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Post by Terren on Sept 22, 2004 18:04:42 GMT
I heard that the attempt to write a script for Wizard and Sorcerer spells to gain in power as the casters achieved casting levels above 20 was unsuccessful.
Does this mean that the effort has been discontinued, or is there still on going work towards this goal?
If not, are there other plans in place that may help casters keep up in the arms race?
The reason I ask is I have a level 33 (pure) sorcerer who has not really gotten much more powerful in the last 13 levels. He has gotten the epic spells, but those are single use per day spells. He has also gotten a few more spell slots, but not really that many. I have to cast just about every spell I have to kill 1 opponent in the more difficult areas. And when I try to rest, something always (at least usually) spawns and kills me before I get my spells back.
If you have some plan that you can share, it would be most helpful.
Thanks
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Post by ForsakenRites on Sept 22, 2004 18:25:49 GMT
Nothin to worry about, that script is going to be taken out, dosent work any ways. ;D
And also this is a team server, you cant do much by yourself.
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Post by Terren on Sept 22, 2004 18:48:36 GMT
I think you misunderstand my post. I realize the script didn't work, but I am in favor of the idea. I am hoping that is can be fixed or something else can be done. Maybe even more spell slots at higher levels. Casters get significantly more powerful each level for levels 1-20 and then they tend to stagnate at levels 21-40. They cannot keep up with the rise in power of the melee oriented characters at the higher levels. Melee characters, if anything, accelerate their power at higher levels getting feats like overpowering critical and devastating critical.
And as this being a party server vs a solo server, I completely agree and I prefer it that way. When I use my all spells in conjunction with other party members casting or beating on it, and then have to rest, the spawns attack the person resting, not the fighter who is ready for battle. It's the lightly armed, lightly armored, low hit point mage that gets whomped by the newly spawned opponent.
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Post by Guido Work on Sept 22, 2004 21:55:23 GMT
I'd really like to see the script re-considered, or mabee tweaking the spells in general to remove the level cap that exists for most of them. I'd love to see my mage cast a 40d6 fireball or toss 40 IGMS as a creature - i might allow me to help the group by doing something besides be a human sacrafice with and acid seath
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Post by FormerAdmin on Sept 23, 2004 2:22:01 GMT
Sorry fellas, this script has caused endless problems for our crew. Currently we can't even find it, to remove it from the MOD. We believe it is the culprit behind the current time woes on the server (time comes to a stand still when someone casts Timestop, permamently, making the server clock get all screwy). Subsequently, we also believe this nasty little script is behind the lag we have been experiencing of late. Give us a little time to hunt this little bugger down (or get in touch with Slayer), and we will see what can be done.
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Post by Terren on Sept 23, 2004 15:09:59 GMT
I understand your predicament and agree the script must go. My question is then, is there any thing else that can be done to help casters at higher levels so that they don’t plateau at level 20?
Some suggestion I have heard or thought of:
1. Give more spell slots at levels 21 – 40.
2. Remove the level cap restriction for spells that do damage based on the level of the caster. IGMs for example do a missile per level but don’t go up to level 40. (from Guido)
3. Create items that give more than 1 spell slot per spell level. I can find items that give 1 slot for spell levels 5, 6, 7, 8 and 9, but how about an item that give 3 slots for each of those spell levels?
4. Create potions/items that restore used spell slots so that resting is not always necessary. This is much akin to fighters getting Heals so they can keep fighting without resting. Put a level 21 restriction on the potion if need be.
5. Allow Epic spells to be thrown more than once per rest cycle.
It would be very nice if a couple of these things could be implemented. My favorites are numbers 2 and 4.
Thanks
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Post by Higan on Sept 23, 2004 15:44:27 GMT
igms should not go up to lv 40, 480 damage is too good, though for most other spells i can see that working well, and mabye script it in so that each epic lv a mage takes the dc to save against the spell gets increased by 1
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Post by Terren on Sept 23, 2004 18:14:40 GMT
12 x 40 = 480 does sound like an awful lot until you consider that many of the toughest foes absorb 10 magical damage. That’s not 480 – 10, it’s (12 – 10) * 40 = 80.
Under the current system, what this means is that maximized IGMs do 2 damage per missile, non-maximized IGMs rarely do much damage ( 7-8 points) because only on rolls of 11 or 12 on 2d6 do they do any damage. So, maximized IGMs do (12 -10) * 20 = 40 points of damage to such foes. It would take casting 12 IGM spells to get 480 points of damage.
If we make it 1 missile per level, maximized IGMs would do (12 - 10) * 40 = 80 per spell cast. It would take 6 such spells to do 480 damage to such a foe.
That sound like a lot, but consider …
In the failed magic boost script a level 40 caster would do ((2 * 12) – 10) * 20 = 280 to such foes and 24 * 20 = 480 to non-immune foes with a single spell. Non-maximized IGMs would be able to damage such immune foes by level 40 casters because ((2*(2d6)) – 10) yields damage on any roll above a 5.
So the script that was tried (but failed) was willing to let maximized IGMs do the 480 damage you think was too much and it would have actually been MORE effective in damaging the magical immune foes.
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Post by Higan on Sept 23, 2004 18:56:27 GMT
thats the thing, against foes with magical immune, igms wouldn't be the best, thats why another spell would be better suited, no one spell should be good against all enimies, but there are lots of foes without any magical immune
200 posts ;D
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Post by Terren on Sept 23, 2004 20:11:12 GMT
Actually, from what I've seen and done, about the only other spell that does any significant damage against the toughest or 'boss' foes is Horrid Wilting. Most of the Fire, Cold and Electrical based spells are not useful since those resistances/reductions are the most common among the toughest foes. The only other spell that seems to have much success is Acid Sheath. The problem with it is that the caster basically has to sacrifice himself (try to be hit) for it to work and many times the foe does not attack the caster even when the caster tries to interject himself in the battle. When it does succeed, many times the caster ends up dead for his troubles.
I would like to use a bigger variety of spells. I don’t use IGMs exclusively like a lot of players. I like to use Delayed Blast Fireballs, Horrid Wilting, Magic Missile, Cone of Cold, Scintillating Sphere, and others. There are times when I have gone through every spell in my arsenal only to find that just 1 or 2 of them (other than the Epic Spells Like Greater Ruin) deal any damage. Even Hellball, ‘the most powerful spell in the game’ only seems to affect a limited number of the tougher foes. I feel that a significant percentage of a caster’s power is being wasted not to be using them. But when I try them and see no damage being dealt, sometimes the only way to damage them is maximized IGMs.
I wish this were not true.
That is why I am providing this feedback, which is not intended as a rant. I only want to be constructive here.
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Post by Higan on Sept 23, 2004 20:34:42 GMT
ya, bioware really needs to make high lv spells like my favorite, vengeful gaze of god, 305d6 damage ;D
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Post by KyleShayfur on Oct 2, 2004 18:01:36 GMT
Not really anything to post just wanted to tell Higan that the video on his last post disturbs me... LOL Bull
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Post by FormerAdmin on Oct 2, 2004 20:16:35 GMT
Haha no way, I think it's spectacular! Very Troma like. ;D
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Post by Higan on Oct 2, 2004 20:45:03 GMT
actualy its just my signiture thingy, though i supose it works pretty well with what a posted
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Post by ThirdEye on Oct 3, 2004 0:13:13 GMT
IMO casters don't need to be changed at all. I have quite a few sorc and wiz 40s and I'm content with each one. If you don't think they're buff enough..perhaps it's not NWNs fault..perhaps you arent playing your character to it's full potential. If you don't think they're buff enough...send me a tell and come to the arena=) I'll make you a believer.
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