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Message ID: 2155
Date: Tue Jun 1 13:32:03 BST 1999
Author: Wizard
Subject: Re: Two ideas for wizards.
>As i have understand this is what a skill specialization will do you can read
> Dont get me wrong, I love the wizard class. There were times where I thought
> " wish I was a druid ".. but then a few days later I am havign fun with my
> wizard
> yet again. But, I have 2 ideas, one is wizard-specific, other could apply to
> ALL
> class's.
>
> First, idea #1 - a new wizard skill : Concentration
>
> This skill would have a few effects. But in general this would
>
> - a skill that can be used once every few seconds,
> - When this skill is successfully used. It could have 1 of 2 effects (
> comement on which one you would rather have )
>
> a) Reduce the ammount of mana used by certian % depending on skill
>Damage dealer as wizard is very god and its more probable to have effect A.) or
> b) Increase the ammount of damage that is dealt by a % depending on skill
> or
>I see this same idea on one of Petition proposts before not so explained. As i
> c) Both A & B
>
> .. Comments on which would be better BUT STILL KEEP BALANCE would be nice.
> Sure, option C would be nice, but we need to keep in mind balance.
>
> Also, should this increase the casting time? reduce it? how often should this
> be able to be used?
>
> Also, should this skill be capped per lvl? if not.. I would think a good
> equation could be ( assuming you had the skill maxed )
>
> (lvl / 5 ) * skill / 100 would be used to figure out how much it could help.
> So at lvl 29, you may get
>
> (29 / 5) * 255 / 100 = 14.79% .. So depending on what was done (a b or c),
> this could up the damage on your lvl 29 DD spell by 14.79%. That spell is
> doing 237 dmg per pop for me. So, my spell would do 272 dmg (if I did my math
> correctly) if the skill worked correctly.
>
> Comments? if it was capped per lvl. I think it would be (29/5) * 150 / 100 ,
> which would mean a 8.7% increase in damage. So I think that would allow your
> lvl 29 spell to do 257 damage, a nice little boost nonetheless.
>
> Anyways comments/suggestions/balance issues?
>
> Also, this next idea could apply to all class's and is to deal with the
> resistance issue.
>
> As we all know, magic casters in general have magical resistance problems
> when your group is fighting "big reds", anything above a certian lvl will
> resist your spells, or the tanks will miss their swings miserably. This is
> not that bad at low lvls, because you tend to group with people within 3-4
> lvls of you. But as you lvl up, that gap widens alot, and I have been lvl 26
> grouping with people in their low-mid 30s, and the gap has been quite large.
> And they would like to go after reds and yellows, but sadly they would resist
> me. So here is my idea (wierd to explain)
>
> - Use the highest lvl in the group as a bench-mark to base the resistance for
> the magic user, and how often the lower lvls hit / miss melee.
>
> For example, lets say there is a lvl 20 wizard in the group, and there is a
> lvl 26 tank. The lvl 26 tank wants to go after an even-con. But sicne the
> tank is 6 lvls above, the wizard in the current system would be resisted 100%
> no matter what. But, for the bench-mark type system. The wizard could damage
> mobs upto 6 lvls above the lvl 26 tank when grouped with him. And a melee
> user would have as much chance of making contact with the mob as he would a
> con that would be even to him (or possibly a yellow or low red)
>
> comments? ....