Post by kingmonkey on Jan 25, 2009 23:39:26 GMT -5
Hello! I was wondering if the Elemental Lord's ability "Piercing Spells" is a hard coded ability as I was hoping to modify it a little bit. The only thing I found that could be modified with it was a bolt that checked monsters stats and then caused them to become vulnerable to the chosen element if they didn't resist it.
My plan is to change the "chance to bypass resistance" to a percentage of total damage dealt. For example, if 10 AP is put into the ability there is currently a 10% chance that monsters immunity to magic is bypassed and full damages are dealt. Instead, I'd like to change that to 10% of total damage is dealt every time. I think this would be more fitting for the ability as every AP would penetrate 1% of the monsters resistance rather then every 1 in 100 spells miraculously causes 100% damage.
Essentially, according to probability laws, the boss would still receive the same amount of damage over time however I like my abilities to be somewhat more reliable.
Chance to bypass half damages would also function in the same way as piercing magic immunity except monster is already taking 50% damage and that resistance will continue to decrease every AP.
I would also like to make magic returning weaker with more AP rather then "a chance to bypass returning". This could work exactly the same way as the piercing except that every AP reduces 1% total damage returned.
Further thoughts are that I would like to change this ability to a level 10 high mage. I'm toying with the idea of making it apply to all spells but that may overbalance the ability even with such a small percentage per AP so I would probably leave it as is and allow the High Mage to select one effect from the elemental school of magic to apply the piercing to upon first selecting this ability. This would be in addition to any element that an Elemental lord selects and could even stack if the same element is selected twice.
I would also take the current level 10 high mage ability (Spell Mastery, +2 to spellcraft and all specialised spell skills) and replace the current level 10 mage ability (Animated Knight). My thoughts on the matter are, if a mage wants to be powerful, let that be his level 10 ability. And if a mage wants to specialise and become more effective, get to lv 10 high mage and start piercing through enemy resistances. It doesn't help to be powerful if 100% of damages are resisted so it becomes a question of doing more damage but getting resisted more often, or less damage on average but still able to take down those nasties with immunity.
If this could be possible I would further make the high mage class have a prerequisite of lv10 mage rather then level 5 mage, and leave intelligence requirements the same.
Please let me know if this is possible and what you guys think of the idea.
My plan is to change the "chance to bypass resistance" to a percentage of total damage dealt. For example, if 10 AP is put into the ability there is currently a 10% chance that monsters immunity to magic is bypassed and full damages are dealt. Instead, I'd like to change that to 10% of total damage is dealt every time. I think this would be more fitting for the ability as every AP would penetrate 1% of the monsters resistance rather then every 1 in 100 spells miraculously causes 100% damage.
Essentially, according to probability laws, the boss would still receive the same amount of damage over time however I like my abilities to be somewhat more reliable.
Chance to bypass half damages would also function in the same way as piercing magic immunity except monster is already taking 50% damage and that resistance will continue to decrease every AP.
I would also like to make magic returning weaker with more AP rather then "a chance to bypass returning". This could work exactly the same way as the piercing except that every AP reduces 1% total damage returned.
Further thoughts are that I would like to change this ability to a level 10 high mage. I'm toying with the idea of making it apply to all spells but that may overbalance the ability even with such a small percentage per AP so I would probably leave it as is and allow the High Mage to select one effect from the elemental school of magic to apply the piercing to upon first selecting this ability. This would be in addition to any element that an Elemental lord selects and could even stack if the same element is selected twice.
I would also take the current level 10 high mage ability (Spell Mastery, +2 to spellcraft and all specialised spell skills) and replace the current level 10 mage ability (Animated Knight). My thoughts on the matter are, if a mage wants to be powerful, let that be his level 10 ability. And if a mage wants to specialise and become more effective, get to lv 10 high mage and start piercing through enemy resistances. It doesn't help to be powerful if 100% of damages are resisted so it becomes a question of doing more damage but getting resisted more often, or less damage on average but still able to take down those nasties with immunity.
If this could be possible I would further make the high mage class have a prerequisite of lv10 mage rather then level 5 mage, and leave intelligence requirements the same.
Please let me know if this is possible and what you guys think of the idea.