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 Post subject: idea: more options to spells depending on stance
PostPosted: Tue Mar 16, 2010 9:53 am 
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Mortal Philanthropist

Joined: Sun Oct 12, 2008 3:54 pm
Posts: 133
SK Character: Ericos
Wouldn't that be great if depending on our stance the spells could have a different use?

Neutral would be the same as it is now.

Quote:
ie.
1) Holy Word

Defensive
A holy word used while in defensive stance would be focused on cancellation exclusively and maybe weaker damage dealing as well

Offensive
While using an offensive stance Holy Word deals more damage but weaker cancellation effects.


2) Healing spells

Defensive
Heal on the defensive could surpass easier a magic resistance if in the same group.

Offensive
Deal more damage on undead

3) Sanctuary.

Defensive
Bigger concentration, that would only provide you with a more secure sanctuary before it breaks

Offensive
Instead of sanctuarying yourself, you sanctuary the enemy making him
unable to attack anyone until he breaks the "bubble" you enclosed him in.

The concentration could be big enough to disable both the caster and the victim to do anything.

4)Word of recall

Defensive
A chance to take your friends with you away, but leaving everyone stunned till the next tick, and out of PE.

Offensive
You send the enemy you target , or one from the foes randomly, back to their hometown. The PE and ME that you spend will be a lot more.


Just some thoughts.
I don't know what the drawbacks should be , I will leave this to the experts.


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PostPosted: Tue Mar 16, 2010 11:12 am 
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Joined: Sun Aug 08, 2004 4:58 pm
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Location: Tennessee
Anything that takes extensive coding like this will more than likely never come to fruition but I like the idea it could add a lot of depth to combat in general.


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PostPosted: Tue Mar 16, 2010 11:49 am 
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Joined: Fri Apr 17, 2009 9:50 pm
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not just coding, that would take a lot of planning.


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PostPosted: Tue Mar 16, 2010 3:06 pm 
Just shut up.


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PostPosted: Tue Mar 16, 2010 3:34 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
hehe. Sounds like a lot of work to balance and then code. You're going to need to do better than "wouldn't it be cool if" in order to convince me this is worth it.

Not that it wouldn't be cool, though.


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PostPosted: Tue Mar 16, 2010 4:07 pm 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
I think a simple start would be to let mood aggressive give a bonus to spell damage and with mood defensive a bonus to healing spells (either a matching healing bonus or a reduction in MR affects). There are slight bonuses which could be applied to the stance as a starting point.


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PostPosted: Tue Mar 16, 2010 4:19 pm 
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I agree that sorcs need to be buffed ASAP. Their inability to kill PCs with magic missile in a timely manner really is ridiculous.


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PostPosted: Tue Mar 16, 2010 4:25 pm 
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Joined: Wed Mar 25, 2009 10:11 am
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Doesn't the mood determine the casting time? A necro with mood aggresive can get two cause lights off in between melee rounds, but not with the other moods (I believe).


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PostPosted: Tue Mar 16, 2010 5:02 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
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Location: I'm in a glass case of emotion!
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Yes, this thread is suggesting that there be an actual difference in what the spell -does- depending on the stance of the caster.

The current affects of changing stance can be found in the help files.


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PostPosted: Tue Mar 16, 2010 6:30 pm 
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I would use mood def on healers if the bonus healing offset the slower cast time.

It would be a lot better than my current aliases, I'll tell you that.


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