new spell part for mages, against magical defence

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etadan
Posts: 136
Joined: Mon Mar 29, 2004 10:58 am
Location: Unknown

new spell part for mages, against magical defence

Post by etadan »

Just an idea. new spell part, like large/small/dleayed, which would make spell:
longer to cast
increase sp cost, but only very little
more difficult to cast
pass through magical defence much better
it'll probly decrease damage a bit, but should still make more damage to mobs with magical defences, than withouth this spel part

and to make things worse, put it to misc magic users sub, on final levels

Ok, you can yell stfu at me now
Last edited by etadan on Fri Mar 18, 2005 14:40 pm, edited 1 time in total.
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asventral
Supporting Member 2007
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Joined: Mon Mar 29, 2004 18:35 pm
Location: Brussels, Belgium

Post by asventral »

Another thing that could perhaps be somewhat new ...
I was thinking about mages working togheter on thesame spell to boost its power.

I see it like:
While partying, one mage start casting (cast xxx of yyy whith party/playername), if another mage has some knowledge about that spell and damage type, he'll automatically join the spell process.
Succeeded spell would be more powerfull, or why not give some good special damage bonus (stunning, ...).
Sp cost should be a bit higher (1x sp cost for each mage + some more for the special casting), the spell would be far harder to cast beacause both caster's stats/skills/spells would determine either success or failure.
etadan
Posts: 136
Joined: Mon Mar 29, 2004 10:58 am
Location: Unknown

Moo

Post by etadan »

That's a neat idea too, had it once tough i was thinking more like:
you keep sertain ammount of combat points unassigned, thus giving you 'free time' in battle, so you can help a newbie mage who's about to fail his spell because of his poor mana handling, naturally only if you know the spell he's casting(tough helping arrow part when he's casting corrosion that you don't know, should be ok).
Btw, magical defences should also require unassigned combat points imo
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yoz
Supporting Member 2009
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Post by yoz »

mages are fine as they are, give something neat to do for healers instead and uptune suggestions for militia :>
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solar
Supporting Member 2020
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Joined: Sat Apr 03, 2004 17:30 pm
Location: Kalajoki/Oulu, Finland

I sent these suggestions few years back

Post by solar »

I sent some mage component ideas few years back... none got through.

My suggestions were the following:

Trailed spell (basically a swarm of 2)

Accurate spell (hits more vulnerable locations(higher target focusing))

Enveloping spell (resist vs. enveloping spell would be lesser)

Chained spell (hits multiple targets)

Swarmed spell (forces the spell to swarm, very difficult, fumbles a lot, cannot swarm over a certain number)

Chaotic spell (one half of the damage is randomly chosen, spcost and damage have some random in them)

Innate spell (doesn't take that much sp, but uses hp and ep to cover the spellcost, too)

And back then I suggested that cooperated casting :>

I actually have the idea report here on my computer!

An excerpt:

Code: Select all

Cooperated spells are cast by multiple casters, and their powerclass
is dependant on the number of casters, as well as their skill.
It is possible that one caster applies the "large" component, and
other one the "delayed" component, and the third mage the enveloping
component. The basic spell damage is 100x. three casters increase
it to 200x+50x(?)(large)+25x(?)(delayed)+halved resistance. Casting spell
this way takes long, but it is worth it, especially if it swarms!
note: the syntax to cooperated spell is:
player2 types: cooperate with player1 with large
player3 types: cooperate with player1 with delayed
player1 types:
cast enveloping ball of acid at idles
... and after five minutes the spell is cast, and Idles long gone.
note:
the bonus damages of large and delayed components are fictional,
with a numberical value only to give you something to help you focus on
the damage.
Oh, this idea report was sent around November 2002... I tidied it up a bit :>
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