Sorcerer/Enchanter
Re: Sorcerer/Enchanter
I like the concept. Would each missile have its own chance to fizzle/unaffect, or would it be an all or nothing type deal?
Heave ho, thieves and beggars, never shall we die...
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Re: Sorcerer/Enchanter
Satsujin wrote:I like the concept. Would each missile have its own chance to fizzle/unaffect, or would it be an all or nothing type deal?
Each missile has a chance to fizzle. It's similar to doing four attacks instantaneously (though maybe there will be a short random delay so it looks neater)
Re: Sorcerer/Enchanter
NiteHawk wrote:Yeah we can see about something.
Also, for Sorcs, I was testing out a magic missile spell. What it would do is take up all your attacks and launch X amount of missiles (3 attacks = 3 missiles). What would people think about it?
The benefit of it is that it's quicker then casting 4 spells. Right now casting 4 spells due to server limitations is minimum 400MS (or 0.4 seconds). Often includes your own delay too, probably be between .5-1 second to cast spells.
I'd say the damage could be -5% or -10% regular spells to compensate for the ease of use and speed. More or less I think it would be a nice little addition anyways. I was thinking that if you cast it, it randomly picked targets but then no one would probably use it.
What do people think about that?
Ranger has a skill like that in nightmist that works pretty well called rapid fire. If support it although I think it would benefit rangers more than sorcs since they are a bit lacking on the damage front but there's no reason both couldn't have a version of it.
Re: Sorcerer/Enchanter
Sounds cool to me. We can at least test it and see. Please dont call it magic missle tho 

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Re: Sorcerer/Enchanter
The only teleport I'd give to mages is a quick route to Magia and if possible, disable it in cities.
Re: Sorcerer/Enchanter
thirdchris wrote:The only teleport I'd give to mages is a quick route to Magia and if possible, disable it in cities.
Yeah something like that would be a good idea. Teleport to a Sorc only home. Self spell only. Not sure what disabling in city would accomplish though, since they could move one square out and just use it. Might even be better to allow it only in cities, to prevent people combat teleporting out.
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Re: Sorcerer/Enchanter
NiteHawk wrote: Might even be better to allow it only in cities, to prevent people combat teleporting out.
That sounds like a good idea.
As far as magic missile goes, I like the idea, but it needs a different name.
Re: Sorcerer/Enchanter
Maker wrote:NiteHawk wrote: Might even be better to allow it only in cities, to prevent people combat teleporting out.
That sounds like a good idea.
As far as magic missile goes, I like the idea, but it needs a different name.
How about Barrage?
Lightning Barrage
Void Barrage
Flame Barrage
Ice Barrage


Re: Sorcerer/Enchanter
Good name 8)
Re: Sorcerer/Enchanter
Definitely not the random targeting. Random or multi-targeting can be cool, but since everything is happening in pretty much a 5-10' cube (there's no "range" involved), this could get problematic for party/bystander groups and for thematic reasons.
Alternatively to the #actions-1,
# of 'missiles' = # of actions + 1
Damage = 1/2 to 2/3rds-ish of beam or whatever the sibling level-ed spell is. Make it end up being about the same as a "normal" round of casting for whatever spell is at the same/similar level.
For attack or description, rather than having a single entry for each instance, if the fizzle/affect calculation can take it, factor the chance for each 'missile' but present as a single cast:
I have no idea how the formulas are presented or coded but something like....
SoAndSo casts [magic barrage], sending [#Actions+1] {bolts} towards TargetPC. [Sum {ForEach {[#Actions+1] * {%Fizzle||%Unaffect}}] bolts find their target for [Damage] points of damage.
Alternatively #2,
Do both, one way for one spell or type of spells; the other (the above suggestion) for another spell or type of spells.
As a side note, imho, there's no need to have single examples of each classification of weapon or spell. Making 1 spell 10pts or otherwise incrementally better than another, but yet trying to exist in the same "space" (or level) only makes that slightly-better spell a necessity in a fight, certainly pvp. There's no reason to not use the incrementally better damage spell, unless you start adding additional effects to the different but same 'level' spells (sap, drain, less chance to fizzle/unaffect, etc) and/or start adding additional mechanics (such as movement (eg sneak) independent from action exhaustion). You will have every instance of that caster using the same attack....everyone casts beam at level 5. That's really boring from a flavor perspective...
Other than time/1-person-coding reasons, there's no technical reason why (eg) beam should be the only 1st level spell.
Alternatively to the #actions-1,
# of 'missiles' = # of actions + 1
Damage = 1/2 to 2/3rds-ish of beam or whatever the sibling level-ed spell is. Make it end up being about the same as a "normal" round of casting for whatever spell is at the same/similar level.
For attack or description, rather than having a single entry for each instance, if the fizzle/affect calculation can take it, factor the chance for each 'missile' but present as a single cast:
I have no idea how the formulas are presented or coded but something like....
SoAndSo casts [magic barrage], sending [#Actions+1] {bolts} towards TargetPC. [Sum {ForEach {[#Actions+1] * {%Fizzle||%Unaffect}}] bolts find their target for [Damage] points of damage.
Alternatively #2,
Do both, one way for one spell or type of spells; the other (the above suggestion) for another spell or type of spells.
As a side note, imho, there's no need to have single examples of each classification of weapon or spell. Making 1 spell 10pts or otherwise incrementally better than another, but yet trying to exist in the same "space" (or level) only makes that slightly-better spell a necessity in a fight, certainly pvp. There's no reason to not use the incrementally better damage spell, unless you start adding additional effects to the different but same 'level' spells (sap, drain, less chance to fizzle/unaffect, etc) and/or start adding additional mechanics (such as movement (eg sneak) independent from action exhaustion). You will have every instance of that caster using the same attack....everyone casts beam at level 5. That's really boring from a flavor perspective...
Other than time/1-person-coding reasons, there's no technical reason why (eg) beam should be the only 1st level spell.
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