Game Mechanics: Spells

Discussion of general gameplay topics

Moderators: Joe M., Karl G.

Game Mechanics: Spells

Postby Vitriol » Thu Dec 21, 2006 10:01 pm

I think that the older spell system is better.
A spells power should be a function of (base spell power), (character level), (character class), (one or two stats), (skills), (small random factor)
A level 12 warlock's Lunae Lumen Nex should be much weaker than a level 16's Lunae Lumen Nex, given a similar build, even though the spell is the same.
I think its a good idea to have spells that are class specific. Spells should be granted automatically at level up, with some exceptions for special spells that can be found/earned/whatever.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Thu Dec 21, 2006 10:06 pm

Good idea and point.

The algorithm for calculating the damage of a spell/hit/skill should be based on several factors.

For example, take moonbeam as you were saying.

It should take into account Base Damage, Source Character Level, Target Character Level, Target Character AC, resistances, item's that give protection, the 1 or 2 base stats for that class/spell, skills, and a small random factor.

I know it sounds like i just repeated you but thats not what i was trying to do lol.
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Vitriol » Thu Dec 21, 2006 10:10 pm

haha thats ok, Im just trying to lay out the basic concepts here before people start suggesting craziness. I personally think Defence against damage should be COMPLETELY seperate from the power forumla.
The game calculated the raw damage from the spell, and then factors in the targets defence.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Thu Dec 21, 2006 10:18 pm

Is there a difference?
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Vitriol » Thu Dec 21, 2006 10:20 pm

Well sure. I dont think the target's defence should be in a spell's damage formula at all. Its an order of operations thing.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Thu Dec 21, 2006 10:23 pm

Whats the difference in (base spell power, character level, character class, stats, skills, random) = spell damage, actual damage = spell damage together with opponents AC, stats, etc
and (base spell power, character level, character class, stats, skills, random, opponents AC, stats, etc) = actual damage?
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Vitriol » Thu Dec 21, 2006 10:26 pm

If there is any multiplication involved in the formulas at all, the order matters.
It should be like
(Spell power forumula) - (targets base defence formula) - (Targets special defence formula[against spells and such) = damage dealt.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Fri Dec 22, 2006 9:32 pm

Just a list of some spells from the xentales msg board for reference:

Mederi - Level 1 for clerics, and 4 for everyone else
Adgredi - Level 1 for wizards dunno what for everyone else(never used it on anyone else)
Venenum - Level 1 for warlocks, dunno what for everyone else
Ignis - Level 3 for all
Flamma ventus - Level 5
Glacialis ventus - Level 7
Vis Flamma ventus - Level 8
Vis Glacialis ventus - Level 10
Creare Porta - Level 11
Multi Animagicus - Level 11
Lunae Lumen nex - Level 12
Divinus Tueri - Level 12
Magnus Almus - Level 13
Infinitus Tueri - Level 18(egg)
Fragor Ipsum - Level 20(wizard only)
Praesentis Trans - Level 24
Fragor Adgredi - Level 27
The rest im not positive about but they were something around this(correct them if they are wrong)
Magnus Vastare(blue bomb) - Level 35
Dirus Sidus - Level 45
Crossbeam(dunno true name) - Level 55
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Serenity » Fri Dec 22, 2006 9:38 pm

I dont know if it would hinder gameplay at all but give figs creare porta speel at later levels much like insta?
User avatar
Serenity
Lord
Lord
 
Posts: 211
Joined: Fri Dec 22, 2006 6:31 pm

Postby Vitriol » Fri Dec 22, 2006 9:45 pm

Vis Mederi (clerics)
Adgredi Animus (not animus adgredi) Evil beam (clerics only)
Os Saltare - level 9? 10? somewhere around there
Arcessere Flamma - same level as Os Saltare? one more?
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

...

Postby Astral » Sat Dec 23, 2006 6:40 am

vital must have spell to
be Old School xen

Multi Animus Nex - Mind blast that owned lvl 8-9 got it
lvl 22 fast mb
lvl 26 fastest mb

for wizzards
Astral
Villager
Villager
 
Posts: 2
Joined: Sat Dec 23, 2006 6:35 am

Postby Astral » Sat Dec 23, 2006 6:41 am

Dirus Radius was X beam
back in the day
Astral
Villager
Villager
 
Posts: 2
Joined: Sat Dec 23, 2006 6:35 am

Postby Karl G. » Sat Dec 23, 2006 8:52 am

Dirus Sidus was crossbomb i think
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby Ender » Mon Dec 25, 2006 3:47 pm

Fragor Ipsum - Level 20(wizard only)
Praesentis Trans - Level 24
Fragor Adgredi - Level 27
Crossbeam(dunno true name) - Level 55


some corrections:

Ipsum - Thought it was 19, but not 100% sure on this.
Prae - Level 22
Fragor - Level 24 for Wizards, Level 27 for everyone else
Crossbeam - Level 52

And fast beam was lvl 20 and 25 I thought.
Ender
Traveler
Traveler
 
Posts: 98
Joined: Fri Dec 22, 2006 12:48 pm

Postby thadiusofx3 » Mon Dec 25, 2006 8:36 pm

ipsum was 20
praesentis was 22
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Nick » Tue Dec 26, 2006 12:24 pm

I think all the beams should be moon beam, the same size and clerics get beam again.
Nick
Villager
Villager
 
Posts: 2
Joined: Tue Dec 26, 2006 12:19 pm

Postby Vitriol » Wed Dec 27, 2006 2:11 pm

Nick wrote:I think all the beams should be moon beam, the same size and clerics get beam again.


although I somewhat agree, I think it was a good idea to give moonbeams only to witches/warlocks and give wizards their own unique beam spell.
I think it might be cool if Radius was just heavy damage, but moonbeam was slightly less damage but with somekind of dibilitating effect.

As far as clerics go, we could give them beam back, but we could also make it a holy beam that deals extra damage against evil.

Just ideas.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm


Return to Game Mechanics



Who is online

Users browsing this forum: No registered users and 0 guests