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 Post subject: Consumeables.
PostPosted: Sun Jun 24, 2012 2:48 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
To make cast spells more powerful than brewed/scribed/pill spells, why don't we reduce the effectiveness of the consumeable based on level of item starting at around 60% for gm and move down from there.

This way people can still have their heal.heal vials but it's only as effective as a partial cast heal. Damage reduction and everything affected similarly.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 3:15 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
This is already the case. Thanks for coming out, though.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 3:22 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
Yeah I meant more of a difference, sheesh.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 3:29 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
There is a vast difference between the HPs restored from a weak heal vial and a strong one. There is also a vast difference in duration of effects from weak to strong. There is also, in the case of those effects which vary based on level such as ironguard, a vast difference in effectiveness.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 3:37 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
I notice about a 15% change in heal vial and heal cast on logs.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 3:39 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I reserve the right to be wrong here but I think she wants a gm potion (in best bottle) be only 60% effective compared to a gm heal.

I don't know if that is the case now or not


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 4:04 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
I am a dude thank you very much. :rant:

And yes that was what I was saying, I swear we are speaking different languages.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 9:01 pm 
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Joined: Fri Sep 09, 2011 10:28 pm
Posts: 151
SK Character: Buttplug
spidermonkey wrote:
I am a dude thank you very much. :rant:

Seriously? Since when the [REDACTED] have you been male? Sorry, but I totally got a chick vibe from you. I'm sure I'm not the only one.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 10:23 pm 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
I think it'd be great if all vials were just made powerful(or moderate) and quaff gave a 2-3 round lag so the classes without bash could actually get a spell off in a 1v1 scenario against those who can after they quaff a heal. As it is now if you're a spellcaster (i.e. shaman) going against a bashing race or class and you attack first you have to pray to god they miss a bash to even be slightly effective(and even if you don't attack first, you're going to be bashed, unless of course they miss which isn't very often) because if you start to cast, you're getting bashed and therefor handicap for pretty much the rest of the fight.


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 Post subject: Re: Consumeables.
PostPosted: Sun Jun 24, 2012 11:10 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I have always thought spirit horde should able to be cast while prone.


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