Magic resists, and what could be done to make magic more practical...
Posted: Fri Nov 12, 2004 1:44 am
Here are a couple of ideas on what could be done with magic...
1)Apply the power boost given by an amp to the effective level of the spell. As it stands, the power boost on off. affliction and def. affliction don't seem to have much impact. This would work well to fix that (and would make sense).
2)Give a skill (similair to accurate attack) but adds to the effective level of the spell. It would increase the cost of spells, but so does accurate attack.
3)Give mobs the same chance of landing their special attacks against players, based on the players current mode (if a player has a pike in their hand, go off the pike skill, magic amp, go off their highest magic skill). A Vigorous kipee should not be able to keep me stunned for 20+ seconds when I have my pike out and my 2h piercing is at 135. Just like low level gingo's shouldn't be able to blind as readily as they do. You adjusted the players magic resist abilities so blind 1 wont land on mobs of high level, now do it for the mobs themselves.
Using either 1 or 2 would solve alot of the player problems of landing spells, and 3 is, in my opinion, something that needs to be in game period. People have less of a problem with ragii than they do with gingo simply because of issue #3.
On a side note. The possible Idea of having 'Refiners' (npcs that you could untrain skills) may not be a bad idea. Have it have a significant cost, that increases the more times you do it (and have it, over time, reduce back to the original cost). Possibly based off from how many sp the skill took. It worked great in Shadowbane (not that I want this to become like shadowbane), but when you have a strictly point based system for skills, it is exceeding good for the players. (If skill X required skill Y, you would have to untrain skill Y before you could untrain skill X).
1)Apply the power boost given by an amp to the effective level of the spell. As it stands, the power boost on off. affliction and def. affliction don't seem to have much impact. This would work well to fix that (and would make sense).
2)Give a skill (similair to accurate attack) but adds to the effective level of the spell. It would increase the cost of spells, but so does accurate attack.
3)Give mobs the same chance of landing their special attacks against players, based on the players current mode (if a player has a pike in their hand, go off the pike skill, magic amp, go off their highest magic skill). A Vigorous kipee should not be able to keep me stunned for 20+ seconds when I have my pike out and my 2h piercing is at 135. Just like low level gingo's shouldn't be able to blind as readily as they do. You adjusted the players magic resist abilities so blind 1 wont land on mobs of high level, now do it for the mobs themselves.
Using either 1 or 2 would solve alot of the player problems of landing spells, and 3 is, in my opinion, something that needs to be in game period. People have less of a problem with ragii than they do with gingo simply because of issue #3.
On a side note. The possible Idea of having 'Refiners' (npcs that you could untrain skills) may not be a bad idea. Have it have a significant cost, that increases the more times you do it (and have it, over time, reduce back to the original cost). Possibly based off from how many sp the skill took. It worked great in Shadowbane (not that I want this to become like shadowbane), but when you have a strictly point based system for skills, it is exceeding good for the players. (If skill X required skill Y, you would have to untrain skill Y before you could untrain skill X).