SpellMod

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

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July 29, 2014, 10:33:22 AM #30 Last Edit: July 29, 2014, 11:11:50 AM by Stalkerr
Quote from: Vile on July 29, 2014, 10:07:34 AM
Improve their accuracy and make it less affected (or not affected) by dodge and ac.
Mmmm This is already the case  ~~ kinda.  The acc for backstabs is calculated differently and the defenses for backstabs are different.  While there are tons of other modifers backstab is in general a perception vs stealth check.

Quote from: Coarse Horse on July 28, 2014, 07:24:20 PM
...tracking...
Would a differentiation of tracking from nekos vs class tracking be an appealing idea to anyone?

Quote from: Stalkerr on July 29, 2014, 03:12:26 PM
Would a differentiation of tracking from nekos vs class tracking be an appealing idea to anyone?

No. Bring on the wardancers already.

-Watts

Quote from: Stalkerr on July 25, 2014, 06:12:16 PM
Considering the high level undead spots that exist, I wouldnt mind toying with the idea of making exor a free to cast spell.

That would prevent from ever adding an undead race in the future.

Quote from: Hayden on August 01, 2014, 03:10:16 PM
That would prevent from ever adding an undead race in the future.

I don't think it'd be a problem. Doesn't take much to change the mana back if it's decided that it's necessary.

The undead spells being free would fill a niche that's been lacking for a long time. It's worth a shot, I say.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

As I mentioned earlier I thought about going ahead and working on differentiating the alignments of priests.  This would probably be the starting point.  This is an example and balancing these spells will of course have a lot to do with what the rest of the spells look like.   The GoodOnly/NeutralOnly/EvilOnly tags would have to be fixed and a Minimum EPs setting added for this to be a viable route for a priest balance solution.


GodHeal -Good Only


   
   
   
   
   
   
   
Spell TypeGeneralEnergy0LVLs/Min increase2
TargetSelf Or SingleReq. Level22Min increase1
MageryPriest -3Level Cap67LVLs/Max increase1
Type of AttackNormalBase Min35Max increase2
Resist AbilityMagic ResistanceBase Max30LVLs/Dur. increase0
Type of ResistsNoBase Duration0Dur. increase0
Difficulty-50Mana24@Level Cap68-164


Sacrifice - Evil Only


   
   
   
   
   
   
   
Spell TypeGeneralEnergy0LVLs/Min increase2
TargetSelf Or SingleReq. Level22Min increase1
MageryPriest -3Level Cap67LVLs/Max increase1
Type of AttackNormalBase Min15Max increase2
Resist AbilityMagic ResistanceBase Max10LVLs/Dur. increase0
Type of ResistsNoBase Duration0Dur. increase0
Difficulty-50Mana0@Level Cap48-144
This spell is nearly a clone of godheal, except that it costs 0 Mana[ and has a 20 lower base value.  It has -20 drainlife attached after the heal.  As such this spell costs 20 health to cast and can briefly(unstackable) heal the Target above max.   That means that the 48-144 is healing then an additional 20 hp is added to the target making the actual heal value to the target 68-164.


Infusion -Neutral Only


   
   
   
   
   
   
   
Spell TypeGeneralEnergy0LVLs/Min increase1
TargetSelf Or SingleReq. Level22Min increase1
MageryPriest -3Level Cap67LVLs/Max increase1
Type of AttackNormalBase Min5Max increase2
Resist AbilityMagic ResistanceBase Max10LVLs/Dur. increase0
Type of ResistsNoBase Duration0Dur. increase0
Difficulty-50Mana24@Level Cap72-144
Endcast:  +10 Armour, +1 DR, +15 MR, +5 dodge for 2 rounds(6 seconds)
This spell is nearly a clone of greater healing except that it scales for additional levels and costs 24 instead of 12 Mana.  On top of the healing it increases the defenses of the Target for a duration that lasts just long enough or the next combat round to fire.  There are no messages associated with the on-hit spell.

Quote from: Stalkerr on August 01, 2014, 06:10:25 PM
As I mentioned earlier I thought about going ahead and working on differentiating the alignments of priests.  This would probably be the starting point.  This is an example and balancing these spells will of course have a lot to do with what the rest of the spells look like.   The GoodOnly/NeutralOnly/EvilOnly tags would have to be fixed and a Minimum EPs setting added for this to be a viable route for a priest balance solution.

Cool ideas. Being able to cast sacrifice on self for 0 mana seems OP.

There still isn't much difference between evil, neutral, good. My idea:

Eps come into the spell formulas. All alignments use the same spells but their effectiveness depends on eps.

Damage spells would be flagged as evil and healing spells good. An evil priest does big damage but sucks at healing, good is opposite and neutral is somewhere in the middle.

Quote from: Vile on August 01, 2014, 08:10:00 PM
Cool ideas. Being able to cast sacrifice on self for 0 mana seems OP.

There still isn't much difference between evil, neutral, good. My idea:

Eps come into the spell formulas. All alignments use the same spells but their effectiveness depends on eps.

Damage spells would be flagged as evil and healing spells good. An evil priest does big damage but sucks at healing, good is opposite and neutral is somewhere in the middle.

Uhh ya..I dunno what I was thinking with the self cast on sacr.  probabl just make it not castable on self.  I suppose all 3 of them could be no self cast.   I vaguely like that idea of eps have a direct effect on the spells.  I'd have to play with numbers to see if there is a way to make that work.

Quote from: Stalkerr on August 01, 2014, 08:16:27 PM
Uhh ya..I dunno what I was thinking with the self cast on sacr.  probabl just make it not castable on self.  I suppose all 3 of them could be no self cast.   I vaguely like that idea of eps have a direct effect on the spells.  I'd have to play with numbers to see if there is a way to make that work.

It could create some dynamic priest play. The differences between good and evil would have to be stark. A max evil priest does double the damage of a max good for example, but has putrid healing. A neutral priest could be more flexible and sit around seedy to increase damage, or almost good to increase healing.

For the hybrids, most of their use is in healing, evils would need something to make up for the lack of healing. Zeal could scale to +10 max damage 0 ac for evil, 0 max damage 10ac for good... 5,5 for neutral.

Mages would be a bit harder...

So is sacrifice going to be cast as a between round spell on your enemy resulting in sacrificing  your target's health to your own? (Basically the reverse of what it does now) That would give an evil priest a damage bonus by producing heal damage on their enemy.
[HP=500/MA=500]:
srip Joe
You cast soul rip on Joe for 474 damage!
sacr joe
The sacrifice drains Joe of 88 health.
[HP=588/MA=500]:
srip Joe
You cast soul rip on Joe for  440 damage!

like shits gunna change

<Regarding the priest spell dark transfusion>
Quote from: Coarse Horse on July 26, 2014, 07:28:19 PM
I don't think it's quite horrifically useless, but it costs way too much mana. Currently it's healing 200 for 50 mana and 60avg health...not exactly efficient.
Divine healing:
Cap: 70 -- Heal 0+(3*lvl) to 0+(5*lvl), GoodOnly
(@lvl 50): Heal 150 to 250
(@lvl 65): Heal 195 to 325
(@lvl 70): Heal 210 to 350
Dark transfusion:
DrainLife -200 to -80, EvilOnly, Heal 200

Both cost 50 mana.

Considering that the spell mod has altered divine healing to be target: self or user instead of just user, dark transfusion really doesn't stack up. I can't think of a single time where I would prefer to transfer health from the character with the least HP and the best ability to keep a party alive to another character in the party, instead of just healing them with merciful grace for less mana. Honestly, even if this spell cost 0 mana, I still couldn't see myself using it, the penalty is just not worthwhile.