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Should the "enchant" spells be merged to one spell?
I like the idea. 31%  31%  [ 11 ]
I don't like it. 51%  51%  [ 18 ]
Wert has innate enchants. 17%  17%  [ 6 ]
Total votes : 35
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PostPosted: Sun Sep 21, 2008 1:58 pm 
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Dralan wrote:
I think Fridgeraider hit the nail on th head on this issue. Enchant weapon only lands +hit and +damage, merging the two would cause extra coding to make it to that weapons only land +hit/damage instead of fortitude/mp/etc.


New code would simply identify the target type and branch out to the existing spells at the outset. You wouldn't have the crossover problems described above.

As for being easier to learn, you can probably tweak the spell to be 'harder to improve' to make up for that. Only one other facet was identified as being 'lost' by merging these, but I doubt it's a noticeable impact. Every class that gets one always gets the other, so they're not thematically separate either.

I can see how it cleans up the command syntax a tiny bit, so perhaps a bit helpful for newbies; makes the enchanter a bit more lazy I suppose.

*shrug* Just one of those low priority items, I'd say; more important stuff to code than this.


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PostPosted: Mon Sep 22, 2008 3:49 am 
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I voted no. While it would be nice to get fort/will/ref/mp on a weapon as well as bonuses to hit and damage, I just think that it would make it harder to get a quality weapon. It's hard enough to land enchants you want as it is. If you go ahead and chance enchant weapon you'll never get decent weapons.

They'll all be like plus 2 plus 2 and then like 3 mp 2 mr 2 will. You'll be fading weapons over and over just to land to hit and damage. This would just make things harder on people in the long run. Nice try though.


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PostPosted: Mon Sep 22, 2008 4:00 am 
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Orac wrote:
I voted no. While it would be nice to get fort/will/ref/mp on a weapon as well as bonuses to hit and damage, I just think that it would make it harder to get a quality weapon. It's hard enough to land enchants you want as it is. If you go ahead and chance enchant weapon you'll never get decent weapons.

They'll all be like plus 2 plus 2 and then like 3 mp 2 mr 2 will. You'll be fading weapons over and over just to land to hit and damage. This would just make things harder on people in the long run. Nice try though.


I think you took a wrong turn somewhere, Orac. :P


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PostPosted: Mon Sep 22, 2008 7:43 am 
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instant_karma wrote:
Orac wrote:
I voted no. While it would be nice to get fort/will/ref/mp on a weapon as well as bonuses to hit and damage, I just think that it would make it harder to get a quality weapon. It's hard enough to land enchants you want as it is. If you go ahead and chance enchant weapon you'll never get decent weapons.

They'll all be like plus 2 plus 2 and then like 3 mp 2 mr 2 will. You'll be fading weapons over and over just to land to hit and damage. This would just make things harder on people in the long run. Nice try though.


I think you took a wrong turn somewhere, Orac. :P


What do you mean? My understanding of this is that you would merge enchant into one spell. So you would no longer have enchant weapon and enchant armor. You would have enchantment or something like that.

So that means when you enchanted a weapon you would have a chance to put anything on it. Like fortitude or reflex or will. Some weapons come with that stuff. So if you could put that on a weapon then it would be way way harder to enchant a weapon because you'd be getting stuff that adds to saves and not pure combat.

On the flip side I could see this making echanting armor better because instead of getting mp mr fort or something you might get an enchantment that adds to ac when you would land a bonuse to weapons. See what I mean? Since the two are combined your + to hit and damage on a peice of armor would go to being a + to AC.

Am I totally off base here? If you combined the two spells how else would they work?


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PostPosted: Mon Sep 22, 2008 8:00 am 
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3 of Pentacles wrote:
However, having them as two seperate spells gives you more opportunity to get XP ticks every time you improve each spell.


While you do (I believe) get xp off ticking these spells, you'll get substantially more by just suceeding at the spell consistently, than you will off ticks. Trust me on this. I leveled off these spells. :wink:

Dralan wrote:
I think Fridgeraider hit the nail on th head on this issue. Enchant weapon only lands +hit and +damage, merging the two would cause extra coding to make it to that weapons only land +hit/damage instead of fortitude/mp/etc.


(Actually, Alshain hit the head on the nail with this one).

Overall, I voted Wert. Don't really care, but probably not worth the time. Maybe if enchant gets an overhaul, it would be a good idea.

sleeper


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PostPosted: Mon Sep 22, 2008 8:40 am 
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Orac, what we all mean in here is that enchant be a single spell and RECOGNIZE if it's cast on a weapon or armor, thus giving proper enchants to it. Damage and Accuracy if it's a weapon, all the rest if it's anything else. The spell would recognize its target and act accordingly.


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PostPosted: Mon Sep 22, 2008 9:50 am 
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Well I wish enchant could increase things that are already on the armor, such as if something slightly increases magical energy then you can enchant it to moderately increase magical energy. But you know me.

I think this is a good idea, but it seems like it would be a lot of work.


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PostPosted: Mon Sep 22, 2008 10:23 am 
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yoru wrote:
Orac, what we all mean in here is that enchant be a single spell and RECOGNIZE if it's cast on a weapon or armor, thus giving proper enchants to it. Damage and Accuracy if it's a weapon, all the rest if it's anything else. The spell would recognize its target and act accordingly.


Doesn't sound like a hard concept. Though niether does spelling out cast 'enchant armor' item or cast 'enchant weapon' item. I don't know if making a change to enchant even with the minute xp saving you would have is worth changing that part of the code. I am sure Dulrik could make better use of his time. But that's just my not so humble opinion.


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PostPosted: Mon Sep 22, 2008 12:31 pm 
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Alshain wrote:
more important stuff to code than this.


Like making goblins/orcs a playable race!


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PostPosted: Tue Sep 23, 2008 7:59 am 
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I don't know why everyone wants new races, how many people are playing Minotars? I can think of one maybe two...

What I would like is an additional class, or better yet some sort of D&D style 'feat' implementation.


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