Magic user boost
Old 03-27-2009, 12:25 PM   #1
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Default Magic user boost

Simple: if a gem is resisted by the enemy, the caster gets 50% of the used energy/mana back. The logic is that when any other attack is resisted (melee,archer,pet) there are no consequences. The same is not true for casting gems. Mana/energy are not endless.

This could be a skill are a general rule. The skill would be something like 'for every point in this skill you will get 1% of the used mana/energy back when a gem is resisted/blocked'.

When it's an innate gem feature I would set it at 50%

This could be limited to staff users or be a general feature when casting a gem.
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Old 03-27-2009, 01:33 PM   #2
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Zenga thats the exact point about casters in general.. they 'use' something for their "attack"..plus, noone forces u to use gems, u have staff.
Casters use mana/ene but as upside, they are much more versatile than lets say DWer only watching his autoattack doing all his job,coz he doesnt have enough energy to even Fart.
Hope u got me whats my point.
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Old 03-27-2009, 01:41 PM   #3
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I ment, yes archers/melees dont use anything for their usual attack, but Casters instead, they got option to land "more attacks" in same time, staff + recastable gems+normal ones etc..so sometime u are able to land 3-4 simultaneous hits,so i think it evens out the fact they lose something for their attack.
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Old 03-27-2009, 02:04 PM   #4
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Did you actually read what i wrote? :P

It was not a complaint, it's an idea/suggestion, a nice-to-have. Just like the vampires got a boost. Just like other skills. Just like anything else
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Old 03-27-2009, 02:20 PM   #5
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I agree with Zenga.

A nice skill for caster allowing them to regain the E/M used when casting a gem.
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Old 03-27-2009, 04:10 PM   #6
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I just thought u were whining about casters needing that skill / w/e
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Old 03-27-2009, 04:29 PM   #7
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Quote:
Originally Posted by Srci
I just thought u were whining about casters needing that skill / w/e
No i'm not an archer
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Old 03-27-2009, 04:42 PM   #8
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Quote:
Originally Posted by zenga
No i'm not an archer


^^;
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Old 03-27-2009, 10:10 PM   #9
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interesting concept but i do see one issue with it
how do the game mechanics tell the difference between a gem resist and a weapon resist that hit at the same time?

one of the biggest things i could see fixing is low end damage for the dd's as more than 50% of my gem hits seem to hit for under 10 points of damage, even on the colors i'm supposed to have the bonus to

the only gems out there that aren't 1tox damage are the blue dd's and they hit for a set amount and flare up does not seem to affect them
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Old 03-28-2009, 02:17 AM   #10
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Great idea im all for this suggestion 100%

You see, adding new gems isnt really helping the caster out.
this will really help them, and atleast bring them up to par with other classes, thank you for this awsome suggestion, Zenga.
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Old 03-28-2009, 02:26 AM   #11
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Quote:
Originally Posted by Relic
thank you for this awsome suggestion, Zenga.
naive ... do you really believe i made this suggestion for other people

Last edited by zenga; 03-28-2009 at 02:28 AM.. Reason: typo
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Old 03-28-2009, 02:37 AM   #12
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Quote:
Originally Posted by powaqa
interesting concept but i do see one issue with it
how do the game mechanics tell the difference between a gem resist and a weapon resist that hit at the same time?

one of the biggest things i could see fixing is low end damage for the dd's as more than 50% of my gem hits seem to hit for under 10 points of damage, even on the colors i'm supposed to have the bonus to

the only gems out there that aren't 1tox damage are the blue dd's and they hit for a set amount and flare up does not seem to affect them
Simple. Weapons, both melee and ranged can not be resisted. Resist is only for Magic / Gems. Melee and Ranged are either Parried, Blocked or Kited (Depending on mob/class/DW/Shield etc etc).

Also I belive that when a gem is cast, game rolls on weather or not it will be resisted, simply add and If statment going alike
If (Resist = True) Then
Mana = Mana + Manaused/2
Energy = energy + energyused/2
End if

Ofcoruse, the Nod code is much more then this, and most likly has some better names then these, but it gives a general idea of what requiers... Ofcourse, if it is to be skill based, some more code is requierd I'd assume. Nothing Jeff couldn't fix quite quickly I belive =)
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Old 03-28-2009, 02:37 AM   #13
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Quote:
Originally Posted by zenga
naive ... do you really believe i made this suggestion for other people
Yes, i do believe you did this from the kindness of your heart, and either way you see it it helps other people anyway.
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Old 03-28-2009, 02:40 AM   #14
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Quote:
Originally Posted by Ath
Nothing Jeff couldn't fix quite quickly I belive =)

Hey Ath, theres something brown on your nose, heres a tissue.
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Old 03-28-2009, 02:53 AM   #15
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*Hands more tissues to clean ath's neck & ears as well* :P
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Old 03-28-2009, 12:38 PM   #16
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sounds like a nice idea and it would probably be helpfull to casters
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Old 03-28-2009, 03:08 PM   #17
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ok a bit of clarification

weapons can have effects that get resisted
the effect and the gem can hit at the same time

how does the game know which is which?

now add to this the chance of the gem double procing and having either the original or the proc resist or both
which gives a potential of 3 resists at once

even as a caster (and yes i would love to get mana and energy back) i believe that this would cause greater balance issues because of how many potintial resists can hit at one time
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Old 03-28-2009, 03:31 PM   #18
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The game know, becaus there is a diffrent line of code for Magic Effect on weapons, and gems you use.

So, simple, on the gems, ad a code that says if this gem gets resisted you get some E and M back. Might even be able to code it as such that only one of the casts can get your E and M back when you doublecast, it's really simple actually.
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