Welcome Board Archive - Arcane Mastery and Spell updated
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PLEASE READ CAREFULLY AS WE HAVE MADE SOME CHANGES FROM THE PREVIEW
POST.
I've tried to mark those with **
Also note that this is probably just a first attempt at making pure
mages a thing. I'm almost sure we went a little low on the power
curve and we'll look at areas that need to be boosted.
General
** Regeneration (mana/hp/mv) maximum increased to 15 from 13. Also
you can have up to 5 effective regen from equipment at level 1
instead of 2.
* The number of attackers for any given mob in the game defaults to
10 instead of 5. Mobs can still set their defaults upward or downward
depending on how the mob is created.
* Changing to and from the NOAUTOATTACK configuration option now imparts
a 3-round skill lag
* Empty flasks are now 0 wt and 1 size, to match full ones
* New 'Attributes' display now displays parry bonus, dodge bonus,
spell damage roll (see below), spell crit, mana reduction,
resistances, etc. Many of these have been moved from status to
attributes
** Right now, I believe spells will show up in attributes instead of
Status -- this is a bug and will be fixed soon.
* Hitroll and Damroll are no longer gradual. When you put an item on,
you get the stats
* Regen items are no longer gradual as well
* We will be slightly expanding the skills refundable in the OOC
** Sitting doesn't increase damage as much as previously, though it still
prevents most actions and such.
** Axioms for Limans will be fixed when entering game if, through mad
sorcery, your axioms were ever mucked up.
SKILLS
* MAJOR BEHIND THE SCENES CHANGE
* The way, behind the scenes in the code, that you qualify for skills
has been completely rewritten. Please keep an eye out for any errant
behavior.
* We are now able to easily specify that one skill excludes another from
a design perspective, and we're also able to specify multiple ways
to qualify for a skill (if we want, we could make a skill learnable
from klein at level 2 and ireland at level 41, for instance).
* The most obvious will be that mobs for a while may not be entirely
accurate or as informative as they once were when you try to learn a
skill and don't qualify for it. We'll correct those as they come up.
* We can now specify skill dependencies explicitly, not just through the
acts code. (I call this one 'why hello there another part of skilltrees
resurrected') - mobs should no longer ever accidentally teach you
something you can't use.
* NEW SKILL: Dual Wield
* Primary weapon must be <= 9kg
* 'held' weapon must be able to be held (staff of brahman is one example)
* Secondary weapon must be <= weight of the primary weapon
* You get 75% of the # of attacks you'd get were the secondary
weapon your primary weapon
* Spells/etc can proc off of the secondary weapon
* If you are dual weilding, SECONDARY_ATTACK type weapons
will not fire (hook, etc)
* Dual wield is available to all hometowns, but is exclusive of
augment, field surgery and Arcane Mastery
* Rage confers a 25% bonus regardless of your current strength. If you can
rage, or you're inspired, you get the bonus. Furious rage retains its
33% bonus.
* Meditate and Root are more effective at regenerating mana. Meditate is
more effective for chant casters than those who don't know chant.
* NEW SKILL: Arcane Mastery
* Arcane mastery is a skill that, if you are not wielding a weapon or you
have configured autoattacking off, you gain a 25% reduction on mana cost
of spells that cost over 10 mana and are able to cast 1 spell per round.
* Arcane Mastery is exclusive of augment, dual wield, and weapon mastery
* Arcane Mastery is learnable at level 9, for both second and third circle
mages
* Topple's direct damage has been reduced. Not only does it have a higher
success rate than bash, it's got a lower critical failure rate, and was
also doing consistently nearly twice the damage of kick.
** Field Surgery's healing amount formula has changed. The minimum and
average amount of damage healed have increased (the maximum amount of
heal has not).
** Fixes the occurance where, if someone was fighting a stunned mob with
noauttoattack set, the stunned mob could still dodge out of the way of
a backstab.
Append 1 of 4 from Rufus on Sunday, December 10 2017, 12:19PM
RE: Rufus Title: Code/Areas Update 12/10/2017
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Spells
* The effects from Blind and Blinding Flash spells now last 5 fight rounds
(mobs who set blind times on you may blind you for way, way, way longer)
* The chantable 'poison' spell has been replaced by 'deadly poison' -- your
casting levels carry over to the new spell
* The chantable 'plague' spell has been replaced by 'deadly plague' -- your
casting levels carry over to the new spell
* Spells now have a consistent 2-round wait on success (unless you're under
arcane mastery)
* Direct damage spells and the direct damage component of spells is now
modified for the position of the victim as melee attacks are. That
means flamestriking a stunned thing will do more damage.
* Damage spells can now Crit. Spell crits are analogous to melee crits in
terms of frequency but the frequency can be improved with both high mind,
spirit and perception. A crit gives you 15 spell damroll (see below)
* Spell damroll: Casting spells now has its own version of damroll
based on mind. Eventually you'll be able to acquire equipment to
improve that as well. One point of damroll is a 1% gain in damage
on spells.
* Mana Reduction: Mana reduction items (and spells eventually) can be
created (by builders) and obtained (by players).
* On the above -- as a pure mage with arcane mastery, maximizing the
stats of spell damroll, crit chance and mana reduction improve
efficacy of that pure-caster build to within striking distance of a
like-equipped pure hitter. You still have a mana resource that will
dwindle and you need to rest after a while so you can't sustain
as long an offensive spree.
* Offensive spells can now be resisted and 'bounce'. This check happens
before magic sink. You will pay the full cost for the spell, but it
will have no effect. As a side note, resistance and damage modifications
no longer adjust the duration of debuff spells, but rather they
are calculated into the bounce/resistance check.
De-prep spells that bounce can and will cause the mob to become angry
* Two spells: Malaise and Wither, cannot bounce and now always penetrate
magic sink.
* All damage spells have been rewritten
* Spells are no longer 1-to-1 ratio for mana to damage
* All damage spells have a fixed mana cost
* All damage spells have a fixed base damage amount
* A mage's mana efficiency and ability to do larger amounts of damage
is now tied to spell damroll, arcane mastery, and (in the future)
items and buffs
* There are now three types of of damage spells and the red-headed
step-child that is chain lighting.
* Direct Damage: These take 1 target and do damage
* Damage Over Time: These can be single target or AOE, and
do damage over time like boil_blood.
* AOE: These affect everything in a room. Some require an initial
target and some do not.
** Wall of thorns, wall of Winds, ring of Fire all travel with you
now instead of not doing that. Because oh what a waste of mana before
** wall of winds will now prevent any adverse effects (damage or otherwise)
if you're attacked by Wind Gust
* New Damage Spell: meteor
** Cause spell, costing 225 mana for a base 225 damage that cannot
bounce, nor is subject to magic sink
** puts a 4-round timer on the caster so they can't recast it. If
you attempt to recast it before the timer is out, it should not
charge you mana.
* Cannot be cast in PKE (but mobs can cast on players)
* New Damage Over Time: Raze Dead
* Create spell that works only on undead (woah)
* Does 200 damage over 5 fight round
* Damage Over Time spells (be it hit points, mana, or Move damage)
require the caster to be in the same room as the victim. The
exception to this is the natural poison affect of poison and
poison cloud, but not their damage-over-time damage.
Append 2 of 4 from Rufus on Sunday, December 10 2017, 12:20PM
RE: Rufus Title: Code/Areas Update 12/10/2017
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DESIGN NOTES
This is a huge change and the driver behind it was 'we want the option
for pure mages to be a thing.' That being said, things will probably
have to change here and there as a big rollout will not likely be free
of issues.
Cause mages are better at direct damage spells in both terms of options
as well as mana efficiency and high damage output. Some spells reach
a 2-1 efficiency and even their bigger 'boom' spells hitting a 1.5 mana
efficiency ratio.
Create mages are better at damage over time spells, with the ability to
stack up to 5 damage over time spells on living targets, with mana
efficiencies between 2/1 and 6/1 damage/mana range. Also, create mages
can be effective at lower overall stats as spell damroll isn't as crucial
for damage over time spells.
Overall, lower damage spells are more mana efficient. If you want
sustained damage output over time, you have lower output spells. If you
want faster damage output but more of a strain on your mana resource,
use the higher damage spells.
The 'newbie' damage spells (wither and malaise) are both very efficient
(3/1 dam/mana) ratio and effective but their damage output caps very low.
Spells that are situational (requires a water room, etc) are more mana
efficient and overall 'better' than others.
* Spell Information -- Direct Damage Spells
CAUSE SPELL Type Mana Base Damage Ratio
Beam of Pain Single 16 28 1.75 / 1
Cause Light Wound Single 8 14 1.75 / 1
Chain Lightning * 40 60 1.5 / 1
Drown Single 37 74 2.0 / 1
Evil Thoughts Single 22 33 1.5 / 1
Firestorm AoE 108 81 0.75 / 1
Gust of Wind Single 44 55 1.25 / 1
Harm single 15 24 1.6 / 1
Immolation Single 52 78 1.5 / 1
lava flow Single 48 72 1.5 / 1
Meteor Single 225 225 1.0 / 1
Noise AoE 60 60 1.0 / 1
Turn Undead AoE 50 80 1.6 / 1
Watery Death Single 50 100 2.0 / 1
Wither Single 3 9 3.0 / 1
CREATE SPELL Type Mana Base Damage Ratio
Earthquake AoE 100 75 0.75/ 1
Lightning Bolt Single 65 65 1.0 / 1
Whirlpool AoE 100 100 1.0 / 1
Frost Bolt Single 65 65 1.0 / 1
Flamestrike Single 48 48 1.0 / 1
Etheric Void Single 28 20 1.4 / 1
Malaise Single 3 9 3.0 / 1
* Spell Information -- Damage Over Time Spells
CAUSE SPELL Type Mana Base Dam Duration Ratio
Contagious Cough Single 48 0 8 9 1.5 / 1
Deadly Plague Single 32 0 4 16 2.0 / 1
CREATE SPELL Type Mana Base Dam Duration Ratio
Corrosive Death Single 50 50 5 5 1.5 / 1
Poison Cloud+ AoE 54 0 6 18 2.0 / 1
Fever Single 40 0 10 12 3.0 / 1
Boil Blood Single 36 12 22 6 4.0 / 1
Raze Dead Single 50 0 40 5 4.0 / 1
Wave of Nausea Single 20 16 16 4 4.0 / 1
Deadly Poison+ Single 24 0 6 24 6.0 / 1
+Both Poison and Poison Cloud impart the POISONED condition, which does
extra damage outside the Damage over Time calculation and this are
slightly more efficient than stated
Append 4 of 4 from Rufus on Sunday, December 10 2017, 02:10PM
RE: Rufus Title: Code/Areas Update 12/10/2017
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It appears the the changes to damage shield spells didn't make it in as hoped.