[1] Empowered Blast: Damage * 1.5, cannot use Eldritch blast on the
next action.
I think I will just make this consume more energy. Its easier to
code ... Damage * 1.5, so is Energy Used * 1.5. Just like the
Mindcrafter drain mana spell.
[2] Confusion Blast - Deal damage, then confuse monster for 1 turn
unless resisted (no monster immune)
Do you mean monsters that resist confusion/chaos aren't affected at
all, but everyone else is? I'm thrown off by the "no monster
immune" ... since no monster is currently immune to confusion, unless
they resist it :) Note that for monsters, resist chaos still means
resist confusion ... only players got nerfed in that respect.
[3] Dispelling Blast - Dispel Magic, then do damage
This is definitely thematically sound ... but I don't think I've ever
had occasion to actually use dispel magic. Or its rarely useful. So,
in practice, I think this will be weak. Maybe we should also add
extra damage to evil monsters?
[4] Prismatic Blast - 5 hits (acid, cold, fire, elec, pois), each 1/2
damage
These will be elemental blasts, and frequently resisted, no? Maybe we
should boost the radius to 2?
[5] Class features: HD +2. Skills as Mage. 3 blows per round.
Maybe skills as priest? Mages really can't fight, and that might make
some of the combat gifts rather useless. Also, what are your thoughts
on starting stats? Mages get -4 Str and -2 Con, which totally suck.
Keep this?
Anyway, its coming along. If I could stop playing, I might finish
this guy up :)
>>
>> [2] Confusion Blast - Deal damage, then confuse monster for 1 turn
>> unless resisted (no monster immune)
>>
>> Do you mean monsters that resist confusion/chaos aren't affected at
>> all, but everyone else is? I'm thrown off by the "no monster
>> immune" ... since no monster is currently immune to confusion, unless
>> they resist it :) Note that for monsters, resist chaos still means
>> resist confusion ... only players got nerfed in that respect.
>>
>
> Er... sorry for the confusion. I meant that even monsters normally immune
> to confusion should have some chance of being confused by this. Maybe a +15
> to the saving throw.
Yeah, its weird, but this is what I coded up first, but then I re-read
your description and thought I was completely reading into it too
much. What I did was: All monsters get a save (mlev >
randint1(plev*2)). Resist Confusion and Chaos are meaningless.
Alternatively, we can do: Only monsters with RConf or RChaos get the
saving throw. Everyone else is just affected. I hesitate on this
since this means you can just munchkin kill monsters by chain casting.
And note, the monster gets its confusion counter set to 2 if affected
(and if confusion is < 2, of course). The counter does *not* get
bumped up on every effect. Its hard to get a "confused for 1 turn"
effect. What ends up happening is that they are confused until the
game engine decrements monster confusion counter, which is every 10
game turns I think. The result is they might be confused for a few
player moves depending on speed. We'll need to playtest this, but I
think the saving throw will just handle it. A DL70 monster will only
fail its throw 30% of the time against a CL50 player. Oberon will
fail only 1%! The final alternative, that RConf and RChaos boosts
saving throw is also a good option. Let's playtest a bit to see if
this is necessary. It would make many high level monsters immune (or
seemingly immune if you never witness a failed saving throw).
What are your thoughts on the actual saving throw to use? And note
that what the game often does is (mlev > randint1(plev)) making things
useless except in the early game. I hate that ...
>
>> [3] Dispelling Blast - Dispel Magic, then do damage
>>
>> This is definitely thematically sound ... but I don't think I've ever
>> had occasion to actually use dispel magic. Or its rarely useful. So,
>> in practice, I think this will be weak. Maybe we should also add
>> extra damage to evil monsters?
>>
>
> This and Confusing Blast are intentionally meant to be a bit weaker than
> Draining Blast, Prismatic Blast, and Vengeful Blast, because the pact
> penalties are far lower. Avoiding Angels through a game is easy. Avoiding
> Demons is hard. :)
>
OK, no change here. I still haven't coded the damage reduction issue.
Hopefully, I won't forget to do it :)
[...]
Yeah, its weird, but this is what I coded up first, but then I re-read
your description and thought I was completely reading into it too
much. What I did was: All monsters get a save (mlev >
randint1(plev*2)). Resist Confusion and Chaos are meaningless.
Alternatively, we can do: Only monsters with RConf or RChaos get the
saving throw. Everyone else is just affected. I hesitate on this
since this means you can just munchkin kill monsters by chain casting.
And note, the monster gets its confusion counter set to 2 if affected
(and if confusion is < 2, of course). The counter does *not* get
bumped up on every effect. Its hard to get a "confused for 1 turn"
effect. What ends up happening is that they are confused until the
game engine decrements monster confusion counter, which is every 10
game turns I think. The result is they might be confused for a few
player moves depending on speed. We'll need to playtest this, but I
think the saving throw will just handle it. A DL70 monster will only
fail its throw 30% of the time against a CL50 player. Oberon will
fail only 1%! The final alternative, that RConf and RChaos boosts
saving throw is also a good option. Let's playtest a bit to see if
this is necessary. It would make many high level monsters immune (or
seemingly immune if you never witness a failed saving throw).
What are your thoughts on the actual saving throw to use? And note
that what the game often does is (mlev > randint1(plev)) making things
useless except in the early game. I hate that ...
[snip developer whining about using more energy cause that's easier]
> OK, I'll figure out how to do this :) I'll need to find out where
> player "moves" are handled so that I can clear a flag that I set on
> casting.
>
The world will have you to blame for this, Dave. I'm going to add a
new game mechanic, called spell blocking. Basically it is a timed
effect that ticks down on player actions rather than based on world
time. This effect blocks the players ability to cast spells, and the
Empowered Blast will be the first to use it, bumping the counter up by
one.
But, in the future, this will become a monster spell! Sort of like
Dispel Magic, but the player gets a saving throw, and if failed, they
lose the ability to cast spells for a short amount of time (and I mean
short!)
It might become a monster aura: Antimagic.
It might become a curse or trap effect.
It might become a monster melee effect.
Muhahahahaha! Too evil?
You cast a Mana Storm. The Serpent of Chaos grunts in Pain.
The Serpent of Chaos says 'Your puny spells make me laugh!'
The Serpent of Chaos casts Antimagic. You feel encumbered.
Hope you brought some ?Teleport :)
For now, I'll keep the Wraithform and Invulnerability mutations, as
well as the CL50 Double blast as is and change them later after both
of us can do some playtesting. I might go back to trying the
summoning approach, as it is thematically sound, though I'm worried
that a lack of any spell points will require you to immediately
dismiss whatever you summon, since you can't pay upkeep. The mimicry
will overlap, I think. The reason I thought of doing Double was that
every option in the 'm' command is an Eldritch attack, and power
logically progresses upwards (or abilities are granted). Gettting a
double blast was consistent with this, but its no big deal.
At CL26, my Lucky Kutar, doing nothing but choosing stat boosts to Con
and Chr, has 18/136 Chr. Attacks go for 14d13 at range 6. If the
fail rate were 0%, this is too much, I think. As new abilities become
available, they should be difficult to use for a bit. In short, I
like keeping fail rates around, but they probably need to be tweaked.
It seems really really powerful as is, though the low range sort of
balances this out. But 100hp of continues ranged damage is nice at
this point. Compare a Chaos mage with a 16d8 Doombolt for 70. Damage
is 50% higher, and the big thing is not running out of mana. A mage
can generally kill 1 or 2 monsters before they have to flee. But I
haven't done any real play testing, so it is hard to say. Archers are
probably not comparable at this stage, plus they sometimes miss, and
also need to balance inventory to carry ammo (which is one reason the
quiver in vanilla is probably broken).
Anyway, consider the next release just an opportunity to check things
out a bit, and then we can revamp as necessary.
--Chris
every option in the 'm' command is an Eldritch attack, and power
logically progresses upwards (or abilities are granted). Gettting a
double blast was consistent with this, but its no big deal.
I think so. You also get a warning telling you that you are less
effective against monsters you have made a pact with. The warning is
part of the monster lore for that race (e.g. Novice Warriors, Novice
Mages, and Brodda the Easterling are 3 separate monster races). You
only get warned once per monster race.
I suppose I could do them as spells instead. At the time, I only had
a single 'Realm' for all warlocks, though I discovered today to get
custom descriptions, I really need separate realms. So, if we want
those as spells instead, I can do that.
A radius 0 ball is advantageous for stealth. Kill monsters one at a
time without waking up nearby monsters. So spear and blast are
definitely not what I want at this point, since my close range will
result in me getting swamped. Stop playing Sexy, Dave :)
Remaining responses are inline.
On Wed, Nov 10, 2010 at 10:12 AM, Dave Zhang
<David...@wyss.harvard.edu> wrote:
> One more quick thing: This applies to other types of damage, in addition to
> Eldritch Blasts? We don't want an Undead Warlock just to switch over to
> using Wands of Rockets against Archliches.
Yeah, should be *all* damage.
Codespeak: There's a function mon_take_hit() that I think is where
all player damage against a monster goes, since this is where players
gain xp. Except I can't nerf damage there since callers make
assumptions about the damage they pass in (like double checking to see
if a monster is killed ...) Instead, there is a mon_damage_mod() that
gets called, hopefully everywhere, first, and handles monster
invulnerability. I nerf damage there, and it should work for
everything, including player auras.
>
> The way you implemented class-activatable abilities is fine.
My objection to the 'A' command is the key binding for an action
changes dynamically. So 'Ad' might be berserk activation now, but the
next mutation you pick up may bump it down to 'Ae' ... and you die
'cuz your holding down a macro key! I'd prefer spells for this
reason, despite the herculean effort it took to figure out how to get
them as class activations. Thoughts?
>
> For the pacts and the lvl 50 abilities, I really do want each of the pacts
> to be more different. We could keep the Double Blast, but I'm thinking of
> making each pact have some other benefit as well. Thoughts:
> [snip]
>
Those might work. I'd rather replace Double Blast then.
across all experience levels. You top out at range 15. My CL26 guy
has range 6 normally, and 9 extended. 10 * lev/50 gave range 11 at
this point, which oddly feels like too much??
A radius 0 ball is advantageous for stealth. Kill monsters one at a
time without waking up nearby monsters. So spear and blast are
definitely not what I want at this point, since my close range will
result in me getting swamped. Stop playing Sexy, Dave :)
My objection to the 'A' command is the key binding for an action
changes dynamically. So 'Ad' might be berserk activation now, but the
next mutation you pick up may bump it down to 'Ae' ... and you die
'cuz your holding down a macro key! I'd prefer spells for this
reason, despite the herculean effort it took to figure out how to get
them as class activations. Thoughts?
Dragon Pact:
The Dragon pact seems to need incremental RBase similar to the
Draconian, but I guess this would be a defensive attribute. I'm
adding plusses to hit and damage instead, prorated across all levels.
I'm also bumping up max blows from 3 to 4 for this pact.
I'm still working on the other pacts.
Other Changes:
Extended back up to 10 * lev/50. Max will be 18 which is what Mage's
start with. I guess that is just fine.
Undead Pact: +100 * lev/50 to max hp.