Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Oct 16, 2025 9:39 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 128 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 13  Next
Author Message
 Post subject: Re: Warlocks.
PostPosted: Mon Mar 31, 2008 12:03 am 
Offline
Mortal

Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
Dulrik wrote:
Sypher wrote:
Water should be immune to water/cold damage.

Water elementals are already immune to acid damage.


Give them an energy hide, or scale their water hide to have AC comparable with the other elementals, and we'll be in business.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 31, 2008 12:04 am 
Offline
Mortal

Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
Snuffles wrote:
Sypher wrote:
Why exactly?

Considering how easily gotten rid of elementals are, having a second line of defense from bash would be wonderful.


What's wrong in this scenario? The fact that he doesn't have a second line of defense so that he can narrowly escape and save his life, or the fact that his elemental can be dispelled so easily?


Are you directing that at myself or Chem? I think they should be able to purchase store-bought pets for the reason I listed, a benefit that all other classes sans scouts enjoy.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 31, 2008 12:37 am 
Offline
Mortal

Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
Make warlocks a cloth class, give a slight concentration penalty to holding elementals then perhaps a store bought pet can be justified.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 31, 2008 12:42 am 
Offline
Mortal

Joined: Wed May 05, 2004 1:58 am
Posts: 2423
Location: Athens, Greece
Warlocks are fine as they are. Just make sure you create a good combo and there you go. There are other classes in the game that need more tweaking than warlocks.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 31, 2008 1:00 am 
Offline
Mortal

Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
Sypher wrote:
Snuffles wrote:
Sypher wrote:
Why exactly?

Considering how easily gotten rid of elementals are, having a second line of defense from bash would be wonderful.


What's wrong in this scenario? The fact that he doesn't have a second line of defense so that he can narrowly escape and save his life, or the fact that his elemental can be dispelled so easily?


Are you directing that at myself or Chem? I think they should be able to purchase store-bought pets for the reason I listed, a benefit that all other classes sans scouts enjoy.


It was directed to you. I hoped you might realize that the lack of store-bought pets isn't the problem, the fact that any shaman or sorc can cast a fairly quick spell and make them completely vulnerable is.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 31, 2008 7:24 am 
Offline
Mortal

Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
I agree that is a problem, I'm also stating that until that is fixed giving them a store bought pet would save them more times than not when such a scenario does occur.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 01, 2008 10:55 am 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Just give them a master lvl skill of innate mp penetration that only applies to their spells (not staves/wands). Then they will be useful in PK again. Also, make the elementals all scale with lvl. So you can actually make a choice on which elemental to use.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 01, 2008 11:03 am 
Offline
Mortal

Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
Muktar wrote:
Just give them a master lvl skill of innate mp penetration that only applies to their spells (not staves/wands). Then they will be useful in PK again. Also, make the elementals all scale with lvl. So you can actually make a choice on which elemental to use.


They already scale with level, at GM all your elementals have the same HP/ME/PE, the only difference is their hides/immunities and in the water elementals case, reach. The reason water elementals suck is because they have a water hide, not because they have less HP.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 01, 2008 11:13 am 
Offline
Mortal

Joined: Sat Feb 16, 2008 12:25 pm
Posts: 132
Although I'm not sure if this is possible, if you wanted magma cling damage to do "less damage per burn but the same damage over time," then you'd have to make the burns factor -less- of the target's MP than it used to.

For example, if burns now occur say, 10 times per tick as opposed to one burn on the tick, then the burn should only factor in 1/10 of the target's MP. Otherwise, the damage will never be the same unless the target is not wearing any pieces with magical protection on them.

I'm not sure if this sort of change is possible to implement (In fact, I doubt it) but it seems like the only way to make cling work "correctly" with its current mechanics. It seems that the original idea for magma to do "less damage per burn but the same damage over time" didn't work.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 01, 2008 11:16 am 
Offline
Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Kalen wrote:
Although I'm not sure if this is possible, if you wanted magma cling damage to do "less damage per burn but the same damage over time," then you'd have to make the burns factor -less- of the target's MP than it used to.

For example, if burns now occur say, 10 times per tick as opposed to one burn on the tick, then the burn should only factor in 1/10 of the target's MP. Otherwise, the damage will never be the same unless the target is not wearing any pieces with magical protection on them.

I'm not sure if this sort of change is possible to implement (In fact, I doubt it) but it seems like the only way to make cling work "correctly" with its current mechanics. It seems that the original idea for magma to do "less damage per burn but the same damage over time" didn't work.


See this thread. http://www.shatteredkingdoms.org/forums/viewtopic.php?t=16682


Also, in a separate thread

Dulrik wrote:
Comment from Dulrik: I can conceive that I would change magma spray so that the cling damage is not affected by MP. I could also conceive giving a 1 tick warning before an elemental returns home.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 128 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 13  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 50 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group