest usually at 55+ will have high mr and can heal for 200 and deal the dmg.....so what if the spell stats show a mage can do 50 more dmg a round.... doesnt matter against a high mr and someone healin sometimes more than the dmg ur dealin em..... priest are king in the spellcasting community...not complaining just stating the obvious

July 27, 2014, 07:05:11 AM #16 Last Edit: July 27, 2014, 07:14:07 AM by Coarse Horse
Quote from: Crabster on July 27, 2014, 12:10:46 AM
so what if the spell stats show a mage can do 50 more dmg a round

It's just a comparison of the damage Priests are doing vs what everyone else is doing. Priests are supposed to be doing lower damage than other casters and they clearly are in the vast majority of cases. It wasn't a measure of class value as a whole, just damage, and frankly it's a hell of a lot more informative than telling some anecdote about Cletus and how his class is so op but showing no numbers to support it.


#Becausepriests

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July 27, 2014, 10:20:15 AM #17 Last Edit: July 27, 2014, 12:13:48 PM by Stalkerr
Quote from: mad on July 26, 2014, 10:59:38 PM
it's retarded how you still get hit so hard by spells, and don't resist shit, ie stone giants

102 MR should resist a fair bit, but they still hit pretty hard with stupid AC + MR

at level 65+ as a tank you'd really hope to not get hit at all, or very little by this kinda shit. same with any boss caster. make MR more effective versus mobs and scale better with level.
I'm not 100% clear on what you're asking here..but you get hit by stone giant shaman for 118-307 damage on a spell they cast 5% of the time and 80-175 for the other spell(10%).  I'm under the impression that when we installed spell mod the additional challenge from increased mob damage was desired by the player base..it is however completely acceptable to discuss changes on a case-by-case basis..if thats what you are suggesting.  The "I'm a tank so I shouldn't get hit; by anything" argument is really far off base though.

All of this talk about spell casters and PVP....remember back in the day when TRUE pvp was handled by sneakers and backstabbers?  In my opinion, backstab damage should be scaled by level, as well as weapon bonuses.  A level 50 Ranger should be a feared adversary, with the capability of dealing a single-blow kill to most within range.  300-350 backstabs are worthless in PVP when that's the only thing you have at your disposal.  No, I don't currently run a Ranger, so don't try and figure out who I am, but Ranger's have long been my favorite class, but they just are not worth the experience tables as they currently stand.  And....before you opine here about the merits of rangers, 5th quest a ranger and pit them against any other 5th quested classes, and tell me how that works out for you.  Maybe a missionary will fall to your sword, but that's about it.  Just my $.02.

And, I just realized this was a spellmod conversation.  Sorry about hijacking the thread DC.  I will go stand in the corner now.

Quote from: Jumpin Jack Flash on July 28, 2014, 07:46:10 AM
All of this talk about spell casters and PVP....remember back in the day when TRUE pvp was handled by sneakers and backstabbers?  In my opinion, backstab damage should be scaled by level, as well as weapon bonuses.  A level 50 Ranger should be a feared adversary, with the capability of dealing a single-blow kill to most within range.  300-350 backstabs are worthless in PVP when that's the only thing you have at your disposal.  No, I don't currently run a Ranger, so don't try and figure out who I am, but Ranger's have long been my favorite class, but they just are not worth the experience tables as they currently stand.  And....before you opine here about the merits of rangers, 5th quest a ranger and pit them against any other 5th quested classes, and tell me how that works out for you.  Maybe a missionary will fall to your sword, but that's about it.  Just my $.02.
Backstab damage does scale with level.

Well, since you replied, I will keep the conversation going then.  It doesn't seem to scale as highly as spell damage does. Spell casters seem to get infinitely more powerful with each level, while backstabbers see a 1-2 point increase in bs's.  Low-level rangers out perform low level mages, but mages quickly catch up, surpass, and become nearly invincible in mage-vs-ranger combat.  Just seems that high level backstabbers should be more feared than they are in PVP realm.   

Quote from: Jumpin Jack Flash on July 28, 2014, 09:49:51 AM
Well, since you replied, I will keep the conversation going then.  It doesn't seem to scale as highly as spell damage does. Spell casters seem to get infinitely more powerful with each level, while backstabbers see a 1-2 point increase in bs's.  Low-level rangers out perform low level mages, but mages quickly catch up, surpass, and become nearly invincible in mage-vs-ranger combat.  Just seems that high level backstabbers should be more feared than they are in PVP realm.   

I agree, and I can see making some conservative enhancements to backstab damage and seeing how that plays out.  This is a change that could impact how I go about balancing spells as well so I'd probably prefer to make a change in backstabs prior to reworking spells.

Quote from: Stalkerr on July 28, 2014, 11:02:39 AM
I agree, and I can see making some conservative enhancements to backstab damage and seeing how that plays out.  This is a change that could impact how I go about balancing spells as well so I'd probably prefer to make a change in backstabs prior to reworking spells.

Is this a good time/place to ask about fixing Gaunts being unable to be backstabbed? Or toning down how good tracking is?
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Quote from: Coarse Horse on July 28, 2014, 04:50:08 PM
Is this a good time/place to ask about fixing Gaunts being unable to be backstabbed? Or toning down how good tracking is?
I don't mind either of these mechanics.  I'll need a persuasive argument.  Gaunt ones have 70 max health..to me thats a reasonable sacrifice for the power for see hidden.  And tracking...I dont really use it that often I suppose its good but...what do we tone it down too?  Why is that better?

Quote from: Stalkerr on July 28, 2014, 06:40:19 PM
I don't mind either of these mechanics.  I'll need a persuasive argument.  Gaunt ones have 70 max health..to me thats a reasonable sacrifice for the power for see hidden.  And tracking...I dont really use it that often I suppose its good but...what do we tone it down too?  Why is that better?

Gaunts being permanently immune to backstabs after level 15 seems a bit overboard to me. As for tracking, the trail seems to stretch for significantly longer than in Mmud as you gain tracking skill, and the tracks also seem to be there for a longer period of time before wiping.

I don't think it'd even be balanced for Gaunts to be immune to backstab even IF their max health was 70, which it isn't right now. As I recall, Gaunts can still be backstabbed in MajorMUD. They just see you in the room before/as you're doing it.

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Quote from: Coarse Horse on July 28, 2014, 07:24:20 PM
Gaunts being permanently immune to backstabs after level 15 seems a bit overboard to me. As for tracking, the trail seems to stretch for significantly longer than in Mmud as you gain tracking skill, and the tracks also seem to be there for a longer period of time before wiping.

I don't think it'd even be balanced for Gaunts to be immune to backstab even IF their max health was 70, which it isn't right now. As I recall, Gaunts can still be backstabbed in MajorMUD. They just see you in the room before/as you're doing it.



In MMUD tracking allows you to check the last 20 rooms a player has been in vs the one you are currently in, in greatermud this is time based and the length of time extends as tracking increases.  I'm not 100% familiar with the specifics of the time intervals.  I'll put it on a list of things to look at, and make an adjustment if I feel its needed.


Recap of this thread;And some other related threads
Priests do too much damage
AOE spells are over tuned
Atem probably shouldnt be resistable
The mechanics for conf and slow are slightly bugged
Tracking seems to be slightly too strong
I like the way see hidden works currently
Backstab damage could be ~increased~ at higher levels.
Mage-2 needs a level 45-49 spell Either pure damage and cold or lightning or nonelemental(weaker damage) with a utility on hit attached.
I prefer cold atm, because that would make the two highest level damaging spells for mage-2 cold which allows for some counter play in pvp.  (I had a spell name in mind until I realized that Diamond Dust was from FF..heh)

Quote from: Stalkerr on July 29, 2014, 08:53:21 AM
Priests do too much damage
This seems most prominent at high levels some of the base damages on priest spells could be decreased but ultimately the average damage is what I'm most looking to hit.  This can be achieved by lowering the min damage, max, or both.  This class could also be made more interesting by diving into the natural alignment dynamic, it would not be difficult to add good/evil/neutral versions of every higher level attack/healing spell.  We could even do something crazy like fixing how Good/evil only works when placed on a spell :).
Quote
AOE spells are over tuned
I don't mind AOE spells doing a little more damage, esp the lower level ones that kinda suck in baseline.  But aoe spells, esp higher level ones will be toned down a bit.
Quote
Backstab damage could be ~increased~ at higher levels.
I'm considering adding this to backstab damage.
((1 + (characterlevel / 100)) x character level) ; If characterlevel > 50, characterlevel=50
This is a nearly nonexistent increase to damage at level 1, a 37.5 increase to avg damage at level 50, and a 75 damage increase to maximum damage at 50.   

Quote from: Stalkerr on July 29, 2014, 09:10:07 AM
I'm considering adding this to backstab damage.
((1 + (characterlevel / 100)) x character level) ; If characterlevel > 50, characterlevel=50
This is a nearly nonexistent increase to damage at level 1, a 37.5 increase to avg damage at level 50, and a 75 damage increase to maximum damage at 50.

I like this factoring.  Might cause me to try running a ranger or missy again.

The damage from backstabs is fine, it's the average damage that is the problem. Improve their accuracy and make it less affected (or not affected) by dodge and ac.

Soulblighter can throw out some nasty damage as it is.