Overall spell system remake...
Posted: Thu Mar 24, 2016 9:39 am
Howdy all
The following is my first ideas for a complete remake of the spells on Alangara, concerning damage spells that is.
Level 1 1d2 * level +10 Area large ( 5 )
Level 2 1d4 * level +20 Area large ( 5 )
Level 3 1d6 * level +30 Area large ( 5 )
Level 4 1d8 * level +40 Area huge ( 6,7 )
Level 5 1d10 * level +50 Area huge ( 6,7 )
Level 6 1d12 * level +60 Area huge ( 6,7 )
Level 7 2d8 * level +80 Area gargantuan ( 8,3 )
Level 8 2d10 * level +100 Area gargantuan ( 8,3 )
Level 9 2d12 * level +150 Area colossal ( 10 )
Single target spells that does not have other additional effects will be given an additional 30% damage boost.
Also some spells were so specific and special in their design that the above damage calculations were impossible to recreate accuratly. In those few cases I have altered them to be very close statisticly. I will not be writing down the formulars for all such small variations.
Together with this change the forge will also be restrcicted in such a manner that you may only place one slot of a specific spell level on an item, meaning no 5*level 9 items....
Further more I want to place a "factor" on all spells via a new custom include file. The purpose of this is multible...
1. Class variation.
Priests = 0.8
Druids = 0.9
Sorcerer = 1
Wizard = 1.1
2. Over all balance.
To begin with factor 1 but if we decide spells are overall too powerful we scale it down instantly changing all spell damage, and if they need to become more potent we scale it up...
3. Level tweaking.
By adding the nLevel to our overall system we are now capable of tweaking all spell damage for an individual class depending on levels. SO if the sorcerer is too strong at low levels we can pinpoint out those levels for the sorcerer class and adjust overall and the perhaps up their damage at end epic levels if they were too weak there. This option in only implemented at the pure casterclasses including bards.
4. Reborns.
One of the biggest differenses we saw in player power was how strong the melee players became when being reborn whereas the casters did not really gain much besides obviously much better surviveability with the way higher HP ( note that the higher surviveability ment alot also ! ). Now we can add the reborn mark into a factor 1.2 fx granting reborns 20% more damage power on all spells.
5. Hostile
For balance issues hostile casters i.e. monsters will get a small token "hostile caster". The nHostile is currently set to 40% so basically monsters casting spells will do 40% damage.
6. Touched
For diversity and challange reasons "Touched" monsters will get a small token "touched caster". The nTouched is currently set to 125% , making "Touched" casters effectively do 50% spelldamage instead of 40%.
7. Considering the options of Summoner, Mage and Invoker.
Summoner - Caster gets a summon that is 1 level higher and improved version of the epic ones.
Mage - Factor 1.1 for spell damages.
Invoker - 5% change of critical adding additional 50% damage.
8. Versatility.
Having this intire factor system in place might grants us other option in time. I know fx some servers pretty much just up the damage per caster level a % way. Well via the new include file we could do that. We even have the future options to tweak more level oriented this way if we realise that the casters were fx completely overpowered at level 1-10 and underpowered at level 35-40 , well then we can have the generel system in palce like described above but via the include file adjust those levels however we see fit - ME LIKE, and ME THINK ME CLEVER !
Or add quest to specialize in fx a specific spell of chose, or what know I. Anyways I believe this intire concept might add both balance, fun and playability both to caster players but also making the adversary casters more flexible and interesting.
- - - -
On a sidenote I am considering to makes this factor also a part of the overall healing system so that priests will heal better than druids with the same spell. Likely priests having factor 1.1 and druids 0.8 or 0.9. Reason is that druids are now extremely upgraded compared to standard and compared to priests so time to actually be a little nice to the priests and not so much to the druids
- - - -
As always feel free to comment
/tara
The following is my first ideas for a complete remake of the spells on Alangara, concerning damage spells that is.
Level 1 1d2 * level +10 Area large ( 5 )
Level 2 1d4 * level +20 Area large ( 5 )
Level 3 1d6 * level +30 Area large ( 5 )
Level 4 1d8 * level +40 Area huge ( 6,7 )
Level 5 1d10 * level +50 Area huge ( 6,7 )
Level 6 1d12 * level +60 Area huge ( 6,7 )
Level 7 2d8 * level +80 Area gargantuan ( 8,3 )
Level 8 2d10 * level +100 Area gargantuan ( 8,3 )
Level 9 2d12 * level +150 Area colossal ( 10 )
Single target spells that does not have other additional effects will be given an additional 30% damage boost.
Also some spells were so specific and special in their design that the above damage calculations were impossible to recreate accuratly. In those few cases I have altered them to be very close statisticly. I will not be writing down the formulars for all such small variations.
Together with this change the forge will also be restrcicted in such a manner that you may only place one slot of a specific spell level on an item, meaning no 5*level 9 items....
Further more I want to place a "factor" on all spells via a new custom include file. The purpose of this is multible...
1. Class variation.
Priests = 0.8
Druids = 0.9
Sorcerer = 1
Wizard = 1.1
2. Over all balance.
To begin with factor 1 but if we decide spells are overall too powerful we scale it down instantly changing all spell damage, and if they need to become more potent we scale it up...
3. Level tweaking.
By adding the nLevel to our overall system we are now capable of tweaking all spell damage for an individual class depending on levels. SO if the sorcerer is too strong at low levels we can pinpoint out those levels for the sorcerer class and adjust overall and the perhaps up their damage at end epic levels if they were too weak there. This option in only implemented at the pure casterclasses including bards.
4. Reborns.
One of the biggest differenses we saw in player power was how strong the melee players became when being reborn whereas the casters did not really gain much besides obviously much better surviveability with the way higher HP ( note that the higher surviveability ment alot also ! ). Now we can add the reborn mark into a factor 1.2 fx granting reborns 20% more damage power on all spells.
5. Hostile
For balance issues hostile casters i.e. monsters will get a small token "hostile caster". The nHostile is currently set to 40% so basically monsters casting spells will do 40% damage.
6. Touched
For diversity and challange reasons "Touched" monsters will get a small token "touched caster". The nTouched is currently set to 125% , making "Touched" casters effectively do 50% spelldamage instead of 40%.
7. Considering the options of Summoner, Mage and Invoker.
Summoner - Caster gets a summon that is 1 level higher and improved version of the epic ones.
Mage - Factor 1.1 for spell damages.
Invoker - 5% change of critical adding additional 50% damage.
8. Versatility.
Having this intire factor system in place might grants us other option in time. I know fx some servers pretty much just up the damage per caster level a % way. Well via the new include file we could do that. We even have the future options to tweak more level oriented this way if we realise that the casters were fx completely overpowered at level 1-10 and underpowered at level 35-40 , well then we can have the generel system in palce like described above but via the include file adjust those levels however we see fit - ME LIKE, and ME THINK ME CLEVER !
Or add quest to specialize in fx a specific spell of chose, or what know I. Anyways I believe this intire concept might add both balance, fun and playability both to caster players but also making the adversary casters more flexible and interesting.
- - - -
On a sidenote I am considering to makes this factor also a part of the overall healing system so that priests will heal better than druids with the same spell. Likely priests having factor 1.1 and druids 0.8 or 0.9. Reason is that druids are now extremely upgraded compared to standard and compared to priests so time to actually be a little nice to the priests and not so much to the druids
- - - -
As always feel free to comment
/tara