|
Post by FunkySwerve on Jun 5, 2005 15:31:22 GMT
Box, The early forms of the shifter will soon be getting a bump via DC increases on special abilities. IMO a properly built shifter is one of the most dangerous characters at high levels, but druid dragon shape may be even better. I may make some changes to give shifter dragons an edge in the ferocity department, but that is a ways off yet. There is currently one item in the game that only a shifter can possibly use, but it has not been linked up to a quest yet. Thats all I will say on that. Funky
|
|
|
Post by antifate on Jun 9, 2005 18:40:26 GMT
hey funky, Last night me and some buddies were running through the lair of guardians when we noticed that they were making saves on many of the new devastating traps. We all discussed it and came to a general consensus that the dc of the traps should probably be raised by 10-15 points making rather than leaving them at a dc of 40. We figured if the lair guardians could save against these powerful traps than in a few level they may be useless. Considering that they are fairly new we figured that any info on how they work on the field may be of use to you.
Thanks
|
|
|
Post by FunkySwerve on Jun 10, 2005 15:25:06 GMT
I may raise the trap dc. We're in the process of normailizing saving throws for monsters across the module, as some of them have disproportionately high saves. Calad has already gathered all the data on this, all that remains is to go in and enter the changes. We will also be checking disciplines and tagging nearly all creatures as disarmable (most are currently not). The traps are set at a dc that should be appropriate for PvP and the framework we have set out for new monster saves. Expect these changes in around a week.
Funky
|
|
|
Post by FunkySwerve on Jul 4, 2005 4:09:22 GMT
There are spots in the game where scrolls random drop. There are also fixed drops of most of the powerful high level spells. The problem with adding a shop in is that any price I set to restrict buying en masse will be too high for most and WAY too low for at least a few. I'll keep this in mind tho, as I'm in the process of adding new areas and updating old ones. I also just made upgrades to a bunch of spells, with more on the way, will will benefit wizards even more with regard to flexibility. Re: bard songs, its funny you should mention it, I just put in an improved lich lyrics item (will show up in next update), and plan a few more to help out caster-type bards (as opposed to melee types). It helps caster types (with high chr) more because the items cast as spells, using the characters lvls, stats, etc to determine casterlevel, resistance checks, dcs, etc. My dexer bard only gets a dc 27, with a +9 chr bonus, but a max chr bard would get a 38, a bit more respectible.
Other items in next update: Upgraded Mummy Dust - finally! Pally/Cleric mass ressurection ability PM altered casterlevels (up to 45 for necro spells!), DCs Improved death armor for PMs over 20 Lichsong and Lifeblight abilities for PMs (who can become liches!)
|
|
|
Post by FunkySwerve on Jul 11, 2005 7:57:53 GMT
Some good suggestions here, but I'd wait till you've played a bit more. Some of them are good, but some are just wrong. For example, BBOD has been modified so it doesnt require concentration, and makes a killer tank to help out your meleers. Anyway, I appreciate the effort and the input. Funky
|
|
|
Post by Phantanya on Jul 11, 2005 15:57:58 GMT
Hi There! I have a suggestion for the spell blind.(which kicks my butt when cast on me.) Instead of having the entire area blackened, which adds to lag and confuses everyone in party who could possibly benefit, take an idea from Final Fantasy and just have one little cloud over the face of the victim. I don't know if you can even fix this particular spell script but it would be a real blessing. Personally I wish bio ware had a way to toggle off the area effects. They are useful for some spells but mostly just lag,lag,lag the entire battle. There are also a few things I think could use a buff. The choking powder,alch fire and acid. These things are capable of saving a newbies butt. The dc should be higher for these things since they are of a mundane nature. If anything is covered with oil and lit on fire, it is going to burn for a while and do more than 1 damage. Same for the other (bombs) A caster, no matter how high level he is, is going to have a problem if immersed in choking powder. Acid continues to eat away when dumped on something perhaps even doing AC damage. Maybe thieves could craft these things to make the spawn a little more manageable for lowbies. These things are simply useless for any respectable spawn. A non caster might be able to go hunting solo if he could have a few of these mundane goodies to help him out when a caster is unavailable. I am unsure what the dynamics on saves are for the charm spells but really wish they would work. I rarely ever have this spell work on spawn and my bard is a real looker with 32 char. Perhaps saves made against a chrarisma....? By the way if I cast on merchant is that considered an attack? Now the biggie. I would love to be able to actually pick pocket spawn with better results. Lets face it most of the regulars on this server are reluctant to pick the pockets of people they play with everyday... not wanting to be a meanie or pick on poor lowbies who don't really have anything to begin with. Lets make it more fun to pick pockets of spawn....I think every creature should have something on it of level appropriate value. A successful pick should yield something....come on...any random goodie. All those point invested should be worth it. Just think of the all the happy thieves! Random outrageous items. Gold on the lower spawn...random goodies useful to the picker or someone in his group. Not every spawn maybe...that would be a bit laggy....but say 25% of spawn having something worth the work. If anything at all how about some xp for successful picks? Huh? Pretty please! I hope I don't sound too much like a nag. I know you are extremely busy and have your hands full. Personally I don't see where you find the time. If i knew the first thing about scripting I would offer to help. Once again I would like to thank you for having the server in the first place. I am looking forward to the snail mail address so I can donate. Feel free to e-mail it to me if you want. Thanks for listening, Phantanya P.S. Still looking for Trinnys Pixie Chicken Home brew!
|
|
|
Post by FunkySwerve on Jul 12, 2005 1:26:41 GMT
The brew is in Rips already.... Funky
|
|
|
Post by Phantanya on Jul 12, 2005 17:08:03 GMT
I am so honored! Cant wait to try it out! Hope it tastes just like dear old Mums.
Peace, Phantanya
|
|
|
Post by hfb on Jul 12, 2005 22:14:36 GMT
In regard to the PP bit above, I don't think I have purchased a healing potion for my Rogue-type (Lady of the Dance) since about level 35 which was months ago. In fact I often give others heal pots. They seem to grow on the trees of Mana, just ripe for the plucking of those with the proper touch. In any case, my PP abilities seem to reward me and mine quite well both in terms of pot acquisition as well as in terms of enjoyment as pp.ing well is a tricky business.
In any case, I disagree that all/a sampling of baddies should be pickable. Too much junk in my inventory anyway, what with all the heal pots. ;D
Just my two cents,
The Dancer
|
|
|
Post by jamkas on Sept 9, 2005 10:13:43 GMT
Yay my first post well i think its to bad storm of vengeance is turned off because its a great spell one of the best for druids. i saw you can alter spells so do other things maybe you can change storm of vengeance to another good spell that don't make it laggy?
|
|
|
Post by Bakchuda on Sept 9, 2005 16:06:26 GMT
I agree with the request for storm of vengeance, especially considering there are still mobs who cast it. Anybody ever dare venture to the north end of the area in front of Castle Gaobin (the Foothills of Mount P'reth, or somethingl like that) ? There is a big fat nasty pile of filthy sick mobs there, casting TS and Storm, probably makes the server skip a couple beats.
|
|
|
Post by hiryuu on Sept 9, 2005 19:51:17 GMT
I'll third the Storm suggestion. It was pretty much the only Cleric spell that didn't do Fire/Divine/Negative damage. Perhaps you could map it to Meteor Swarm or Great Thunderclap?
Although I'm pretty happy with the Sorc spells, Tenser's Transformation was a real disappointment. By the time you can natively cast it, you have enough bonuses and immunities that the polymorph is a notable step back, making it less than useless. Could it be mapped to Divine Power? Even the original version is at least a step forward.
|
|
|
Post by FunkySwerve on Sept 11, 2005 6:46:25 GMT
Alright, alright, I'm gonna do something with SoV! LOL I think the lag issue may be a moot point, but I've been holding off till I cut all the heartbeats from the mod so that I could put in the AoE spell fixes (e.g. Blade Barrier, Cloudkill, SoV) and the moving AoE spell fixes (e.g. Silence, Dirge) without sweating the lag. What do these fixes do? They make the spells work as they arte supposed to, dealing damage every round to those inside the effect if damage spells, and making the effect move with the caster or target if a 'moving' AoE. After that, we'll see if it still needs any help - from what I read its the only spell clerics will use once fixed (though that was pre-implosion v1.66) lolz.
For Tenser's I have a similar excuse. I didn't modify it pre-subraces because we had the server set to Enforce Legal Characters, and it had the unfortunate tendency of invalidating a character once in a while, so I didn't want to encourage it's use. Now, thats not an issue, so it's scaleable, though that's kind of a pain. Divine power would almost be preferable in some ways, hmmm...
Funky
|
|
|
Post by doomsdaybringer on Sept 22, 2005 1:09:21 GMT
Hi I have been playing as a mage(caster lvl 36) lately. I noticed some unbalance in mage's spell, mainly between "Horrid Wilting" a lvl 8 spell Vs."Meteor Swarm" a lvl 9 spell. I seem able to do more damage with Horrid wilting than Meteor Swarm, even though my Meteor swarm have 7 dc than Horrid wiliting. I wonder if you can increase Metoer Swarm's damage. I know Meteor Swarm had been upcapped but 1d6 isnt that good for lvl 9 spell. I did some maths: Horrid wilting (1d8/lvl max 30d8 at lvl 30) at lvl 30 has the average damage of 4.5*30=135. Meteor swarm (1d6/lvl max 40d6 at lvl) at lvl 30 has the average damage of 3.5*30=105, and at lvl 40 its average damage is only 3.5*40= 140. Meteor swarm at lvl 40 only does 140 divine damage when Horrid wilting does 135 magic damage at lvl 30. The average damage difference at lvl 40 is only 5!!!!!! Funky would you plz increase Meteor Swam's damage?
|
|
|
Post by FunkySwerve on Sept 22, 2005 23:15:20 GMT
Lol I always find many persuasive. Done. Funky
|
|