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GreaterMUD Discussion => GreaterMUD => Topic started by: Greater on Apr 16, 2013, 03:13 PM

Title: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 16, 2013, 03:13 PM
This thread is a fresh, on-topic continuation of discussion found toward the end of this thread: http://www.greatermud.com/forums/index.php?topic=4408.msg20729;topicseen#msg20729

I don't see new classes as being necessary until there are new abilities to back up new concepts for them. Current classes would benefit from rethinking the charts based on effectiveness on Greatermud. The numbers aren't set in stone, but the reasoning is pretty solid:

Mystics need to be raised. ~325% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD.
Ninjas need to be raised. ~210% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD.
Mages need to be raised. ~190%(Mages currently can pull over 7 mil/hr at top end for a measly experience chart. This is far more than any other class)
Paladins need to be raised. ~270%
Warriors need to be raised. ~170%
Witchunters need to be lowered. ~100 or ~110%
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
It is my belief that several classes need to be improved to bring them up to par in terms of desirability for the modern Greatermud game. When working on classes, I start with an overall theme for the class:
What is the playstyle design? (Do we want them to BS? Swing? Smash? Cast? Sneak?)
What tools do they need to be desirable compared to other classes? (New buffs? New attack spells? New gear?)
Is the class concept unique enough to warrant the class's existence?

The second step then becomes balancing them against other classes while keeping their exp table in mind:
How does their class strength compare to other classes when including the exp chart in the equation?
How does the class perform in PvP and/or PvE, and if there is a discrepancy, does the chart difference provide the necessary balance?
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I think that Gypsies and Warlocks are fine on the exp chart, but need to be provided with tools to better compete with other classes on both PvP and PvE. I list some examples below of how to carve out a unique niche for these classes while maintaining some semblance of balance.

Warlocks are supposed to be like a mage-knight, and would benefit from some nice class-only weapons geared toward smashing and fighting both. They are the only one-handed class that doesn't get stealth, and also the only one-handed class that gets smash. Keeping these things in mind, new ideas could be geared towards making their toe-to-toe combat the best of the 1-H classes. Here are some examples of spells and weapons that could be used to further this concept:

(These are numbers from my personal class design files and would be open to tweaking as they are balanced for a full custom realm with far more spells and top-end gear than is currently in game)

Name: phaseblade, Type: 1H Sharp, Min Dmg: 26, Max Dmg: 51, Speed: 3100, LVL: 70, Str: 80, Enc: 1, AC: 0/0, Acc: -6, BS: -20, Limit: 0, Dmg/Spd: 24.84
Abilities: Magical +6, AC(Blur) +2, BsMaxDmg +30 -- Casts: [energy hits(431), Damage 10 to 40, 100%]

Tiered smashing weapons for Warlock only:
> Witchsteel Truncheon - Lvl 55, 29-49 1/0 AC, 10k Speed, Cannot Bs, Green Flame hits 100% for 30-100
> Blood Drinker        - Lvl 70, 33-49 1/0 AC, 10k Speed Cannot Bs, Drains for 60-120 100%, +3 Acc
> Supernova          - Lvl 85, 46-66 1/0 AC, 10k Speed Cannot Bs, 200-400 Non elemental Bonus Dmg 100% (Message theme was cosmic energy for hit spell)

Here is a new chain set for Warlock only, designed for level 70 on a custom realm. Again, the numbers are open to tweaking for this realm:

> Enameled Warchain Hauberk - 32/7, 1250 enc, -9 Dodge, -15 Stealth, +3 Max Dmg, +50 Hp +50 Mana
> Enameled War Coif       - 11/1.1, 250 enc, +35 HP
> Enameled War Treads       - 8.9/1, 250 Enc, +10 hp + 10 Mana, + 1 Max Dmg
> Enameled Wargrips         - 8.8/0.7 250 enc, 2 max dmg, 10 hp + 10 mana
> Enameled Legguards       - 12/1 325 enc, -7 Dodge, -10 Stealth, +20 HP + Mana

Here are some spell ideas for Warlock only:

#: 6154, Name: enlarge, Short: enla, Magery: Mage-2, LVL: 45, Mana: 45, Diff: -120
>> Target: Self or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Strength +5, MaxDamage +3, Encum +5, Quickness -25, Accuracy +5, for 131 rounds (Meant to stack with frenzy, numbers are open to change)
You cast a spell on %s.
%s grows twice their normal size!
You are magically enlarged!
You shrink back to normal size.

#: 6155, Name: blazing speed, Short: bspd, Magery: Mage-2, LVL: 61, Mana: 50, Diff: -165
>> Target: Self -- Attack Type: Hot -- LVL Gain Cap: 90 -- (@lvl 90): Quickness +200, Rfir +10, IlluTarget +25, MaxDamage +1, Accuracy +10, for 90 rounds (I'm not sure exactly how quickness works here, so again, just one part of a broad class concept. Numbers open to change)
You cast %s.
An arcane flame empowers you!
The arcane flame subsides.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Gypsies could be designed where you actually are able to cast at higher levels if you so choose. Bsing should remain part of their array of useful abilities. This would bring more depth to a class that's currently not very useful after you hit midgame or so. They would need gear to support this, and some new spells as well. As you can see below, the gear and spells encourage BS attacks and casting. Here are some examples:

Attack spell:
#: 6152, Name: ethereal daggers, Short: dagg, Magery: Mage-2, LVL: 50, Mana: 18, Diff: -130
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 90 -- (@lvl 90): Damage(-MR) 237 to 450, x2 times/round
>> References: Item: (learn) scroll of ethereal daggers(21179)
You raise your fist and utter a strange phrase!
Ethereal daggers speed forward and shred %s for %d damage!
Ethereal daggers speed forward and shred %s for %d damage!

Personal buff to support casting:
#: 6153, Name: ethereal link, Short: link, Magery: Mage-2, LVL: 50, Mana: 22, Diff: -120
>> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 80 -- (@lvl 80): AlterSpDmg +5, MaxDamage -10, S.C. +20, Dodge +5, for 126 rounds -- RemovesSpells(frenzy(345))
>> References: Item: (learn) scroll of ethereal link(21180)
You utter a phrase of great power!
Ancient magics swirl about you!
You are empowered by an ethereal link!
The ethereal link breaks.

Pvp-oriented DoT spell in keeping with Gypsy theme:
#: 6151, Name: wretched boils, Short: wrbo, Magery: Mage-2, LVL: 38, Mana: 26, Diff: -80
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 60 -- (@lvl 60): Damage 7 to 17, AffectsLivingOnly, EvilInCombat, Accuracy -10, S.C. -10, Crits -10, M.R. -10, for 14 rounds
Boils fester all over your body!
The boils vanish from your body.

New offhand for casting:
#: 21135, Name: mana-runed targe, Worn: Off-Hand, Armr Type: Natural, Level: 75, Enc: 25, AC/DR: 1/2, Acc: 0, Limit: 0, AC/Enc: 120
>> Abilities: Magical +1, ManaRgn +30, MaxMana +55, Stealth -25, AC(Blur) +6 -- ClassOK: Bard, Gypsy, Warlock -- Classes: Bard, Warlock, Gypsy
>> References: Item: kraken entrails(21108) (3%), Shop (nogen): Stone Plaza, Market (16/3920)

New dual-class item for casting. I had this set up from a quest for Gypsy and Thief both:
#: 21183, Name: threads of guile, Worn: Torso, Armr Type: Silk, Level: 50, Enc: 200, AC/DR: 17/0, Acc: 0, Limit: 0, AC/Enc: 85
>> Abilities: Magical +1, Dodge +15, BsMinDmg +10, BsMaxDmg +10, BSAccu +10, ManaRgn +35, MaxMana +75, Stealth +10, Thievery +5 -- Classes: Gypsy, Thief -- Not Droppable

I whipped this up quickly from my personal references/databases, but will contribute more later when I have more time.












Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Gardner Denver on Apr 16, 2013, 07:15 PM
Add more levels to the easy trainer so mudop/sysop intervention is not required to train above level 75.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Zetetic on Apr 16, 2013, 10:46 PM
This is excellent news. I will definitely return for a Greatermud push that has new content.

My recommendation for a change that could be made using the database (if someone is willing to put the time in) is to remove the strength requirements from all weapons (set it to zero in the database). This will make a whole slew of races viable and I feel is worth trialling.

Coarse Horse, I like your initial suggestions for some changes to exp charts, though I feel that the real problem still lies with the combat calculations, and improving them a little before we make changes to races and classes would be advisable. I had some simple suggestions here about that: http://www.greatermud.com/forums/index.php?topic=4217.msg19806#msg19806

I suggest that in this initial foray, we simply add more content - areas, monsters, items, spells. This will give us some things to play around with that I'm sure will put a bit more life in to the game. And break a bunch of stuff. But that's a part of the fun, Mud without broken just wouldn't be the same, would it :)

I look forward to this immensely.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 03:00 AM
Quote from: Gardner Denver on Apr 16, 2013, 07:15 PM
Add more levels to the easy trainer so mudop/sysop intervention is not required to train above level 75.

I could probably rework that entire area a bit...so that the easy trainer trained you to 75..then you had to do that hard trainer for more levels past that?  I suppose up into the infinite levels is fine considering how exp charts work.  Off the top of my head I'm not exactly sure what it is in the hard trainer that doesnt work in gmud..maybe a hint would help me out.  I dunno that this is something I'd have to have ready right away, it takes a couple months for that to become an issue.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 03:10 AM
Quote from: Coarse Horse on Apr 16, 2013, 03:13 PM
Mystics need to be raised. ~325% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD.
Ninjas need to be raised. ~210% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD.
Mages need to be raised. ~190%(Mages currently can pull over 7 mil/hr at top end for a measly experience chart. This is far more than any other class)
Paladins need to be raised. ~270%
Warriors need to be raised. ~170%
Witchunters need to be lowered. ~100 or ~110%

What do other people think as far as exp charts, I'm specifically interested in mystics.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 04:41 AM


 
   
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
Mage
      Spells
LVLMagery
      LVL
SpellBeforeAfter
1
     
1magic missile
     
Damage(-MR) 4 to 12Cap: 9 -- Damage(-MR) 6+(1*lvl) to 15+(1*lvl)
        (@lvl 1): Damage(-MR) 7 to 16
      (@lvl 9): Damage(-MR) 15 to 24
1
     
1blur
     
Dodge +5, for 70 roundsCap: 25 -- Dodge 5+(0.2*lvl) to 5+(0.4*lvl), for
          70 rounds
        (@lvl 1): Dodge +5, for 70 rounds
      (@lvl 25): Dodge +10 to +15, for 70 rounds
2
     
1illuminate
     
summon light ballno change
3
     
1smite
     
Cap: 30 -- MaxDamage 1+(0.1*lvl), for 60+(2*lvl)
      rounds
no change
4
     
1resist cold
     
Cap: 18 -- Rcol 6+(1*lvl) to 6+(0.5*lvl), RemovesSpells(resist fire,
          resist fire, resist cold, globe of the elements, song of the elements),
      for 70 rounds
no change
4
     
1frost jet
     
Mana: 3, Cap: 11 -- Damage(-MR) 8
            to 14+(1*lvl)
          (@lvl 4): Damage(-MR) 8 to 18       
  (@lvl 11): Damage(-MR) 8 to 25
Mana: 2, Cap: 13 -- Damage(-MR) 8+(1*lvl)
            to 17+(1*lvl)
          (@lvl 4): Damage(-MR) 12 to 21       
          (@lvl 11): Damage(-MR) 19 to 28       
      (@lvl 13): Damage(-MR) 21 to 30
5
     
1ethereal shield
     
(@lvl 18): AC(Blur) +12, DR +1, RemovesSpells(mageshield,
      protective shell, manashield, bladed sphere), for 114 rounds
no change
51CHANGED #: 24, Name: detect magic, Short:
            dtec, Magery: Mage-2, LVL: 5, Mana: 8, Diff: -10
>> Target: Item -- DetectMagic
      +1
#: 24, Name: protective aura, Short:
            prot, Magery: Mage-1, LVL: 5, Mana: 10, Diff: -15
>> Target: Self --
  Cap: 30 -- M.R. 4+(0.2*lvl) to 3+(0.5*lvl), for 20+(0.7*lvl) rounds
  (@lvl 5): M.R. +5, for 23 rounds
  (@lvl 30): M.R. +10 to +18, for 40 rounds
6
     
1resist fire
     
Cap: 22 -- Rfir 4+(1*lvl) to 4+(0.5*lvl),
            RemovesSpells(resist cold, resist fire, resist cold, resist lightning,
      globe of the elements, song of the elements), for 70 rounds
no change
6
     
3magic armour
     
Cap: 15 -- DR 5+(0.3*lvl), AC +5, for 60+(3*lvl) rounds
        (@lvl 6): DR +7, AC +5, for 78 rounds
      (@lvl 15): DR +10, AC +5, for 105 rounds
Cap: 17 -- DR 5+(0.3*lvl), AC +5, for 60+(4*lvl) rounds
          (@lvl 6): DR +0.6, AC +5, for 84 rounds
      (@lvl 17): DR +1, AC +5, for 128 rounds     
71shadowformCap: 30 -- Stealth 5 to 5+(0.3*lvl),
      Shadowform +4157, for 30 rounds
no change
71flashCap: 20 -- BlindUser +9999, AC -5, Accuracy -8, EvilInCombat,
      for 5+(0.5*lvl) rounds
no change
81stinking cloudCap: 20 -- Confusion 5 to 5+(0.5*lvl),
      Accuracy -5, EvilInCombat, for 20 rounds
no change
81lightning boltCap: 15 -- Damage(-MR) 16 to 12+(2*lvl)
         (@lvl 8): Damage(-MR) 16 to 28
      (@lvl 15): Damage(-MR) 16 to 42
Cap: 18 -- Damage(-MR) 12+(1*lvl) to 20+(2*lvl)
          (@lvl 8): Damage(-MR) 20 to 36
          (@lvl 15): Damage(-MR) 27 to 50       
      (@lvl 18): Damage(-MR) 30 to 56     
91shockshieldCap: 20 -- DamageShield 1+(0.2*lvl)
      to 5, Shock +1446, Rlit +10, for 40 rounds
no change
93mageshieldCap: 22 -- AC 7+(0.5*lvl), DR +1, RemovesSpells(ethereal
        shield, protective shell, manashield, bladed sphere), for 60 rounds
        (@lvl 9): AC +12, DR +1,  for 60 rounds     
      (@lvl 22): AC +18, DR +1, for 60 rounds     
Cap: 25 -- AC 7+(0.5*lvl), DR +1, RemovesSpells(ethereal
            shield, protective shell, manashield, bladed sphere), for 60+(2*lvl)
        rounds
        (@lvl 9): AC +11, DR +1,  for 78 rounds
      (@lvl 25): AC +19, DR +1,  for 110 rounds
101slowSpeed +125, EvilInCombat, Slowness +200,
            RemovesSpells(speed, song of quickness, wind of haste, way of the mantis,
      green potion, winged sandals), for 10 rounds
EvilInCombat, Slowness +200, RemovesSpells(speed, song
            of quickness, wind of haste, way of the mantis, green potion, winged
            sandals),
      for 10 rounds
103resist lightningCap: 15 -- Rlit 0+(1*lvl), RemovesSpells(globe
      of the elements, resist lightning, pyramid 1 exit temp), for 70 rounds
no change
103muteS.C. -40 to -20, Mute -40 to -20,
      EvilInCombat, for 20 rounds
no change
111vampiric touchDrainLife 8 to 20, AffectsLivingOnlyCap: 21 -- DrainLife 8+(0.3*lvl)
        to 20+(0.3*lvl), AffectsLivingOnly
        (@lvl 11): DrainLife 11 to 23
      (@lvl 21): DrainLife 14 to 26     
111dancing blades(Area Attack) 
          Cap: 20 -- Damage(-MR) 21 to 38+(2*lvl)
        (@lvl 11): Damage(-MR) 21 to 60
      (@lvl 20): Damage(-MR) 21 to 78     
(Area Attack)   
          Cap: 20 -- Damage(-MR) 21+(0.5*lvl) to
        38+(3*lvl)
        (@lvl 11): Damage(-MR) 26 to 71
      (@lvl 20): Damage(-MR) 31 to 98
121speedSpeed +85, RemovesSpells(slow, song
            of lethargy, solid fog, solid fog, slow, way of the mantis, winged
      sandals, green potion), for 20 rounds
no change
131sunboltCap: 22 -- Damage(-MR) 30 to 18+(2.5*lvl)
          (@lvl 13): Damage(-MR) 30 to 50       
      (@lvl 22): Damage(-MR) 30 to 73     
Cap: 25 -- Damage(-MR) 30+(0.5*lvl) to 18+(3.5*lvl)
          (@lvl 13): Damage(-MR) 36 to 64
          (@lvl 22): Damage(-MR) 41 to 95       
      (@lvl 25): Damage(-MR) 42 to 106     
141vulnerabilityCap: 25 -- AC -8, M.R. -10, EvilInCombat, for 1+(4*lvl) roundsno change
141confusionConfusion +25, EvilInCombat, for 10 roundsno change
153sleepCap: 30 -- Confusion +100, EvilInCombat, for 1+(0*lvl) roundsno change
151frenzyCap: 30 -- MaxDamage 0+(0.2*lvl), Crits 0+(0.2*lvl),
            Dodge -5, AC -5, Accuracy 0+(0.2*lvl), DR +5, RemovesSpells(song of
      battle, mass frenzy), for 1+(2*lvl) rounds
no change
151fireball(Area Attack)   

          Cap: 23 -- Damage(-MR) 33 to 45+(3*lvl)
        (@lvl 15): Damage(-MR) 33 to 90
      (@lvl 23): Damage(-MR) 33 to 114
(Area Attack)   
          Cap:
            28 -- Damage(-MR) 26+(1*lvl) to 40+(4*lvl)
        (@lvl 15): Damage(-MR) 41 to 100
        (@lvl 23): Damage(-MR) 49 to 132
      (@lvl 28): Damage(-MR) 54 to 152     
16
     
1
     
deathtouch
     
Cap: 25 -- DrainLife 25 to
            18+(2*lvl), AffectsLivingOnly
        (@lvl 16): DrainLife 25 to 50
      (@lvl 25): DrainLife 25 to 68
Cap: 40 -- DrainLife 15+(1*lvl)
            to 20+(2*lvl), AffectsLivingOnly
        (@lvl 16): DrainLife 31 to 52
        (@lvl 25): DrainLife 40 to 70
      (@lvl 40): DrainLife 55 to 100     
163mana fluxManaRgn -100 to +150, RemovesSpells(chaos surge), for
      80 rounds
Cap: 75 -- ManaRgn -115+(1*lvl) to 140+(0.7*lvl), RemovesSpells(chaos
        surge), for 70+(1*lvl) rounds
        (@lvl 16): ManaRgn -99 to +150, for 86 rounds
      (@lvl 75): ManaRgn -40 to +190, for 145 rounds
17
     
1
     
ice storm
     
Damage 3, Accuracy -6, EvilInCombat +10, Rfir -10, for 15 roundsno change
173 wizard knockOpenDoor +100, x2 times/roundno change
18
     
2enslaveEnslave 0, AffectsLivingOnly,
        for 60 rounds
no
        change
19
     
3
     
solid fog
     
Speed +125, EvilInCombat, Slowness +200, RemovesSpells(speed,
      song of quickness, wind of haste, way of the mantis), for 20 rounds
EvilInCombat, Slowness +200, RemovesSpells(speed, song
      of quickness, wind of haste, way of the mantis), for 20 rounds
20
     
3
     
mass frenzy
     
Cap: 40 -- MaxDamage 0+(0.1*lvl), Crits 0+(0.1*lvl),
            Dodge -5, DR +5, AC -5, Accuracy 0+(0.1*lvl), RemovesSpells(frenzy,
        song of battle), for 10+(0.5*lvl) rounds
        (@lvl 40): MaxDamage +4, Crits +4, Dodge -5, DR +5, AC -5, Accuracy +4,
       for 30 rounds     
Cap: 46 -- MaxDamage 0+(0.1*lvl), Crits 0+(0.1*lvl),
            Dodge -5, DR +5, AC -5, Accuracy 0+(0.1*lvl), RemovesSpells(frenzy,
        song of battle), for 10+(0.5*lvl) rounds
        (@lvl 46): MaxDamage +6, Crits +6, Dodge -5, DR +5, AC -5, Accuracy +6,
       for 33 rounds
20
     
1
     
eldritch bolt
     
Cap: 28 -- Damage(-MR)
            40 to 8+(4*lvl)
        (@lvl 20): Damage(-MR) 40 to 88
      (@lvl 28): Damage(-MR) 40 to 120
Cap: 30 -- Damage(-MR) 30+(1*lvl) to 10+(5*lvl)
        (@lvl 20): Damage(-MR) 50 to 110
        (@lvl 28): Damage(-MR) 58 to 150
      (@lvl 30): Damage(-MR) 60 to 160     
21
     
3chaos shield
     
DamageShield +10, AC +5, DR -5 to +5, for 60 roundsCap: 50 -- DamageShield +10, AC +5, DR -100+(2*lvl)
        to 50, for 40+(1*lvl) rounds
        (@lvl 21): DamageShield +10, AC +5, DR -58 to +50, for 61 rounds
      (@lvl 50): DamageShield +10, AC +5, DR 0 to +5, for 90 rounds
22
     
3wind of haste
     
Speed +80, RemovesSpells(slow, solid fog, song of lethargy),
      for 20 rounds
no change
23
     
2
     
mana
                storm
     
(Area Attack)
        Cap: 32 -- Damage(-MR) 59 to 55+(5*lvl)
        (@lvl 23): Damage(-MR) 59 to 170
      (@lvl 32): Damage(-MR) 59 to 215     
(Area Attack)
        Cap: 33 -- Damage(-MR) 14+(2*lvl) to 60+(5*lvl)
        (@lvl 23): Damage(-MR) 60 to 175
        (@lvl 32): Damage(-MR) 78 to 220
      (@lvl 33): Damage(-MR) 80 to 225
24
     
2
     
corrosion
     
Cap: 40 -- AC -8, M.R. -10, EvilInCombat, DR -5, for
      1+(4*lvl) rounds
no change
25
     
2
     
meteor
                swarm
     
Cap: 35 -- Damage(-MR) 20 to 10+(1*lvl), x4 times/round
        (@lvl 25): Damage(-MR) 80 to 140
        (@lvl 35): Damage(-MR) 80 to 180     
     
Cap: 35 -- Damage(-MR) 10+(0.5*lvl) to 10+(1.3*lvl),
        x4 times/round
        (@lvl 25): Damage(-MR) 88 to 168
      (@lvl 35): Damage(-MR) 112 to 224
26
     
3mystic mist
     
Cap: 40 -- Confusion +25, EvilInCombat, for 10+(0.2*lvl)
      rounds
no change
28
     
3 spirit horde
     
(Area Attack)
          Cap: 50 -- Damage(-MR) 77+(0.5*lvl) to 55+(7*lvl)
        (@lvl 28): Damage(-MR) 91 to 251
        (@lvl 45): Damage(-MR) 100 to 370     
      (@lvl 50): Damage(-MR) 102 to 405
(Area Attack)
          Cap: 45 -- Damage(-MR) 55+(2*lvl) to 55+(9*lvl)
        (@lvl 28): Damage(-MR) 111 to 307
      (@lvl 45): Damage(-MR) 145 to 460
30
     
2
     
dragonfire
     
Cap: 40 -- Damage(-MR) 100+(0.2*lvl) to -50+(10*lvl)
        (@lvl 30): Damage(-MR) 106 to 250
      (@lvl 40): Damage(-MR) 108 to 350
Cap: 40 -- Damage(-MR) 100+(2*lvl) to 50+(10*lvl)
        (@lvl 30): Damage(-MR) 160 to 350
      (@lvl 40): Damage(-MR) 180 to 450
32
     
2
     
colour
                  spray
     
Cap: 40 -- Damage(-MR) 40+(2*lvl) to 0+(8*lvl)
        (@lvl 32): Damage(-MR) 104 to 256
      (@lvl 40): Damage(-MR) 120 to 320
Cap: 42 -- Damage(-MR) 106+(2*lvl) to 50+(10*lvl)
        (@lvl 32): Damage(-MR) 170 to 370
        (@lvl 40): Damage(-MR) 186 to 450
      (@lvl 42): Damage(-MR) 190 to 470     
33
     
3glacial blades
     
Cap: 50 -- Damage(-MR) 70+(0.2*lvl)
            to -10+(10*lvl)
        (@lvl 33): Damage(-MR) 77 to 320
        (@lvl 43): Damage(-MR) 79 to 420
      (@lvl 50): Damage(-MR) 80 to 490     
Cap: 43 -- Damage(-MR) 114+(2*lvl) to 50+(10*lvl)
        (@lvl 33): Damage(-MR) 180 to 380
      (@lvl 43): Damage(-MR) 200 to 480
35
     
3 forked lightning
     
Cap: 50 -- Damage(-MR) 40+(0.2*lvl) to 0+(5*lvl),
        x2 times/round
        (@lvl 35): Damage(-MR) 94 to 350
        (@lvl 45): Damage(-MR) 98 to 450
      (@lvl 50): Damage(-MR) 100 to 500
Cap: 45 -- Damage(-MR) 30+(2*lvl) to 0+(6*lvl), x2
        times/round
        (@lvl 35): Damage(-MR) 200 to 420
      (@lvl 45): Damage(-MR) 240 to 540
37
     
3 barbed tentacles
     
Cap: 50 -- Damage(-MR) 25+(2*lvl) to 50+(8*lvl)
        (@lvl 37): Damage(-MR) 99 to 346
        (@lvl 47): Damage(-MR) 119 to 426
      (@lvl 50): Damage(-MR) 125 to 450     
Cap: 47 -- Damage(-MR) 72+(4*lvl) to 6+(12*lvl)
        @lvl 37): Damage(-MR) 220 to 450
      (@lvl 47): Damage(-MR) 260 to 570
38
     
3shimmering mirage
     
Cap: 50 -- Dodge 5+(0.2*lvl), for 40 rounds
        (@lvl 38): Dodge +14, for 40 rounds
      (@lvl 50): Dodge +17, for 40 rounds
Cap: 60 -- Dodge 5+(0.2*lvl), for 40+(1*lvl) rounds
        (@lvl 38): Dodge +14, for 78 rounds
        (@lvl 50): Dodge +17, for 90 rounds
      (@lvl 60): Dodge +20, for 100 rounds     
40
     
2
     
blizzard
     
Cap: 52 -- Damage(-MR) 80 to 50+(5*lvl), EndCast
            [freezing, (@lvl 40): Damage 4 to 10, Accuracy -15, EvilInCombat, AC
        -10, for 10 rounds]
        (@lvl 40): Damage(-MR) 80 to 250
      (@lvl 52): Damage(-MR) 80 to 310
Cap: 55 -- Damage(-MR) 80+(1*lvl) to 50+(8*lvl), EndCast
            [freezing, (@lvl 40): Damage 4 to 10, Accuracy -15, EvilInCombat, AC
        -10, for 10 rounds]
        (@lvl 40): Damage(-MR) 120 to 370
        (@lvl 52): Damage(-MR) 132 to 466
      (@lvl 55): Damage(-MR) 135 to 490     
40
     
3sphere of implosion
     
Cap: 50 -- Damage(-MR) 10+(3*lvl) to 30+(9*lvl)
        (@lvl 40): Damage(-MR) 130 to 390
      (@lvl 50): Damage(-MR) 160 to 480
Cap: 50 -- Damage(-MR) 40+(5*lvl) to 30+(12*lvl)
        (@lvl 40): Damage(-MR) 240 to 510
      (@lvl 50): Damage(-MR) 290 to 630
40
     
3eldritch storm
     
(Area Attack)
          Cap: 55 -- Damage(-MR) -30+(4*lvl) to 0+(10*lvl)
        (@lvl 40): Damage(-MR) 130 to 400
      (@lvl 55): Damage(-MR) 190 to 550
(Area Attack)
        Cap: 55 -- Damage(-MR) -30+(5*lvl) to 0+(13*lvl)
        @lvl 40): Damage(-MR) 170 to 520
      (@lvl 55): Damage(-MR) 245 to 715     
45
     
3 magma blast
     
Cap: 55 -- Damage(-MR) 3+(0.5*lvl) to 6+(2*lvl),
        x6 times/round
        (@lvl 45): Damage(-MR) 156 to 576
      (@lvl 55): Damage(-MR) 180 to 696
Cap: 55 -- Damage(-MR) 5+(1*lvl) to -7+(2.5*lvl), x6
        times/round
        (@lvl 45): Damage(-MR) 300 to 636
      (@lvl 55): Damage(-MR) 360 to 780
47
     
3eldritch fury
     
Cap: 60 -- Damage(-MR) 40 to 10+(2*lvl), x5 times/round
        (@lvl 47): Damage(-MR) 200 to 520
      @lvl 60): Damage(-MR) 200 to 650
Cap: 65 -- Damage(-MR) 25+(1*lvl) to 5+(3*lvl), x5
        times/round
        (@lvl 47): Damage(-MR) 360 to 730
        (@lvl 60): Damage(-MR) 425 to 925
      (@lvl 65): Damage(-MR) 450 to 1000
47
     
3chaos surge
     
Cap: 60 -- HealMana -1+(0.1*lvl) to 0+(0.1*lvl), HPRegen
            -150, DR -5, M.R. +20, DamageShield +5, Shock +1446, RemovesSpells(mana
        flux), for 80 rounds
        (@lvl 47): HealMana +2 to +5
      (@lvl 60): HealMana +3 to +7
Cap: 69 -- HealMana -1+(0.1*lvl) to 0+(0.1*lvl), HPRegen
            -150, DR -5, M.R. +20, DamageShield +5, Shock +1446, RemovesSpells(mana
        flux), for 80 rounds
        (@lvl 47): HealMana +2 to +5
        (@lvl 60): HealMana +3 to +7
      (@lvl 69): HealMana +4 to +8
50
     
3
     
comet
     
Cap: 65 -- Damage(-MR) 0+(1*lvl) to 0+(5*lvl),   GoodOnly,
            x3 times/round
      (@lvl 50): Damage(-MR) 150 to 750
      (@lvl 65): Damage(-MR) 195 to 975
Cap: 85 -- Damage(-MR) 0+(2*lvl) to 20+(5*lvl), GoodOnly,
            x3 times/round
      (@lvl 50): Damage(-MR) 300 to 810
      (@lvl 65): Damage(-MR) 390 to 1035
      (@lvl 85): Damage(-MR) 510 to 1335
50
     
3prismatic beam
     
Cap: 65 -- Damage(-MR) -5+(3*lvl) to -10+(14*lvl),
            EndCast [pris effect, EndCast [{yellow beam,
            Slowness +200, Accuracy -10, for 10 rounds} OR {violet
            beam, Confusion +15, EvilInCombat,
            for 10 rounds} OR {black beam,
            Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat, AffectsLivingOnly,
            for 10 rounds} OR {red
            beam,  MaxDamage -5 to -1, Accuracy -5 to -1, for 10
            rounds} OR {green beam, Poison 10 to 18,
            for 10 rounds}]], NeutralOnly
           
          (@lvl 50): Damage(-MR) 145 to 690
  (@lvl 65): Damage(-MR) 190 to 900
Cap: 85 -- Damage(-MR) -20+(7*lvl) to 90+(15*lvl),
            EndCast [pris effect, EndCast [{yellow beam,
            Slowness +200, Accuracy -10, for 10 rounds} OR {violet
            beam, Confusion +15, EvilInCombat,
            for 10 rounds} OR {black beam, Illu
            -500 to -100, AC -10, Accuracy -15, EvilInCombat, AffectsLivingOnly,
            for 10 rounds} OR {red
            beam, MaxDamage -5 to -1, Accuracy -5 to -1, for 10
            rounds}]], NeutralOnly
           
          (@lvl 50): Damage(-MR) 330 to 840
        (@lvl 65): Damage(-MR) 435 to 1065
      (@lvl 85): Damage(-MR) 575 to 1365     
50
     
3necromantic bolt
     
Cap: 65 -- Damage(-MR) 30+(2*lvl) to 50+(10*lvl),
              EvilOnly, AffectsLivingOnly, EndCast [nebo secondary, (@lvl 0): DrainLife
        0 to -20, AffectsLivingOnly]
       
        (@lvl 50): Damage(-MR) 130 to 550, EndCast
        [nebo secondary, (@lvl 50): DrainLife 15 to 130]
       
        (@lvl 65): Damage(-MR) 160 to 700, EndCast
      [nebo secondary, (@lvl 65): DrainLife 20 to 175]
Cap: 85 -- Damage(-MR) 50+(6*lvl) to 100+(13*lvl),
              EvilOnly, AffectsLivingOnly, EndCast [nebo secondary, (@lvl 50): DrainLife
        15 to 130, AffectsLivingOnly]
       
        (@lvl 50): Damage(-MR) 350 to 750, EndCast
        [nebo secondary, (@lvl 50): DrainLife 15 to 130]
       
        (@lvl 65): Damage(-MR) 440 to 945, EndCast
        [nebo secondary, (@lvl 65): DrainLife 20 to 175]
       
        (@lvl 85): Damage(-MR) 560 to 1205, EndCast
      [nebo secondary, (@lvl 65): DrainLife 20 to 175]
50
     
3
     
chain lightning
     
(Area Attack)
      Cap: 65 -- Damage(-MR) 70+(4*lvl) to 75+(9*lvl),   GoodOnly
      (@lvl 50): Damage(-MR) 270 to 525
      (@lvl 65): Damage(-MR) 330 to 660
(Area Attack)
      Cap: 85 -- Damage(-MR) 70+(5*lvl) to 75+(12*lvl), GoodOnly
     
(@lvl 50): Damage(-MR) 320 to 675
      (@lvl 65): Damage(-MR) 395 to 855
      (@lvl 85): Damage(-MR) 495 to 1095
50
     
3
     
prismatic blast
     
(Area Attack)
      Cap: 65 -- Damage(-MR) 0+(4*lvl) to -50+(10*lvl), EndCast [pris effect,
          EndCast [{yellow wave, (@lvl 50): Slowness
          +200, Accuracy -10, for 5 rounds} OR {violet wave,
          (@lvl 50): Confusion +15, EvilInCombat, for 5 rounds} OR {black
          wave, (@lvl 50): Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat,
          AffectsLivingOnly, for 5 rounds} OR {red wave,
          (@lvl 50): MaxDamage -5 to -1, Accuracy -5 to -1, for 5 rounds} OR {green
          wave, (@lvl 50): Poison 10 to 18, for 5 rounds}]], NeutralOnly
           
      (@lvl 50): Damage(-MR) 200 to 450
      (@lvl 65): Damage(-MR) 260 to 600
     
(Area Attack)
      Cap: 85 -- Damage(-MR) 75+(5*lvl) to 0+(13*lvl), EndCast [pris effect, EndCast
          [{yellow wave, (@lvl 50): Slowness +200,
          Accuracy -10, for 5 rounds} OR {violet wave,
          (@lvl 50): Confusion +15, EvilInCombat, for 5 rounds} OR {black
          wave, (@lvl 50): Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat,
          AffectsLivingOnly, for 5 rounds} OR {red wave,
          (@lvl 50): MaxDamage -5 to -1, Accuracy -5 to -1, for 5 rounds}]], NeutralOnly
           
      (@lvl 50): Damage(-MR) 325 to 650
      (@lvl 65): Damage(-MR) 400 to 845
      (@lvl 85): Damage(-MR) 500 to 1105
50
     
3hellstorm
     
(Area Attack)
          Cap: 65 -- Damage(-MR) 30+(4*lvl) to 75+(10*lvl),
                EvilOnly
        (@lvl 50): Damage(-MR) 230 to 575
      (@lvl 65): Damage(-MR) 290 to 725
(Area Attack)
          Cap: 85 -- Damage(-MR) 30+(6*lvl) to 75+(13*lvl), EvilOnly
        (@lvl 50): Damage(-MR) 330 to 725
        (@lvl 65): Damage(-MR) 420 to 920
      (@lvl 85): Damage(-MR) 540 to 1180
50
     
3
     
manashield
     
Cap: 50 -- DR +5, AC +15, GoodOnly,
            Dodge +15, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl)
            rounds
      (@lvl 50): for 55 rounds
     
Cap: 85 -- M.R. +20, DR
            +5, AC +20, GoodOnly,
            Dodge +15, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl)
            rounds
      (@lvl 50): for 55 rounds
      (@lvl 85): for 90 rounds
50
     
3
     
protective shell
     
Cap: 50 -- DR +5, AC +20, NeutralOnly,
            M.R. +30, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl)
            rounds
      (@lvl 50): for 55 rounds
     
Cap: 85 -- DR +5, AC +20, NeutralOnly,
            M.R. +30, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl)
            rounds
      (@lvl 50): for 55 rounds
      (@lvl 85): for 90 rounds
50
     
3
     
bladed sphere
     
Cap: 50 -- Shock +2879, DR +5, DamageShield +15, EvilOnly,
        AC +20, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds
      (@lvl 50): for 55 rounds     
Cap: 85 -- M.R. +10, Shock +2879, DR +5, DamageShield
            +15, EvilOnly, AC +20, RemovesSpells(mageshield, ethereal shield),
        for 5+(1*lvl) rounds
        (@lvl 50): for 55 rounds
      (@lvl 85): for 90 rounds
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 04:42 AM

 
 
   
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
Priest
              Spells

     
LVL
     
Magery
    LVL
SpellBefore
     
After
     
1
     
1harm
     
Cap: 6 -- Damage(-MR) 4 to 13+(1*lvl), AffectsLivingOnly
        (@lvl 1): Damage(-MR) 4 to 14
        (@lvl 6): Damage(-MR) 4 to 19
     
Cap: 9 -- Damage(-MR) 4+(1*lvl)
      to 13+(1*lvl), AffectsLivingOnly
      (@lvl 1): Damage(-MR) 5 to 14
      (@lvl 6): Damage(-MR) 10 to 19     
      (@lvl 9): Damage(-MR) 13 to 22
1
     
1minor healing
     
Cap: 10 -- Heal 2+(0.33*lvl) to
            8+(0.67*lvl), AffectsLivingOnly
     
no change
2
     
1bless
     
Cap: 20 -- Accuracy -6, EvilInCombat +5, RemovesSpells(bless,
          chant), for 40+(5*lvl) rounds
     
Cap: 20 -- Accuracy -6, EvilInCombat +5, RemovesSpells(curse, blight, chant, divine favour, greater bless, ashwood wand), for 40+(5*lvl) rounds
2
     
1curse
     
Cap: 20 -- Accuracy -6, EvilInCombat
            +5, RemovesSpells(bless(14), chant(23)), for 40+(5*lvl) rounds
     
no change
3
     
1 turn undead
     
Cap: 20 -- Damage 12+(1*lvl) to
            15+(3*lvl), AffectsUndeadOnly
            (@lvl 3): Damage 15 to 24
            (@lvl 20): Damage 32 to 75
     
Cap: 21 -- Damage 12+(1*lvl) to
      15+(3*lvl), AffectsUndeadOnly
(@lvl 21): Damage 33 to 78
4
     
1 spiritual hammer
     
Cap: 11 -- Damage(-MR) 4 to 14+(1*lvl)
        (@lvl 4): Damage(-MR) 4 to 18
        (@lvl 11): Damage(-MR) 4 to 25
     
Cap: 13 -- Damage(-MR) 5+(1*lvl)
      to 14+(1*lvl)
      (@lvl 4): Damage(-MR) 9 to 18
      (@lvl 11): Damage(-MR) 16 to 25
      (@lvl 13): Damage(-MR) 18 to 27     
51protection from evilProtEvil +10, GoodOnly, for 50
      rounds
ProtEvil +10, NotEvil, for 50 rounds
51protection from goodProtGood +10, EvilOnly, for 50
      rounds
ProtGood +10, NotGood, for 50 rounds
6
     
1blight
     
Cap: 32 -- Accuracy -6, EvilInCombat,
            RemovesSpells(chant, bless), for 40+(5*lvl) rounds
     
no change
6
     
1chant
     
Cap: 32 -- Accuracy +3, RemovesSpells(blight,
            curse), for 40+(5*lvl) rounds
     
Cap: 32 -- Accuracy +3, RemovesSpells(blight, curse, bless), for 40+(5*lvl) rounds
7
     
1cure poison
     
CurePoison +8, Dispell (Poison),
            RemovesSpells(dae asp poison 3, dae asp poison 2)
     
no change
7
     
3
     
iron faith
     
Cap: 26 -- M.R. 2+(0.5*lvl), for
            30 rounds
            (@lvl 7): M.R. +5, for 30 rounds
            (@lvl 26): M.R. +15, for 30 rounds
     
Cap: 35 -- M.R. 2+(0.5*lvl), for
      30+(0.5*lvl) rounds
      (@lvl 7): M.R. +5, for 33 rounds
      (@lvl 26): M.R. +15, for 43 rounds
      (@lvl 35): M.R. +19, for 47 rounds     
8
     
1major healing
     
Cap: 30 -- Heal 6+(0.33*lvl) to
            10+(1*lvl), AffectsLivingOnly
     
no change
8
     
1agony
     
Cap: 15 -- Damage(-MR) 18 to 11+(3*lvl),
            AffectsLivingOnly
            (@lvl 8): Damage(-MR) 18 to 35
            (@lvl 15): Damage(-MR) 18 to 56
     
Cap: 18 -- Damage(-MR) 8+(1*lvl)
      to 14+(2*lvl), AffectsLivingOnly
      (@lvl 8): Damage(-MR) 16 to 30
      (@lvl 15): Damage(-MR) 23 to 44
      (@lvl 18): Damage(-MR) 26 to 50
9
     
1greater curse
     
Accuracy -10, EvilInCombat, RemovesSpells(greater
            bless), for 40 rounds
     
no change
9
     
3
     
holy aura
     
Cap: 32 -- ProtEvil +10, GoodOnly,
            for 60 rounds
     
no
              change
9
     
3
     
unholy aura
     
Cap: 32 -- ProtGood +10, EvilOnly,
            for 60 rounds
     
no change
10
     
1 healing rain
     
Cap: 25 -- Heal 4+(0.33*lvl) to
            10+(0.5*lvl), AffectsLivingOnly
     
no change
10
     
1greater bless
     
Accuracy +6, RemovesSpells(greater
              curse, bless, curse, chant, divine favour, ashwood wand), for 40
              rounds
     
Cap: 30 -- Accuracy +6, RemovesSpells(greater
            curse, bless, curse, chant, divine favour, ashwood wand), for 30+(2*lvl)
      rounds
(@lvl 10): for 50 rounds
(@lvl 30): for 90 rounds
10
     
2
     
annointed hands
     
Cap: 15 -- Heal 2 to 0+(1*lvl)
     
no change
11
     
1glitterdust
     
Stealth -10, EvilInCombat, for
            30 rounds
     
no change
11
     
div align=center]3
     
holy armour
     
Cap: 30 -- AC 2+(0.5*lvl), NotEvil,
            RemovesSpells(unholy armour, sacred bastion, hellfire shield), for
            60 rounds
            (@lvl 11): AC +7, for 60 rounds
            (@lvl 30): AC +17, for 60 rounds
     
Cap: 40 -- AC 2+(0.5*lvl), NotEvil,
            DR 2+(0.5*lvl), RemovesSpells(unholy armour, sacred bastion, hellfire
      shield), for 60 rounds
      (@lvl 11): AC +7, DR +0.7, for 60 rounds
      (@lvl 30): AC +17, DR +1.7, for 60 rounds
      (@lvl 40): AC +22, DR +2.2, for 60 rounds     
11
     
3
     
unholy armour
     
Cap: 30 -- AC 2+(0.5*lvl),
              EvilOnly, RemovesSpells(holy armour, sacred bastion, hellfire shield),
              for 60 rounds
              (@lvl 11): AC +7, for 60 rounds
              (@lvl 30): AC +17, for 60 rounds
     
Cap: 40 -- AC 2+(0.5*lvl), EvilOnly,
            RemovesSpells(holy armour, sacred bastion, hellfire shield), for
      60 rounds
      (@lvl 40): AC +22, for 60 rounds     
12
     
1blind
     
Cap: 20 -- BlindUser +1, AC -5,
            Accuracy -8, EvilInCombat, AffectsLivingOnly, for 10 rounds
     
     
no change
12
     
1cure blindness
     
Dispell (BlindUser)
     
no change
13
     
1 unholy force
     
Cap: 22 -- Damage(-MR) 18 to 24+(2*lvl),
            NotGood
            (@lvl 13): Damage(-MR) 18 to 50
(@lvl 22): Damage(-MR) 18 to 68
     
Cap: 25 -- Damage(-MR)
            26+(0.5*lvl) to 24+(2.5*lvl), NotGood
      (@lvl 13): Damage(-MR) 32 to 56
      (@lvl 22): Damage(-MR) 37 to 79
      (@lvl 25): Damage(-MR) 38 to 86     
13
     
1holy force
     
Cap: 22 -- Damage(-MR) 18 to 24+(2*lvl),
            NotEvil
            (@lvl 13): Damage(-MR) 18 to 50
            (@lvl 22): Damage(-MR) 18 to 68
     
Cap: 25 -- Damage(-MR) 18+(0.5*lvl)
      to 12+(2.5*lvl), NotEvil
      (@lvl 13): Damage(-MR) 24 to 44
      (@lvl 22): Damage(-MR) 29 to 67     
      (@lvl 25): Damage(-MR) 30 to 74
13
     
2
     
cure disease
     
RemovesSpells(plague,
              plague, diseased, leprosy, disease, plague, disease, plague)
     
no change
14
     
1hold person
     
HoldPerson +100, EvilInCombat,
            for 4 rounds
     
no change
14
     
3
     
remove curse
     
Rcrs -1+(0.14*lvl)
     
no change
15
     
2
     
greater healing
     
Cap: 30 -- Heal
              5+(1*lvl) to 10+(2*lvl), AffectsLivingOnly
     
no change
15
     
3
     
righteousness
     
Accuracy +6, MaxDamage
              +1, Heal 1, NotEvil, RemovesSpells(zeal, divine courage, unholy
              fanaticism), for 40 rounds
     
Cap: 30 -- Accuracy +6, Heal 1
            to 1+(0.05*lvl), NotEvil, RemovesSpells(zeal, divine courage, unholy
      fanaticism, blood ritual), for 40+(0.5*lvl) rounds
      (@lvl 15): Accuracy +6, Heal 1, for 47 rounds
      (@lvl 30): Accuracy +6, Heal 1 to 2, for 55 rounds
15
     
3
     
blood ritual
     
Accuracy +6, MaxDamage
              +1, Heal 1, EvilOnly, for 40 rounds
     
Cap: 30 -- Accuracy +6, MaxDamage
            +1, Heal 1, EvilOnly, RemovesSpells(zeal, divine courage, unholy
      fanaticism, righteousness), for 40+(0.5*lvl) rounds
      (@lvl 15): Accuracy +6, MaxDamage +1, Heal 1, for 47 rounds
      (@lvl 30): Accuracy +6, MaxDamage +1, Heal 1, for 55 rounds
16
     
1disrupt
     
Cap: 40 -- Damage(-MR) 30+(1*lvl)
            to 52+(2*lvl), AffectsUndeadOnly
            (@lvl 16): Damage(-MR) 46 to 84
            (@lvl 40): Damage(-MR) 70 to 132
     
Cap: 52 -- Damage(-MR) 30+(1*lvl)
      to 52+(2*lvl), AffectsUndeadOnly
      (@lvl 16): Damage(-MR) 46 to 84
      (@lvl 52): Damage(-MR) 82 to 156
16
     
2
     
control undead
     
Enslave +100, AffectsUndeadOnly,
            EvilOnly, for 80 rounds
     
no change
17
     
2
     
major healing rain
     
Cap: 30 -- Heal
              8+(0.33*lvl) to 20+(1*lvl)
     
no change
18
     
3
     
stone to flesh
     
RemovesSpells(petrification,
              partial petrification, stoneskin, petrification)
     
no change
18
     
3
     
sacrifice
     
DrainLife -60 to
              -20, AffectsLivingOnly
     
DrainLife -80 to -40, AffectsLivingOnly
19
     
2
     
divine favour
     
Accuracy +10, RemovesSpells(divine
            disfavour, bless, curse, chant, greater curse), for 30 rounds
     
no change
19
     
2
     
divine disfavour
     
Accuracy -15, EvilInCombat,
              RemovesSpells(divine favour), for 30 rounds
     
no change
20
     
1godstrike
     
Cap: 28 -- Damage(-MR) 30 to 20+(3*lvl)
        (@lvl 20): Damage(-MR) 30 to 80
        (@lvl 28): Damage(-MR) 30 to 104
     
Cap: 30 -- Damage(-MR) 15+(1*lvl)
      to 10+(4*lvl)
      (@lvl 20): Damage(-MR) 35 to 90
      (@lvl 28): Damage(-MR) 43 to 122
      (@lvl 30): Damage(-MR) 45 to 130     
21
     
2
     
black wind
     
BlindUser +1, EvilInCombat,
              AffectsLivingOnly, Accuracy -10, AC -5, for 10 rounds
     
no change
22
     
3
     
godheal
     
Cap: 50 -- Heal 35+(0.5*lvl) to
            30+(2*lvl), AffectsLivingOnly
            @lvl 50): Heal 60 to 130     
     
Cap: 67 -- Heal 35+(0.5*lvl) to
      30+(2*lvl), AffectsLivingOnly
      (@lvl 50): Heal 60 to 130
      (@lvl 67): Heal 68 to 164     
23
     
2
     
cure paralysis
     
Freedom +100
     
no change
24
     
3
     
greater healing
            rain
     
Cap: 35 -- Heal
              15+(0.5*lvl) to 35+(1*lvl)
              (@lvl 35): Heal 32 to 70     
     
Cap: 46 -- Heal 15+(0.5*lvl) to
      35+(1*lvl)
      (@lvl 35): Heal 32 to 70
      (@lvl 46): Heal 38 to 81     
     
25
     
1zeal
     
Cap: 50 -- MaxDamage
              0+(0.1*lvl), M.R. 0+(0.1*lvl), Crits 0+(0.1*lvl), Accuracy 0+(0.1*lvl),
              RemovesSpells(righteousness, divine courage, unholy fanaticism),
              for 10+(0.5*lvl) rounds
     
no change
25
     
2
     
god's wrath
     
Cap: 35 -- Damage(-MR) 57 to 30+(4*lvl)
        (@lvl 25): Damage(-MR) 57 to 130
        (@lvl 35): Damage(-MR) 57 to 170
     
Cap: 35 -- Damage(-MR) 15+(2*lvl)
      to 20+(5*lvl)
      (@lvl 25): Damage(-MR) 65 to 145
      (@lvl 35): Damage(-MR) 85 to 195
25
     
3
     
paralyze
     
HoldPerson +100, EvilInCombat,
            for 4 rounds
     
no change
30
     
2
     
divine fury
     
Cap: 40 -- Damage(-MR) 50 to -70+(9*lvl)
        (@lvl 30): Damage(-MR) 50 to 200
        (@lvl 40): Damage(-MR) 50 to 290
     
Cap: 40 -- Damage(-MR) 60+(2*lvl)
      to 20+(9*lvl)
      (@lvl 30): Damage(-MR) 120 to 290
      (@lvl 40): Damage(-MR) 140 to 380
30
     
3
     
divine mercy
     
        Cap: 55 -- Heal
              25+(0.33*lvl) to 65+(0.67*lvl)
              (@lvl 30): Heal 34 to 85
              (@lvl 55): Heal 43 to 101
     
Cap: 52 -- Heal 25+(0.5*lvl) to
      65+(1*lvl)
      (@lvl 30): Heal 40 to 95
      (@lvl 52): Heal 51 to 117
35
     
3
     
soulstrike
     
Cap: 50 -- Damage(-MR)
              90 to -30+(8*lvl)
              (@lvl 35): Damage(-MR) 90 to 250
              (@lvl 50): Damage(-MR) 90 to 370
     
Cap: 50 -- Damage(-MR) 20+(4*lvl)
      to -45+(12*lvl)
      (@lvl 35): Damage(-MR) 160 to 375
      (@lvl 50): Damage(-MR) 220 to 555
35
     
3
     
profane link
     
Cap: 50 -- ManaRgn
              -25+(1*lvl) to 50+(1*lvl), HPRegen -25, EvilOnly, for 80 rounds
     
Cap: 50 -- ManaRgn -25+(1*lvl) to 50+(1*lvl), HPRegen -25, EvilOnly, for 80 rounds, RemovesSpells(serenity)
37
     
3
     
serenity
     
Cap: 50 -- ManaRgn
              -25+(1*lvl) to 50+(0.5*lvl), MaxDamage -5, GoodOnly, for 80 rounds
     
Cap: 50 -- ManaRgn -25+(1*lvl)
      to 50+(0.5*lvl), MaxDamage -5, NotEvil, for 80 rounds, RemovesSpells(profane link)
37
     
3
     
sacred bastion
     
Cap: 50 -- AC 10+(0.5*lvl),
              GoodOnly, RemovesSpells(holy armour, unholy armour, crimson shard),
              for 60 rounds
              (@lvl 37): AC +28, for 60 rounds
              (@lvl 50): AC +35, for 60 rounds
     
Cap: 70 -- AC 10+(0.5*lvl), NotEvil,
            RemovesSpells(holy armour, unholy armour, hellfire shield), for 25+(1*lvl)
      rounds
      (@lvl 37): AC +28, for 62 rounds     
      (@lvl 50): AC +35, for 75 rounds
      (@lvl 70): AC +45, for 95 rounds
37
     
3
     
hellfire shield
     
Cap: 50 -- AC 0+(0.5*lvl),
              EvilOnly, DamageShield +10, Shock +1145, RemovesSpells(holy armour,
              unholy armour, sacred bastion), for 60 rounds
               (@lvl 37): AC +18, for 60 rounds
               (@lvl 50): AC +25, for 60 rounds
     
Cap: 70 -- AC 0+(0.5*lvl), EvilOnly,
            DamageShield +10, Shock +1145, RemovesSpells(holy armour, unholy
      armour, sacred bastion), for 25+(1*lvl) rounds
      (@lvl 37): AC +18, for 62 rounds
      (@lvl 50): AC +25, for 75 rounds
      (@lvl 70): AC +35, for 95 rounds     
40[/color]
     
2
     
wrathful curse
     
HoldPerson +100, Mute +100, Illu
            -999, Accuracy -15, Heal -2, EvilInCombat, for 7 rounds
     
no change
40
     
3
     
merciful grace
     
Cap: 55 -- Heal
              -25+(2*lvl) to 25+(3*lvl), CurePoison +100, Dispell (BlindUser)
              (@lvl 40): Heal 55 to 145
              (@lvl 55): Heal 85 to 190
     
Cap: 70 -- Heal -25+(2*lvl) to
      25+(4*lvl), CurePoison +100, Dispell (BlindUser)
      (@lvl 40): Heal 55 to 185
      (@lvl 55): Heal 85 to 245
      (@lvl 70): Heal 115 to 305     
41
     
3
     
blessed vision
     
Target: Full Party Area -- Dispell (BlindUser),
              GoodOnly
     
Target: Self or User -- Dispell (BlindUser), RemovesSpells(globe
            of darkness, darkness hits, darkness, infernal darkness, monster
            dark plague, sandstorm)
42
     
3
     
damnation
     
Accuracy -20 to
              -10, EvilInCombat +10, M.R. -11, MaxDamage -8, AC -10, Crits -9,
              EvilOnly, for 10 rounds
     
no change
45
     
3
     
soul rip
     
Cap: 55 -- Damage(-MR) 10+(2*lvl)
            to -10+(10*lvl)
            (@lvl 45): Damage(-MR) 100 to 440
            (@lvl 55): Damage(-MR) 120 to 540
     
Cap: 65 -- Damage(-MR) 25+(5*lvl)
            to -50+(14*lvl)
            (@lvl 45): Damage(-MR) 250 to 580
            (@lvl 55): Damage(-MR) 300 to 720           
            (@lvl 65): Damage(-MR) 350 to 860     
45
     
3
     
divine courage
     
Cap: 55 -- Heal 3, Accuracy +15,
            MaxDamage +3, GoodOnly, RemovesSpells(zeal, righteousness, unholy
            fanaticism), for 40+(0.4*lvl) rounds
            (@lvl 45): for 58 rounds
            (@lvl 55): for 62 rounds
     
Cap: 73 -- Heal 3, Accuracy +15,
            MaxDamage +3, NotEvil,
            RemovesSpells(zeal, righteousness, unholy fanaticism,
            blood ritual), for 40+(0.4*lvl) rounds
(@lvl 45): for 58 rounds
(@lvl 55): for 62 rounds
(@lvl 73): for 69 rounds
45
     
3
     
unholy fanaticism
     
Cap: 55 -- MaxDamage +5, Crits
            +4, Heal 1, M.R. 0, EvilOnly, RemovesSpells(zeal, righteousness,
            divine courage), for 40+(0.4*lvl) rounds
            (@lvl 45): for 58 rounds
(@lvl 55): for 62 rounds     
     
Cap: 73 -- MaxDamage +5, Crits
            +4, Heal 1, EvilOnly, RemovesSpells(blood ritual, zeal, righteousness,
            divine courage), for 40+(0.4*lvl) rounds
          (@lvl 45): for 58 rounds
(@lvl 55): for 62 rounds
(@lvl 73): for 69 rounds
47
     
3
     
curing wind
     
Cap: 60 -- Heal 40+(0.33*lvl) to
            90+(0.33*lvl), GoodOnly, CurePoison +100
            (@lvl 47): Heal 55 to 105
            (@lvl 60): Heal 59 to 109
     
Cap: 70 -- Heal -40+(2*lvl) to
            30+(2*lvl), CurePoison +100
            (@lvl 47): Heal 54 to 124
            (@lvl 60): Heal 80 to 150
            (@lvl 70): Heal 100 to 170     
47
     
3
     
exorcism
     
Cap: 60 -- Damage(-MR)
              100+(5*lvl) to 0+(10*lvl), AffectsUndeadOnly, GoodOnly
              (@lvl 47): Damage(-MR) 335 to 470
              (@lvl 60): Damage(-MR) 400 to 600
     
Cap: 65 -- Damage(-MR) 100+(5*lvl)
            to 200+(10*lvl), AffectsUndeadOnly
            @lvl 47): Damage(-MR) 335 to 670
            (@lvl 60): Damage(-MR) 400 to 800
            (@lvl 65): Damage(-MR) 425 to 850     
50
     
3
     
divine healing
     
Cap: 65 -- Heal
              15+(1*lvl) to 95+(2*lvl), GoodOnly
              (@lvl 50): Heal 65 to 195
              (@lvl 65): Heal 80 to 225
     
Cap: 70 -- Heal 0+(3*lvl) to 0+(5*lvl),
            GoodOnly
            (@lvl 50): Heal 150 to 250
            (@lvl 65): Heal 195 to 325
(@lvl 70): Heal 210 to 350     
50
     
3
     
priestly benediction
     
Cap: 65 -- Heal
              5+(0.1*lvl) to 7+(0.2*lvl), NeutralOnly,
              for 10 rounds
      (@lvl 50): Heal 10 to 17, for 10 rounds
      (@lvl 65): Heal 11 to 20, for 10 rounds
     
Cap: 70 -- Heal 5+(0.14*lvl) to
            7+(0.25*lvl), NeutralOnly, for 10+(0.2*lvl)
            rounds
      (@lvl 50): Heal 12 to 19, for 20 rounds
      (@lvl 65): Heal 14 to 23, for 23 rounds
      (@lvl 70): Heal 14 to 24, for 24 rounds
     
50
     
3
     
dark transfusion
     
DrainLife -200
              to -80, EvilOnly, Heal 100
     
DrainLife -200
              to -80, EvilOnly, Heal 200
50
     
3
     
exalted word
     
Cap: 65 -- Damage(-MR)
              0+(0.5*lvl) to 10+(2*lvl), GoodOnly, x5 times/round
      (@lvl 50): Damage(-MR) 125 to 550
      (@lvl 65): Damage(-MR) 160 to 700
         
     
Cap: 85 -- Damage(-MR) 5+(1*lvl)
            to -20+(3*lvl), GoodOnly, x5 times/round
      (@lvl 50): Damage(-MR) 275 to 650
      (@lvl 65): Damage(-MR) 350 to 875
      (@lvl 85): Damage(-MR) 450 to 1175
     
50
     
3
     
balanced word
     
Cap: 65 -- Damage(-MR) 0+(0.5*lvl)
            to 0+(2*lvl), NeutralOnly, x5 times/round
            (@lvl 50): Damage(-MR) 125 to 500
            (@lvl 65): Damage(-MR) 160 to 650
     
Cap: 85 -- Damage(-MR) 10+(1*lvl)
      to -15+(3*lvl), NeutralOnly, x5 times/round
      (@lvl 50): Damage(-MR) 300 to 675
      (@lvl 65): Damage(-MR) 375 to 900
      (@lvl 85): Damage(-MR) 475 to 1200
50
     
3
     
tainted word
     
Cap: 65 -- Damage(-MR) 0+(0.5*lvl)
            to 20+(2*lvl), EvilOnly, x5 times/round
            (@lvl 50): Damage(-MR) 125 to 600
            (@lvl 65): Damage(-MR) 160 to 750
     
Cap: 85 -- Damage(-MR) 15+(1*lvl)
            to -10+(3*lvl), EvilOnly, x5 times/round
            (@lvl 50): Damage(-MR) 325 to 700
            (@lvl 65): Damage(-MR) 400 to 925
            (@lvl 85): Damage(-MR) 500 to 1225
     
50
     
3
     
angelic halo
     
Cap: 60 -- RoomIllu
              0+(6*lvl), GoodOnly, for 80+(1*lvl) rounds
      (@lvl 50): RoomIllu +300, for 130 rounds
      (@lvl 60): RoomIllu +360, for 140 rounds
     
Cap: 80 -- RoomIllu 0+(8*lvl), GoodOnly,
            ProtEvil +10, for 80+(1*lvl) rounds
      (@lvl 50): RoomIllu +400, ProtEvil +10, for 130 rounds
      (@lvl 60): RoomIllu +480, ProtEvil +10, for 140 rounds
      (@lvl 80): RoomIllu +640, ProtEvil +10, for 160 rounds
     
50
     
3
     
balanced sight
     
Cap: 60 -- RoomIllu
              +200, Percep +50, NeutralOnly, for 80+(1*lvl) rounds
              (@lvl 50):  for 130 rounds
              (@lvl 60):  for 140 rounds       
     
Cap: 80 -- RoomIllu +200, Percep
      +50, NeutralOnly, ProtEvil +5, ProtGood +5, for 80+(1*lvl) rounds
      (@lvl 50): ProtEvil +5, ProtGood
      +5, for 130 rounds
      (@lvl 60):   ProtEvil +5, ProtGood
      +5, for 140 rounds
      (@lvl 80):   ProtEvil +5, ProtGood
      +5, for 160 rounds     
50
     
3
     
infernal darkness
     
Cap: 60 -- Illu
              -9999, EvilOnly, EvilInCombat, Accuracy -30, for 80+(1*lvl) rounds
              (@lvl 60): for
              140 rounds       
     
Cap: 69 -- Illu -9999, EvilOnly,
            EvilInCombat, Accuracy -30, ProtEvil -10, for 80+(1*lvl) rounds
      (@lvl 69): ProtEvil -10,
      for 149 rounds
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 04:43 AM

 
   
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
Druid
              Spells
LVL SpellBeforeAfter
11 vine strikeCap: 6 -- Damage(-MR) 4 to 9+(0.5*lvl)
        (@lvl 1): Damage(-MR) 4 to 9
      (@lvl 6): Damage(-MR) 4 to 12
Cap: 9 -- Damage(-MR) 5+(1*lvl)
      to 14+(1*lvl)
      (@lvl 1): Damage(-MR) 6 to 15
      (@lvl 6): Damage(-MR) 11 to 20
      (@lvl 9): Damage(-MR) 14 to 23     
11starlightCap: 32 -- RoomIllu +175, for 80+(1*lvl)
      rounds
no change
21mendCap: 30 -- Heal 3+(0.33*lvl) to
      12+(0.5*lvl), AffectsLivingOnly
no change
2[/color]1alertnessPercep +10, for 60 rounds -- RemovesSpells(senselessness)no change
31resist coldCap: 20 -- Rcol 0+(1*lvl), for
            70 rounds -- RemovesSpells(resist fire, resist fire, resist cold,
      globe of the elements, song of the elements)
no change
41senselessnessPercep -10, AffectsLivingOnly,
      EvilInCombat, for 40 rounds -- RemovesSpells(alertness)
no change
41elemental chaosCap: 11 -- Damage(-MR) 7 to 13+(1*lvl)
      (@lvl 4): Damage(-MR) 7 to 17
      (@lvl 11): Damage(-MR) 7 to 24
Cap: 13 -- Damage(-MR) 7+(1*lvl)
      to 15+(1*lvl)
      (@lvl 4): Damage(-MR) 11 to 19
      (@lvl 11): Damage(-MR) 18 to 26     
      (@lvl 13): Damage(-MR) 20 to 28
51resist fireCap: 20 -- Rfir 0+(1*lvl), for
            70 rounds -- RemovesSpells(resist cold, globe of the elements, resist
      lightning, resist cold, resist fire)
no change
51charm animalEnslave +100, AffectsAnimalsOnly,
      for 60 rounds
no change
61antidoteCurePoison +8, Dispell (Poison)
      -- RemovesSpells(dae asp poison 3, dae asp poison 2)
no change
71camouflageCap: 25 -- Stealth 3+(1*lvl), BSAccu
      +10, for 30+(0.5*lvl) rounds
no change
71barkskinCap: 20 -- DR 10+(1*lvl), AC +5,
            Rfir -25, for 40+(1*lvl) rounds -- RemovesSpells(barkskin, stoneskin,
      stoneskin, glacial skin, barbskin)
no change
81stonestrikeCap: 14 -- Damage(-MR) 14 to 11+(2*lvl)
      (@lvl 8): Damage(-MR) 14 to 27
      (@lvl 14): Damage(-MR) 14 to 39
Cap: 18 -- Damage(-MR) 10+(1*lvl)
      to 17+(2*lvl)
      (@lvl 8): Damage(-MR) 18 to 33
      (@lvl 14): Damage(-MR) 24 to 45
      (@lvl 18): Damage(-MR) 28 to 53     
91resist lightningCap: 20 -- Rlit 1+(1*lvl), for
            60 rounds -- RemovesSpells(resist lightning, globe of the elements,
      song of the elements)
no change
101poison boltCap: 17 -- Damage(-MR) 19+(0.2*lvl)
            to 15+(2*lvl), EvilInCombat, EndCast [poison bite, Poison 4+(0.2*lvl),
      AffectsLivingOnly, for 60 rounds], AffectsLivingOnly
      (@lvl 10): Damage(-MR) 21 to 35
      (@lvl 17): Damage(-MR) 22 to 49
Cap: 18 -- Damage(-MR) 10+(1*lvl)
            to 17+(2*lvl), EvilInCombat, EndCast [poison bite, Poison 4+(0.2*lvl),
      AffectsLivingOnly, for 60 rounds], AffectsLivingOnly
      (@lvl 10): Damage(-MR) 20 to 37
      (@lvl 17): Damage(-MR) 27 to 51
      (@lvl 18): Damage(-MR) 28 to 53     
111rapid healingHPRegen +100, AffectsLivingOnly,
      for 60 rounds -- RemovesSpells(rosewood rod, rapid healing)
HPRegen +100, AffectsLivingOnly,
      for 60 rounds -- RemovesSpells(rosewood rod, rapid healing, dark binding)
121swarm(Area Attack)
      Cap: 20 -- Damage(-MR) 24 to 36+(2*lvl)
      (@lvl 12): Damage(-MR) 24 to 60
      (@lvl 20): Damage(-MR) 24 to 76     
(Area Attack)
      Cap: 20 -- Damage(-MR) 17+(0.5*lvl) to 28+(3*lvl)
      (@lvl 12): Damage(-MR) 23 to 64
      (@lvl 20): Damage(-MR) 27 to 88     
131burning auraCap: 15 -- Damage 1+(0.2*lvl),
      EvilInCombat, AC -5, DR -3, Accuracy -5, for 20 rounds
no change
131acid jetCap: 20 -- Damage(-MR) 24 to 18+(2.5*lvl)
        (@lvl 13): Damage(-MR) 24 to 50
(@lvl 20): Damage(-MR) 24 to 68
Cap: 25 -- Damage(-MR) 26+(0.5*lvl)
            to 18+(3*lvl)
            (@lvl 13): Damage(-MR) 32 to 57
            (@lvl 20): Damage(-MR) 36 to 78
            (@lvl 25): Damage(-MR) 38 to 93     
141entangleHoldPerson +100, EvilInCombat,
      for 4 rounds
no change
151acid rainCap: 15 -- Damage 1+(0.2*lvl), AC -5, EvilInCombat,
          for 20 rounds
no change
15
     
3regeneration
     
Cap: 40 -- Heal 2+(0.05*lvl) to
      4+(0.1*lvl), for 10 rounds -- RemovesSpells(rejuvinating field)
      (@lvl 15): Heal 2 to 5, for 10 rounds
      (@lvl 40): Heal 4 to 8, for 10 rounds
Cap: 50 -- Heal 2+(0.05*lvl) to
            4+(0.1*lvl), for 7+(0.25*lvl) rounds -- RemovesSpells(rejuvinating
      field)
      (@lvl 15): Heal 2 to 5, for 10 rounds
      (@lvl 40): Heal 4 to 8, for 17 rounds
      (@lvl 50): Heal 4 to 9, for 19 rounds     
15
     
3chaos storm
     
(Area Attack)
      Cap: 23 -- Damage(-MR) 29 to 35+(3*lvl)
      (@lvl 15): Damage(-MR) 29 to 80
      (@lvl 23): Damage(-MR) 29 to 104     
(Area Attack)
      Cap: 29 -- Damage(-MR) 15+(1*lvl) to 20+(4*lvl)
      (@lvl 15): Damage(-MR) 30 to 80
      (@lvl 23): Damage(-MR) 38 to 112
      (@lvl 29): Damage(-MR) 44 to 136
161freedomFreedom +100no change
16
     
3partial petrification
     
Speed +150, AC +5, DR +1, M.R.
      +5, EvilInCombat, S.C. -5, Dodge -15, for 20 rounds
no change
171poison cloudCap: 20 -- Poison 3+(0.2*lvl),
            EvilInCombat, AffectsLivingOnly, Accuracy -6, MaxDamage -3, AffectsLivingOnly,
      for 40 rounds
no change
181 rotting fleshDamage 6, AffectsLivingOnly, EvilInCombat,
      for 10 rounds
no change
19
     
2stoneskin
     
Cap: 40 -- DR 60+(1*lvl), AC +10,
            M.R. +5, ResistStone +10, for 30+(1*lvl) rounds -- RemovesSpells(barkskin,
      barkskin, glacial skin, barbskin)
no change
201blazeCap: 28 -- Damage(-MR) 38 to 0+(4*lvl)
       (@lvl 20): Damage(-MR) 38 to 80
      (@lvl 28): Damage(-MR) 38 to 112
Cap: 28 -- Damage(-MR) 22+(1*lvl)
      to 10+(4.5*lvl)
      (@lvl 20): Damage(-MR) 42 to 100
      (@lvl 28): Damage(-MR) 50 to 136
22
     
2creeping doom
     
Cap: 35 -- Damage 4 to 4+(0.1*lvl),
      Accuracy -5, AC -5, EvilInCombat, for 30+(0.6*lvl) rounds
no change
23
     
2plasma bolt
     
Cap: 35 -- Damage(-MR) 54 to 50+(4*lvl)
      (@lvl 23): Damage(-MR) 54 to 142
      (@lvl 35): Damage(-MR) 54 to 190
Cap: 35 -- Damage(-MR) 24+(2*lvl)
      to 30+(5*lvl)
      (@lvl 23): Damage(-MR) 70 to 145
      (@lvl 35): Damage(-MR) 94 to 205
24
     
2maelstrom
     
(Area Attack)
      Cap: 32 -- Damage(-MR) 62 to 35+(5*lvl)
      (@lvl 24): Damage(-MR) 62 to 155
      (@lvl 32): Damage(-MR) 62 to 195     
(Area Attack)
      Cap: 33 -- Damage(-MR) 0+(2*lvl) to 60+(4*lvl)
      (@lvl 24): Damage(-MR) 48 to 156
      (@lvl 32): Damage(-MR) 64 to 188
      (@lvl 33): Damage(-MR) 66 to 192
25
     
1natural prowess
     
Cap: 50 -- Accuracy 0+(0.1*lvl),
            MaxDamage 0+(0.1*lvl), BsMinDmg 0+(0.1*lvl), BsMaxDmg 0+(0.1*lvl),
      Crits 0+(0.1*lvl), for 10+(0.5*lvl) rounds
no change
25
     
3mass entangle
     
HoldPerson +100, EvilInCombat,
      for 4 rounds
no change
26
     
3plague
     
Cap: 40 -- Damage 2+(0.1*lvl),
      EvilInCombat, Dodge -5, MaxDamage -2, AC -5, for 40 rounds
no change
28
     
3earthquake
     
(Area Attack)
        Cap: 40 -- Damage(-MR) 91+(0.2*lvl) to 62+(6*lvl), EndCast [earthquake
      hold, HoldPerson +100, EvilInCombat, for 4 rounds]
      (@lvl 28): Damage(-MR) 96 to 230
      (@lvl 40): Damage(-MR) 99 to 302     
(Area Attack)
      (@lvl 28): Damage(-MR) 96 to 251
      (@lvl 40): Damage(-MR) 120 to 335
      (@lvl 45): Damage(-MR) 130 to 370     
29
     
3 globe of the elements
     
Rcol +25, Rfir +25, Rlit +25, ResistStone
            +25, for 100 rounds -- RemovesSpells(resist stone, resist fire, resist
      cold, resist lightning)
no change
30
     
3earthfist
     
Cap: 40 -- Damage(-MR) 72 to -70+(9*lvl)
      (@lvl 30): Damage(-MR) 72 to 200
      (@lvl 40): Damage(-MR) 72 to 290
Cap: 40 -- Damage(-MR) 80+(2*lvl)
      to 35+(9.5*lvl)
      (@lvl 30): Damage(-MR) 140 to 320
      (@lvl 40): Damage(-MR) 160 to 415
32
     
3rejuvinating field
     
Cap: 40 -- Heal 1+(0.1*lvl) to
      0+(0.2*lvl), for 10 rounds -- RemovesSpells(regeneration)
no change
32
     
3nature tap
     
Cap: 50 -- ManaRgn -100+(0.5*lvl)
      to 150+(1*lvl), for 100 rounds
no change
35
     
2elemental fury
     
Cap: 50 -- Damage(-MR) 30 to 15+(2*lvl),
            EndCast [elemental lightning, Damage(-MR) 30 to 15+(2*lvl), EndCast
            [elemental fire, Damage(-MR) 30 to 15+(2*lvl), EndCast [elemental
      ice, Damage(-MR) 30 to 15+(2*lvl)]]]
      (@lvl 35): Damage(-MR) 120 to 340
      (@lvl 45): Damage(-MR) 120 to 420
      (@lvl 50): Damage(-MR) 120 to 460
Cap: 45 -- Damage(-MR) 10+(1*lvl)
            to -5+(3*lvl), EndCast [elemental lightning, Damage(-MR) 10+(1*lvl)
            to -5+(3*lvl), EndCast [elemental fire, Damage(-MR) 10+(1*lvl) to
            -5+(3*lvl), EndCast [elemental ice, Damage(-MR) 10+(1*lvl) to -5+(3*lvl)]]]
      (@lvl 35): Damage(-MR) 180 to 400
      (@lvl 45): Damage(-MR) 220 to 520
37
     
3summon stone elemental
     
Cap: 55 -- Damage(-MR) 80+(1*lvl)
      to -30+(10*lvl)
      (@lvl 37): Damage(-MR) 117 to 340
      (@lvl 50): Damage(-MR) 130 to 470     
      (@lvl 55): Damage(-MR) 135 to 520
Cap: 50 -- Damage(-MR) 42+(4*lvl)
      to -24+(12*lvl)
      (@lvl 37): Damage(-MR) 190 to 420
      @lvl 50): Damage(-MR) 242 to 576     
37
     
3summon lightning elemental
     
Cap: 55 -- Damage(-MR) 80+(1*lvl)
      to -30+(10*lvl)
       (@lvl 37): Damage(-MR) 117 to 340
       (@lvl 50): Damage(-MR) 130 to 470       
      (@lvl 55): Damage(-MR) 135 to 520
Cap: 50 -- Damage(-MR) 42+(4*lvl)
      to -24+(12*lvl)
      (@lvl 37): Damage(-MR) 190 to 420
      (@lvl 50): Damage(-MR) 242 to 576
38
     
2sandstorm
     
Cap: 70 -- Damage 4+(0.02*lvl)
            to 1+(0.1*lvl), Illu -9999, AC -5, Accuracy -10, Speed +125, EvilInCombat,
      Slowness +200, for 7+(0.33*lvl) rounds
no change
40
     
3summon ice elemental
     
Cap: 55 -- Damage(-MR) 80+(1*lvl)
      to -30+(11*lvl)
      (@lvl 40): Damage(-MR) 120 to 410
      (@lvl 50): Damage(-MR) 130 to 520
      (@lvl 55): Damage(-MR) 135 to 575     
Cap: 50 -- Damage(-MR) 42+(4*lvl)
      to -24+(12*lvl)
      (@lvl 40): Damage(-MR) 202 to 456
(@lvl 50): Damage(-MR) 242 to 576
40
     
3summon fire elemental
     
Cap: 55 -- Damage(-MR) 80+(1*lvl)
      to -30+(11*lvl)
      (@lvl 40): Damage(-MR) 120 to 410
      (@lvl 50): Damage(-MR) 130 to 520
      (@lvl 55): Damage(-MR) 135 to 575     
Cap: 50 -- Damage(-MR) 42+(4*lvl)
      to -24+(12*lvl)
      (@lvl 40): Damage(-MR) 202 to 456
(@lvl 50): Damage(-MR) 242 to 576
40
     
3acid tempest
     
(Area Attack)
        Cap: 55 -- Damage(-MR) 80+(0.4*lvl) to 20+(7*lvl), EndCast [drenched
        in acid, Damage 4 to 7, AC -10, Accuracy -15, Dodge -5, EvilInCombat,
      for 20 rounds]
      (@lvl 40): Damage(-MR) 96 to 300
      (@lvl 55): Damage(-MR) 102 to 405     
(Area Attack)
        Cap: 70 -- Damage(-MR)
            -40+(4*lvl) to -10+(12*lvl), EndCast [drenched in acid, Damage 4
            to 7, AC -10, Accuracy -15, Dodge -5, EvilInCombat, for 20 rounds]
            (@lvl 40): Damage(-MR) 120 to 470
            (@lvl 55): Damage(-MR) 180 to 650
            (@lvl 70): Damage(-MR) 240 to 830
45
     
3ember
     
Cap: 55 -- Damage(-MR) 0+(1*lvl)
            to -20+(4*lvl),
      x3 times/round
      (@lvl 45): Damage(-MR) 135 to 480
(@lvl 55): Damage(-MR) 165 to 600
Cap: 65 -- Damage(-MR) 0+(2*lvl)
      to -25+(5*lvl), x3 times/round
      (@lvl 45): Damage(-MR) 270 to 600
      (@lvl 55): Damage(-MR) 330 to 750
      (@lvl 65): Damage(-MR) 390 to 900
45
     
3
     
thunderclap
     
(Area Attack)
        Cap: 52 -- Damage(-MR) 40 to 190+(2*lvl), EndCast% +25, EndCast [thunderstun,
        Confusion 60 to 50+(1*lvl), EvilInCombat, for 3+(0.07*lvl) rounds]
         (@lvl 45): Damage(-MR) 40 to 280
         (@lvl 52): Damage(-MR) 40 to 294
     
(Area Attack)
        Cap: 65 -- Damage(-MR) -30+(2*lvl) to 190+(2*lvl), EndCast% +25, EndCast
        [thunderstun, Confusion 60 to 50+(1*lvl), EvilInCombat, for 3+(0.07*lvl)
        rounds]
         (@lvl 45): Damage(-MR) 60 to 280
         (@lvl 52): Damage(-MR) 74 to 294
         (@lvl 65): Damage(-MR) 100 to 320
     
48
     
3glacial skin
     
Cap: 60 -- DR 30+(2*lvl), AC +5,
            Rcol +20, Rfir -50, for 20+(1*lvl) rounds -- RemovesSpells(barkskin,
      barkskin, stoneskin, barbskin)
no change
50
     
3glacial mist
     
Cap: 50 -- Damage 0+(0.1*lvl) to
            10+(0.2*lvl), Confusion +10, Slowness +100, Crits -5, Rfir +10, EvilInCombat,
            GoodOnly, for 1+(0.2*lvl) rounds
      (@lvl 50): Damage 5 to 20, Confusion +10, Slowness +100, Crits -5, Rfir
      +10, for 11 rounds     
no change
50
     
3
     
barbskin
     
Cap: 65 -- DamageShield 0+(0.17*lvl)
            to 2+(0.2*lvl), DR +5, AC +10, Shock +2877, NeutralOnly,
            for 30+(1*lvl) rounds -- RemovesSpells(barkskin, barkskin, stoneskin,
            glacial skin)
      (@lvl 50): DamageShield +8 to +12, DR +5, AC +10, for 80 rounds
      (@lvl 65): DamageShield +11 to +15, DR +5, AC +10, for 95 rounds
     
Cap: 65 -- DamageShield 2+(0.17*lvl)
            to 2+(0.2*lvl), DR +5, AC 2+(0.17*lvl) to 2+(0.2*lvl), Shock +2877, NeutralOnly,
            for 30+(1*lvl) rounds -- RemovesSpells(barkskin, barkskin, stoneskin,
            glacial skin)
      (@lvl 50): DamageShield +10 to +12, DR +5, AC +10 to +12, for 80 rounds
      (@lvl 65): DamageShield +13 to +15, DR +5, AC +13 to +15, for 95 rounds
     
50
     
3
     
spore cloud
     
Cap: 50 -- Damage 0+(0.2*lvl) to
            10+(0.2*lvl), Confusion +10, Crits -5, Slowness +100, MaxDamage -5,
            EvilInCombat, EvilOnly, for 1+(0.2*lvl)
            rounds
            (@lvl 50): Damage 10 to 20, Confusion +10, Crits -5, Slowness +100,
            MaxDamage -5,  for 11 rounds     
     
no change
     
50
     
3 frozen spike
     
Cap: 65 -- Damage(-MR) -15+(3*lvl)
      to 20+(12*lvl), GoodOnly
      (@lvl 50): Damage(-MR) 135 to 620
      (@lvl 65): Damage(-MR) 180 to 800
Cap: 85 -- Damage(-MR) -25+(6*lvl)
      to -20+(15*lvl), GoodOnly
      (@lvl 50): Damage(-MR) 275 to 730
      (@lvl 65): Damage(-MR) 365 to 955
      (@lvl 85): Damage(-MR) 485 to 1255     
50
     
3
     
boulder
     
Cap: 65 -- Damage(-MR) -15+(3*lvl)
            to 20+(12*lvl), NeutralOnly
            (@lvl 50): Damage(-MR) 135 to 620
            (@lvl 65): Damage(-MR) 180 to 800
     
Cap: 85 -- Damage(-MR) 25+(6*lvl)
            to 40+(15*lvl), NeutralOnly
            (@lvl 50): Damage(-MR) 325 to 790
            (@lvl 65): Damage(-MR) 415 to 1015
            (@lvl 85): Damage(-MR) 535 to 1315     
     
50
     
3
     
inferno
     
Cap: 65 -- Damage(-MR) -15+(3*lvl)
            to 20+(12*lvl), EvilOnly
            (@lvl 50): Damage(-MR) 135 to 620
            (@lvl 65): Damage(-MR) 180 to 800
     
font]Cap: 85 -- Damage(-MR) 50+(6*lvl)
            to 60+(15*lvl), EvilOnly
            (@lvl 50): Damage(-MR) 350 to 810
            (@lvl 65): Damage(-MR) 440 to 1035
            (@lvl 85): Damage(-MR) 560 to 1335     
     
50
     
3
     
close wounds
     
Cap: 60 -- Heal 0+(0.33*lvl) to
            0+(1*lvl), GoodOnly
         
(@lvl 50): Heal 16 to 50
     
Cap: 65 -- Heal -30+(1*lvl) to
            -50+(2*lvl), GoodOnly
        (@lvl 50): Heal 20 to 50
        (@lvl 65): Heal 35 to 80     
     
50
     
3earthbind
     
Cap: 50 -- HPRegen 0+(0.5*lvl)
            to -15+(1*lvl), ManaRgn 0+(0.5*lvl) to -15+(1*lvl), NeutralOnly,
      for 80 rounds
      (@lvl 50): HPRegen +25 to +35, ManaRgn +25 to +35, for 80
      rounds
Cap: 70 -- HPRegen 0+(0.5*lvl)
            to -60+(2*lvl), ManaRgn 0+(0.5*lvl) to -60+(2*lvl), NeutralOnly,
      for 30+(1*lvl) rounds
      (@lvl 50): HPRegen +25 to +40, ManaRgn +25 to +40, for 80
      rounds
      (@lvl 60): HPRegen +30 to +60, ManaRgn +30 to +60, for 90
      rounds
      (@lvl 70): HPRegen +35 to +80, ManaRgn +35 to +80, for 100
      rounds
50
     
3CHANGED
     
Name: dark plague, Short:
            dapl, Magery: Druid-3, LVL: 50, Mana: 60, Diff: -110
        >>
        Target: Full Attack Area -- Attack Type: Normal -- LVL Gain Cap: 60 --
        Damage 0+(0.33*lvl), AC -15, MaxDamage -5, Dodge -10, EvilOnly, EvilInCombat,
        for 1+(0.1*lvl) rounds
       
      @lvl 50): Damage 16, AC -15, MaxDamage -5, Dodge -10, for 6 rounds
Name: dark binding, Short: dbin,
            Magery: Druid-3, LVL: 50, Mana: 30, Diff: -90
>> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 70 -- HPRegen -50,
        ManaRgn 50 to 0+(2*lvl), EvilOnly, for 30+(1*lvl) rounds -- RemovesSpells(rapid
        healing)
       
        (@lvl 50): HPRegen -50, ManaRgn +50 to +100,  for 80 rounds
        (@lvl 70): HPRegen -50, ManaRgn +50 to +140,  for 100 rounds
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 04:43 AM
 
 
   
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
Direct
              Damage Comparison
LVLMageDruid Priest
1(@lvl 1): Damage(-MR)
            4 to 12
        (@lvl 1): Damage(-MR) 7 to 16
      (@lvl 9): Damage(-MR) 15 to 24
(@lvl 1): Damage(-MR) 4 to 9
       
        (@lvl 1): Damage(-MR) 6 to 15
        (@lvl 6): Damage(-MR) 11 to 20
      (@lvl 9): Damage(-MR) 14 to 23
(@lvl 1): Damage(-MR) 4 to 14
        (@lvl 1): Damage(-MR) 5 to 14
        (@lvl 6): Damage(-MR) 10 to 19
      (@lvl 9): Damage(-MR) 13 to 22
4(@lvl 4): Damage(-MR) 8 to 18
        (@lvl 4): Damage(-MR) 12 to 21
        (@lvl 11): Damage(-MR) 19 to 28
      (@lvl 13): Damage(-MR) 21 to 30
(@lvl 4): Damage(-MR) 7 to 17
        (@lvl 4): Damage(-MR) 11 to 19
        (@lvl 11): Damage(-MR) 18 to 26
      (@lvl 13): Damage(-MR) 20 to 28
(@lvl 4): Damage(-MR) 4 to 18
        (@lvl 4): Damage(-MR) 9 to 18
        (@lvl 11): Damage(-MR) 16 to 25
      (@lvl 13): Damage(-MR) 18 to 27
8(@lvl 8): Damage(-MR) 16 to
            28
        (@lvl 8): Damage(-MR) 20 to 36
        (@lvl 15): Damage(-MR) 27 to 50
      (@lvl 18): Damage(-MR) 30 to 56
(@lvl 8): Damage(-MR) 14 to 27
        (@lvl 8): Damage(-MR) 18 to 33
        (@lvl 14): Damage(-MR) 24 to 45
      (@lvl 18): Damage(-MR) 28 to 53
(@lvl 8): Damage(-MR) 18 to 35
        (@lvl 8): Damage(-MR) 16 to 30
        (@lvl 15): Damage(-MR) 23 to 44
      (@lvl 18): Damage(-MR) 26 to 50
13(@lvl 13): Damage(-MR) 30 to
            50
        (@lvl 13): Damage(-MR) 36 to 64
        (@lvl 22): Damage(-MR) 41 to 95
      (@lvl 25): Damage(-MR) 42 to 106
(@lvl 13): Damage(-MR) 24 to 50
        (@lvl 13): Damage(-MR) 32 to 57
        (@lvl 20): Damage(-MR) 36 to 78
      (@lvl 25): Damage(-MR) 38 to 93
(@lvl 13): Damage(-MR) 18 to 50
        (@lvl 13): Damage(-MR) 32 to 56
        (@lvl 22): Damage(-MR) 37 to 79
      (@lvl 25): Damage(-MR) 38 to 86
20(@lvl 20): Damage(-MR) 40 to
            88
        (@lvl 20): Damage(-MR) 50 to 110
        (@lvl 28): Damage(-MR) 58 to 150
      (@lvl 30): Damage(-MR) 60 to 160
(@lvl 20): Damage(-MR) 38 to 80
        (@lvl 20): Damage(-MR) 42 to 100
      (@lvl 28): Damage(-MR) 50 to 136
(@lvl 20): Damage(-MR) 30 to 80
        (@lvl 20): Damage(-MR) 35 to 90
        (@lvl 28): Damage(-MR) 43 to 122
      (@lvl 30): Damage(-MR) 45 to 130
23(@lvl 23): Damage(-MR) 54 to 142
        (@lvl 23): Damage(-MR) 70 to 145
      (@lvl 35): Damage(-MR) 94 to 205
25(@lvl 25): Damage(-MR) 80 to
            140
        (@lvl 25): Damage(-MR) 88 to 168
      (@lvl 35): Damage(-MR) 112 to 224
(@lvl 25): Damage(-MR) 57 to 130
        (@lvl 25): Damage(-MR) 65 to 145
      (@lvl 35): Damage(-MR) 85 to 195
30(@lvl 30): Damage(-MR) 106
            to 250
        (@lvl 30): Damage(-MR) 160 to 350
      (@lvl 40): Damage(-MR) 180 to 450
(@lvl 30): Damage(-MR) 72 to 200
        (@lvl 30): Damage(-MR) 140 to 320
      (@lvl 40): Damage(-MR) 160 to 415
(@lvl 30): Damage(-MR) 50 to 200
        (@lvl 30): Damage(-MR) 120 to 290
      (@lvl 40): Damage(-MR) 140 to 380
32(@lvl 32): Damage(-MR) 104
            to 256
        (@lvl 32): Damage(-MR) 170 to 370
        (@lvl 40): Damage(-MR) 186 to 450
      (@lvl 42): Damage(-MR) 190 to 470
33(@lvl 33): Damage(-MR) 77 to
            320
        (@lvl 33): Damage(-MR) 180 to 380
      (@lvl 43): Damage(-MR) 200 to 480
35(@lvl 35): Damage(-MR) 94 to
            350
        (@lvl 35): Damage(-MR) 200 to 420
      (@lvl 45): Damage(-MR) 240 to 540
(@lvl 35): Damage(-MR) 120 to 340
        (@lvl 35): Damage(-MR) 180 to 400
      (@lvl 45): Damage(-MR) 220 to 520
(@lvl 35): Damage(-MR)
            90 to 250
        (@lvl 35): Damage(-MR) 160 to 375
      (@lvl 50): Damage(-MR) 220 to 555
37(@lvl 37): Damage(-MR) 99 to
            346
        (@lvl 37): Damage(-MR) 220 to 450
      (@lvl 47): Damage(-MR) 260 to 570
(@lvl 37): Damage(-MR) 117 to 340
        (@lvl 37): Damage(-MR) 190 to 420
      @lvl 50): Damage(-MR) 242 to 576
40(@lvl 40): Damage(-MR) 130
            to 390
        (@lvl 40): Damage(-MR) 240 to 510
      (@lvl 50): Damage(-MR) 290 to 630
(@lvl 40): Damage(-MR) 120 to 410
        (@lvl 40): Damage(-MR) 202 to 456
      (@lvl 50): Damage(-MR) 242 to 576
45(@lvl 45): Damage(-MR) 156
            to 576
        (@lvl 45): Damage(-MR) 300 to 636
      (@lvl 55): Damage(-MR) 360 to 780
(@lvl 45): Damage(-MR) 135 to 480
        (@lvl 45): Damage(-MR) 270 to 600
        (@lvl 55): Damage(-MR) 330 to 750
      (@lvl 65): Damage(-MR) 390 to 900
(@lvl 45): Damage(-MR) 100 to 440
        (@lvl 45): Damage(-MR) 250 to 580
        (@lvl 55): Damage(-MR) 300 to 720
      (@lvl 65): Damage(-MR) 350 to 860
47(@lvl 47): Damage(-MR) 200
            to 520
        (@lvl 47): Damage(-MR) 360 to 730
        (@lvl 60): Damage(-MR) 425 to 925
      (@lvl 65): Damage(-MR) 450 to 1000
50
      (Good)
(@lvl 50): Damage(-MR) 150
            to 750
        (@lvl 50): Damage(-MR) 300 to 810
        (@lvl 65): Damage(-MR) 390 to 1035
      (@lvl 85): Damage(-MR) 510 to 1335
(@lvl 50): Damage(-MR) 135 to 620
        (@lvl 50): Damage(-MR) 275 to 730
        (@lvl 65): Damage(-MR) 365 to 955
      (@lvl 85): Damage(-MR) 485 to 1255
(@lvl 50): Damage(-MR) 125 to 550
        (@lvl 50): Damage(-MR) 275 to 650
        (@lvl 65): Damage(-MR) 350 to 875
      (@lvl 85): Damage(-MR) 450 to 1175
50
            (Neutral)
       
(@lvl 50): Damage(-MR) 145
            to 690
        (@lvl 50): Damage(-MR) 330 to 840
        (@lvl 65): Damage(-MR) 435 to 1065
      (@lvl 85): Damage(-MR) 575 to 1365
(@lvl 50): Damage(-MR) 135 to 620
        (@lvl 50): Damage(-MR) 325 to 790
        (@lvl 65): Damage(-MR) 415 to 1015
      (@lvl 85): Damage(-MR) 535 to 1315
(@lvl 50): Damage(-MR) 125 to 500
        (@lvl 50): Damage(-MR) 300 to 675
        (@lvl 65): Damage(-MR) 375 to 900
      (@lvl 85): Damage(-MR) 475 to 1200
50
      (Evil)
(@lvl 50): Damage(-MR) 130
            to 550,
        EndCast [nebo secondary, (@lvl 50): DrainLife 15 to 130]
           
        (@lvl 50): Damage(-MR) 350 to 750,
        EndCast [nebo
          secondary, (@lvl 50): DrainLife 15 to 130]
         

(@lvl 65): Damage(-MR) 440 to 945,
            EndCast [nebo secondary, (@lvl
              65): DrainLife 20 to 175]
         

(@lvl 85): Damage(-MR) 560 to 1205,
            EndCast [nebo secondary, (@lvl
              65): DrainLife 20 to 175]
     
(@lvl 50): Damage(-MR) 135 to 620
        (@lvl 50): Damage(-MR) 350 to 810
        (@lvl 65): Damage(-MR) 440 to 1035
      (@lvl 85): Damage(-MR) 560 to 1335
(@lvl 50): Damage(-MR) 125 to 600
        (@lvl 50): Damage(-MR) 325 to 700
        (@lvl 65): Damage(-MR) 400 to 925
      (@lvl 85): Damage(-MR) 500 to 1225
  Back to Top
 
   (#post_top)

 
 
 
   
     
     
     
     
     
     
     
     
     
     
     
     
Area
              Spell
              Damage Comparison

     
LVL
     
Mage
     
Druid
     
11
     
(@lvl 11): Damage(-MR) 26 to 71
        (@lvl 20): Damage(-MR) 31 to 98
     

     
12(@lvl 12): Damage(-MR) 23 to 64
      (@lvl 20): Damage(-MR) 27 to 88
15
     
(@lvl 15): Damage(-MR) 41 to 100
        (@lvl 23): Damage(-MR) 49 to 132
        (@lvl 28): Damage(-MR) 54 to 152
     
(@lvl 15): Damage(-MR) 30 to 80
        (@lvl 23): Damage(-MR) 38 to 112
        (@lvl 29): Damage(-MR) 44 to 136
     
23
     
(@lvl 23): Damage(-MR) 60 to 175
        (@lvl 32): Damage(-MR) 78 to 220
        (@lvl 33): Damage(-MR) 80 to 225
     

     
24(@lvl 24): Damage(-MR) 48 to 156
        (@lvl 32): Damage(-MR) 64 to 188
      (@lvl 33): Damage(-MR) 66 to 192
28
     
(@lvl 28): Damage(-MR) 111 to 307
        (@lvl 45): Damage(-MR) 145 to 460
     
(@lvl 28): Damage(-MR) 96 to 251
        (@lvl 40): Damage(-MR) 120 to 335
        (@lvl 45): Damage(-MR) 130 to 370
     
40
     
@lvl 40): Damage(-MR) 170 to 520
        (@lvl 55): Damage(-MR) 245 to 715
     
(@lvl 40): Damage(-MR) 120 to 470
        (@lvl 55): Damage(-MR) 180 to 650
        (@lvl 70): Damage(-MR) 240 to 830
     
50
              (Good)
     
(@lvl 50): Damage(-MR) 320 to 675
        (@lvl 65): Damage(-MR) 395 to 855
        (@lvl 85): Damage(-MR) 495 to 1095
     

     
50
            (Neutral)
           
     
(@lvl 50): Damage(-MR) 325 to 650
        (@lvl 65): Damage(-MR) 400 to 845
        (@lvl 85): Damage(-MR) 500 to 1105
     

     
50
            (Evil)
             
     
(@lvl 50): Damage(-MR) 330 to 725
        (@lvl 65): Damage(-MR) 420 to 920
        (@lvl 85): Damage(-MR) 540 to 1180
     

     
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 04:47 AM
Ok it took some effort to make those readable.  But eh..anyway..

This is the spell mod, by demo and syn.  I like it, and I'd like to use it. (at least as a baseline) So I thought I'd post it here.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: wokesmeed on Apr 17, 2013, 05:55 AM
I agree 100% that spellcasters need more damage. Maybe implementing items or stats that effect spell damage.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 06:04 AM
Quote from: wokesmeed on Apr 17, 2013, 05:55 AM
I agree 100% that spellcasters need more damage. Maybe implementing items or stats that effect spell damage.

I don't know that those abilities that you see in mmud are in gmud currently.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: wokesmeed on Apr 17, 2013, 06:06 AM
I see no MMuds. GMUD FTW.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: wokesmeed on Apr 17, 2013, 06:11 AM
Mystics are currently raised to 500% correct? I don't think it needs to be this high, but it was raised so high because of the balance. If the other classes do more damage then they don't need to be raised as much, 325 is good tho. People are still playing mystics even with the 500% chart, but at least everyone isn't a Mystic.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 07:30 AM
The damage on the Spell Mod is just too much in several situations. Mages already crush the hell out of every other class in terms of rate/hr at top end, and having Druids do a significant amount more room damage isn't going to help with balance.

Another problem is that monsters that use a lot of these spells will also being doing significantly increased damage. People who aren't experienced with this mod are going to have a serious problem dealing with stuff like Nanati Sorceresses doing 80+ dmg with sunbolt and over 100 dmg with eldritch bolt, or having Goru-Nezar do 400+ damage on them with color spray, or being earthfisted for over 300 by Dao Lord.

This mod was created for use on a realm where HP on average was quite a bit higher than a stock mud. If this is going to be used, these spells need to be gone through one by one and copies need to be made with the old values to be used on monsters. Without doing this, the mod is simply too out of control for a stock-based game.

Here are more examples comparing old damage to new damage with this mod:

Amazon Shaman - Plasma Bolt
Old: (@lvl 35): Damage(-MR) 54 to 190
New: (@lvl 35): Damage(-MR) 94 to 205

Aged Earth Dragon - Earthquake
Old: (@lvl 40): Damage(-MR) 99 to 302 
New:(@lvl 40): Damage(-MR) 120 to 335

Sea Hag - Frozen Spike
Old: (@lvl 50): Damage(-MR) 135 to 620
New:(@lvl 50): Damage(-MR) 275 to 730

Fallen Angel - Soul Rip
Old: (@lvl 45): Damage(-MR) 100 to 440
New: (@lvl 45): Damage(-MR) 250 to 580

Deranged Priest - Divine Fury
Old: (@lvl 40): Damage(-MR) 50 to 290
New: (@lvl 40): Damage(-MR) 140 to 380

Storm Giant King - Forked Lightning
Old: (@lvl 45): Damage(-MR) 98 to 450
New: (@lvl 45): Damage(-MR) 240 to 540

The list goes on and on.

One last point I want to make on this balances on whether DC is going to have access to make quick fixes to the database at will. If Vitoc allows DC to remote in and make changes then some of this stuff has a little more leeway in my mind, as it can be changed sooner rather than later when problems arise. If access to make database changes is going to be limited only to times when Vitoc is at keys, then we could go months with serious imbalances because of mods like this. That's a serious problem and a legitimate concern that I think needs to be addressed before mods like this can even be considered. Things WILL slip through the cracks, as that is the nature of implementing content changes on such a large scale.


                                                 


                 


Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 07:52 AM
Quote from: wokesmeed on Apr 17, 2013, 06:11 AM
Mystics are currently raised to 500% correct? I don't think it needs to be this high, but it was raised so high because of the balance. If the other classes do more damage then they don't need to be raised as much, 325 is good tho. People are still playing mystics even with the 500% chart, but at least everyone isn't a Mystic.

I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 07:56 AM
Quote from: Coarse Horse on Apr 17, 2013, 07:30 AM
The damage on the Spell Mod is just too much in several situations. Mages already crush the hell out of every other class in terms of rate/hr at top end, and having Druids do a significant amount more room damage isn't going to help with balance.

Another problem is that monsters that use a lot of these spells will also being doing significantly increased damage. People who aren't experienced with this mod are going to have a serious problem dealing with stuff like Nanati Sorceresses doing 80+ dmg with sunbolt and over 100 dmg with eldritch bolt, or having Goru-Nezar do 400+ damage on them with color spray, or being earthfisted for over 300 by Dao Lord.

This mod was created for use on a realm where HP on average was quite a bit higher than a stock mud. If this is going to be used, these spells need to be gone through one by one and copies need to be made with the old values to be used on monsters. Without doing this, the mod is simply too out of control for a stock-based game.

I actually copied the old spells that monsters use and pointed the monsters to the copy before I updated the damage, so the monsters are exactly the same.   There were 59 spells shared by monsters so thats all fixed.

Can you be more specific about the end game mage exp rate issue?

#: 5158, Name: eldritch storm, Short: esto, Magery: Mage-3, LVL: 40, Mana: 70, Diff: -90
>> Target: Full Attack Area -- Attack Type: Normal -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 190 to 550
>> References: Monster: mind flayer magus(937)

#: 5157, Name: tainted word, Short: , Magery: Priest-3, LVL: 50, Mana: 8, Diff: -100
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 150, EvilOnly, x5 times/round
>> References: Spell: tainted word(5156)

#: 5156, Name: tainted word, Short: word, Magery: Priest-3, LVL: 50, Mana: 8, Diff: -100
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 150, EndCast [tainted word(5157), (@lvl 65): Damage(-MR) 32 to 150, EvilOnly], EvilOnly, x5 times/round
>> References: Monster: black bishop(1073)

#: 5155, Name: hellstorm, Short: hsto, Magery: Mage-3, LVL: 50, Mana: 75, Diff: -120
>> Target: Full Attack Area -- Attack Type: Hot -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 290 to 725, EvilOnly
>> References: Monster: Nahr(1009)

#: 5154, Name: inferno, Short: infe, Magery: Druid-3, LVL: 50, Mana: 45, Diff: -110
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 180 to 800, EvilOnly
>> References: Monster: Azrandimon(1030), Monster: black queen(1075), Monster: Nahr(1011)

#: 5153, Name: boulder, Short: boul, Magery: Druid-3, LVL: 50, Mana: 45, Diff: -110
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 180 to 800, NeutralOnly
>> References: Monster: Lorzina(1032)

#: 5152, Name: chain lightning, Short: chai, Magery: Mage-3, LVL: 50, Mana: 75, Diff: -120
>> Target: Full Attack Area -- Attack Type: Lightning -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 330 to 660, GoodOnly
>> References: Monster: storm giant king(637)

#: 5151, Name: exalted word, Short: , Magery: Priest-3, LVL: 50, Mana: 8, Diff: -110
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 140, GoodOnly, x5 times/round
>> References: Spell: exalted word(5150)

#: 5150, Name: exalted word, Short: word, Magery: Priest-3, LVL: 50, Mana: 8, Diff: -110
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 32 to 140, EndCast [exalted word(5151), (@lvl 65): Damage(-MR) 32 to 140, GoodOnly], GoodOnly, x5 times/round
>> References: Monster: white bishop(1067), Monster: white bishop(996)

#: 5149, Name: frozen spike, Short: fspk, Magery: Druid-3, LVL: 50, Mana: 45, Diff: -110
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 65 -- (@lvl 65): Damage(-MR) 180 to 800, GoodOnly
>> References: Monster: Lorzina(1032), Monster: Nahr(1009), Monster: sea hag(880), Monster: white queen(1069), Monster: white queen(998)

#: 5148, Name: acid tempest, Short: atem, Magery: Druid-3, LVL: 40, Mana: 65, Diff: -80
>> Target: Full Attack Area -- Attack Type: Water -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 102 to 405, EndCast [drenched in acid(934), Damage 4 to 7, AC -10, Accuracy -15, Dodge -5, EvilInCombat, for 20 rounds]
>> References: Monster: Lorzina(1032), Monster: silver guardian(531)

#: 5147, Name: magma blast, Short: magm, Magery: Mage-3, LVL: 45, Mana: 5, Diff: -110
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 30 to 116, x6 times/round
>> References: Monster: ancient gypsy woman(844), Monster: black queen(1075), Monster: flame elemental(682), Monster: giant efreeti(685), Monster: magma golem(676), Monster: red sphere(1080)

#: 5146, Name: blizzard, Short: bliz, Magery: Mage-2, LVL: 40, Mana: 45, Diff: -75
>> Target: Full Attack Area -- Attack Type: Cold -- LVL Gain Cap: 52 -- (@lvl 52): Damage(-MR) 80 to 310, EndCast [freezing(1015), Damage 4 to 10, Accuracy -15, EvilInCombat, AC -10, for 10 rounds]
>> References: Monster: sea hag(880), Monster: storm giant king(637), Monster: white queen(998)

#: 5145, Name: soulstrike, Short: soul, Magery: Priest-3, LVL: 35, Mana: 20, Diff: -70
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 90 to 370
>> References: Monster: Aeriana the Pure(911), Monster: black bishop(1073), Monster: crimson priest(633), Monster: Ghost of Justice Darkbane(849), Monster: gold guardian(534), Monster: marble archer(1045), Monster: Pastor Lander(863), Monster: saracen high priest(578), Monster: silver warrior(1044), Monster: vampire acolyte(834), Monster: white bishop(1067), Monster: white bishop(996)

#: 5144, Name: elemental ice, Short: , Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, x4 times/round

#: 5143, Name: elemental fire, Short: , Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental ice(5144), (@lvl 50): Damage(-MR) 30 to 115], x4 times/round

#: 5142, Name: elemental lightning, Short: , Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental fire(5143), (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental ice(5144), (@lvl 50): Damage(-MR) 30 to 115]], x4 times/round

#: 5141, Name: elemental fury, Short: fury, Magery: Druid-2, LVL: 35, Mana: 5, Diff: -70
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental lightning(5142), (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental fire(5143), (@lvl 50): Damage(-MR) 30 to 115, EndCast [elemental ice(5144), (@lvl 50): Damage(-MR) 30 to 115]]], x4 times/round

#: 5140, Name: forked lightning, Short: fork, Magery: Mage-3, LVL: 35, Mana: 10, Diff: -75
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 50 to 250, x2 times/round
>> References: Monster: gibbering mage(720), Monster: rakshasha rajah(567), Monster: sapphire guardian(522), Monster: storm giant commander(639), Monster: storm giant king(637)

#: 5139, Name: earthfist, Short: fist, Magery: Druid-2, LVL: 30, Mana: 16, Diff: -60
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 72 to 290
>> References: Monster: aged titan(186), Monster: amazon shaman(654), Monster: animated book(869), Monster: Argak the Grey(609), Monster: Dao Lord(1037), Monster: Dao Lord(597), Monster: manscorpion king(588), Monster: manscorpion shaman(587), Monster: stone giant shaman(640), Monster: woodelf lord(292)

#: 5138, Name: earthquake, Short: quak, Magery: Druid-3, LVL: 28, Mana: 60, Diff: -55
>> Target: Full Attack Area -- Attack Type: Stone -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 99 to 302, EndCast [earthquake hold(927), HoldPerson +100, EvilInCombat, for 4 rounds]
>> References: Monster: Dao Lord(1037), Monster: sage(800)

#: 5137, Name: plasma bolt, Short: plas, Magery: Druid-2, LVL: 23, Mana: 14, Diff: -50
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 35 -- (@lvl 35): Damage(-MR) 54 to 190
>> References: Monster: amazon shaman(654), Monster: ancient gremlin shaman(933), Monster: animated book(869), Monster: gremlin witchdoctor(894), Monster: ivory golem(848), Monster: ivory golem(915), Monster: sage(800)

#: 5136, Name: dragonfire, Short: dfir, Magery: Mage-2, LVL: 30, Mana: 16, Diff: -60
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 110 to 350
>> References: Monster: aged titan(186), Monster: ancient gypsy woman(844), Monster: animated book(868), Monster: Banished One(817), Monster: cloaked figure(1062), Monster: dark-elf queen(343), Monster: Nahr(1005), Monster: old gypsy woman(385), Monster: rakshasha rajah(567), Monster: rubicant(798), Monster: ruby guardian(510), Monster: sorcerer(799)

#: 5135, Name: spirit horde, Short: spir, Magery: Mage-3, LVL: 28, Mana: 60, Diff: -60
>> Target: Full Attack Area -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 102 to 405
>> References: Monster: necromancer(773), Monster: onyx guardian(528)

#: 5134, Name: meteor swarm, Short: mete, Magery: Mage-2, LVL: 25, Mana: 4, Diff: -50
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 35 -- (@lvl 35): Damage(-MR) 20 to 45, x4 times/round
>> References: Monster: animated book(868), Monster: dark-elf mage(971), Monster: gnome enchantress(402), Monster: Loremaster Thulgraf(431), Monster: rakshasha sage(566), Monster: sorcerer(799)

#: 5133, Name: divine fury, Short: fury, Magery: Priest-2, LVL: 30, Mana: 16, Diff: -60
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 50 to 290
>> References: Monster: animated book(870), Monster: deranged priest(719), Monster: wandering cleric(383)

#: 5132, Name: colour spray, Short: colu, Magery: Mage-2, LVL: 32, Mana: 20, Diff: -45
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 40 -- (@lvl 40): Damage(-MR) 120 to 320
>> References: Monster: Banished One(817), Monster: dark wizard(176), Monster: Goru-Nezar(311)

#: 5131, Name: summon stone elemental, Short: stne, Magery: Druid-3, LVL: 37, Mana: 25, Diff: -80
>> Target: Monster or User -- Attack Type: Stone -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 520
>> References: Monster: Argak the Grey(609)

#: 5130, Name: summon lightning elemental, Short: lite, Magery: Druid-3, LVL: 37, Mana: 25, Diff: -80
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 520
>> References: Monster: Lallim Whitemane(611)

#: 5129, Name: summon ice elemental, Short: icel, Magery: Druid-3, LVL: 40, Mana: 25, Diff: -85
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 575
>> References: Monster: priest(198), Monster: priestess(199), Monster: Sharh'Kur(612)

#: 5128, Name: summon fire elemental, Short: fire, Magery: Druid-3, LVL: 40, Mana: 25, Diff: -85
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 135 to 575
>> References: Monster: Choira Pyromancer(610)

#: 5127, Name: sphere of implosion, Short: simp, Magery: Mage-3, LVL: 40, Mana: 25, Diff: -70
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): Damage(-MR) 160 to 480
>> References: Monster: Gnaj the Creator(949), Monster: night hag(269), Monster: Ozrinom the Vampire Lord(836), Monster: priest(198), Monster: priestess(199), Monster: vampire elder(835), Monster: vampire magus(833)

#: 5126, Name: soul rip, Short: srip, Magery: Priest-3, LVL: 45, Mana: 30, Diff: -100
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 120 to 540
>> References: Monster: black bishop(1073), Monster: crimson high priest(371), Monster: crimson priest(633), Monster: fallen angel(1035), Monster: fallen angel(369), Monster: marble archer(1045), Monster: Ozrinom the Vampire Lord(836), Monster: Pastor Lander(863), Monster: vampire elder(835), Monster: white bishop(1067), Monster: white bishop(996)

#: 5125, Name: ember, Short: embr, Magery: Druid-3, LVL: 45, Mana: 10, Diff: -90
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 55 to 200, EndCast [ember(5124), (@lvl 55): Damage(-MR) 55 to 200], x3 times/round

#: 5124, Name: ember, Short: embr, Magery: Druid-3, LVL: 45, Mana: 10, Diff: -90
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 55 -- (@lvl 55): Damage(-MR) 55 to 200, x3 times/round
>> References: Monster: Demoness Irikani(216), Monster: Demoness(1050)

#: 5123, Name: eldritch bolt, Short: ebol, Magery: Mage-1, LVL: 20, Mana: 12, Diff: -30
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 28 -- (@lvl 28): Damage(-MR) 40 to 120
>> References: Monster: ancient gremlin shaman(933), Monster: gremlin witchdoctor(894), Monster: lady of the dark(751), Monster: nanati sorceress(733), Monster: ogre-mage(297), Monster: rakshasha rukh(565), Monster: rakshasha(564), Monster: rubicant(798)

#: 5122, Name: god's wrath, Short: gwra, Magery: Priest-2, LVL: 25, Mana: 14, Diff: -50
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 35 -- (@lvl 35): Damage(-MR) 57 to 170
>> References: Monster: animated book(870), Monster: deranged priest(719), Monster: feline prisoner(368)

#: 5121, Name: unholy force, Short: ufor, Magery: Priest-0, LVL: 13, Mana: 8, Diff: -10
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 22 -- (@lvl 22): Damage(-MR) 18 to 68, NotGood
>> References: Monster: dark priest(144), Monster: dark-elf faithkeeper(335), Monster: dark-elf faithkeeper(972), Monster: serpentkin witchdoctor(169)

#: 5120, Name: holy force, Short: hfor, Magery: Priest-0, LVL: 13, Mana: 8, Diff: -10
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 22 -- (@lvl 22): Damage(-MR) 18 to 68, NotEvil
>> References: Monster: priest(198), Monster: priestess(199)

#: 5119, Name: acid jet, Short: acid, Magery: Druid-0, LVL: 13, Mana: 8, Diff: -14
>> Target: Monster or User -- Attack Type: Water -- LVL Gain Cap: 20 -- (@lvl 20): Damage(-MR) 24 to 68
>> References: Monster: dark druid(121), Monster: gnome shaman(331), Monster: wererat plague-crafter(361), Monster: wererat shaman(359)

#: 5118, Name: burning aura, Short: burn, Magery: Druid-0, LVL: 13, Mana: 10, Diff: -15
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 15 -- (@lvl 15): Damage 4, EvilInCombat, AC -5, DR -3, Accuracy -5, for 20 rounds

#: 5117, Name: sunbolt, Short: sbol, Magery: Mage-1, LVL: 13, Mana: 8, Diff: -14
>> Target: Monster or User -- Attack Type: Hot -- LVL Gain Cap: 22 -- (@lvl 22): Damage(-MR) 30 to 73
>> References: Monster: alchemist(175), Monster: dark mage(1102), Monster: dark mage(149), Monster: dark warlock(147), Monster: gremlin(838), Monster: nanati sorceress(733)

#: 5116, Name: agony, Short: agon, Magery: Priest-0, LVL: 8, Mana: 5, Diff: 0
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 15 -- (@lvl 15): Damage(-MR) 18 to 56, AffectsLivingOnly
>> References: Monster: black orc shaman(124), Monster: dark cleric(1101), Monster: dark cleric(143), Monster: serpentkin shaman(167)

#: 5115, Name: spiritual hammer, Short: hamm, Magery: Priest-0, LVL: 4, Mana: 3, Diff: 5
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 11 -- (@lvl 11): Damage(-MR) 4 to 25
>> References: Monster: dark cleric(33), Monster: dark paladin(145), Monster: dark paladin(35), Monster: dark priest(34)

#: 5114, Name: harm, Short: harm, Magery: Priest-0, LVL: 1, Mana: 1, Diff: 15
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 6 -- (@lvl 6): Damage(-MR) 4 to 19, AffectsLivingOnly
>> References: Monster: orc shaman(481)

#: 5113, Name: lightning bolt, Short: lbol, Magery: Mage-1, LVL: 8, Mana: 5, Diff: 0
>> Target: Monster or User -- Attack Type: Lightning -- LVL Gain Cap: 15 -- (@lvl 15): Damage(-MR) 16 to 42
>> References: Monster: Aiken(22), Monster: brine hag(714), Monster: dark goblin warlock(125), Monster: dark-elf warlock(339), Monster: Giovanni(41), Monster: insane mage(498), Monster: Leo the Quick(486), Monster: mad wizard(129), Monster: spectral mage(959)

#: 5112, Name: smite, Short: smit, Magery: Mage-1, LVL: 3, Mana: 4, Diff: 5
>> Target: Self or User -- Attack Type: Normal -- LVL Gain Cap: 30 -- (@lvl 30): MaxDamage +4, for 120 rounds

#: 5111, Name: frost jet, Short: fjet, Magery: Mage-1, LVL: 4, Mana: 3, Diff: 5
>> Target: Monster or User -- Attack Type: Cold -- LVL Gain Cap: 11 -- (@lvl 11): Damage(-MR) 8 to 25
>> References: Monster: Aiken(22)

#: 5110, Name: ethereal shield, Short: shld, Magery: Mage-1, LVL: 5, Mana: 6, Diff: -5
>> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 18 -- (@lvl 18): AC(Blur) +12, DR +1, RemovesSpells(mageshield(132), protective shell(1046), manashield(1004), bladed sphere(1041)), for 114 rounds

#: 5109, Name: magic missile, Short: mmis, Magery: Mage-1, LVL: 1, Mana: 1, Diff: 15
>> Target: Monster or User -- Attack Type: Normal -- LVL Gain Cap: 6 -- Damage(-MR) 4 to 12
>> References: Monster: warlock bandit(379)


I don't think I missed anything
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 08:07 AM
Quote from: Coarse Horse on Apr 17, 2013, 07:52 AM
I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.

Oh lord yeah..they are still 500%.  But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 08:10 AM
Quote from: Stalkerr on Apr 17, 2013, 07:56 AM
I actually copied the old spells that monsters use and pointed the monsters to the copy before I updated the damage, so the monsters are exactly the same.   There were 59 spells shared by monsters so thats all fixed.

Can you be more specific about the end game mage exp rate issue?

That is excellent news.

Gremlins is currently the place where Mages can make huge exp at endgame. I hate to piss in the Wheaties of a good guy who scripts there, but it's a real concern. With no changes made and if this mod is implemented, then Druid will be able to do at least equally as well, if not significantly better due to healing.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 08:12 AM
Quote from: Stalkerr on Apr 17, 2013, 08:07 AM
Oh lord yeah..they are still 500%.  But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?

Unfortunately Mystics are so powerful in PvP and PvE both that I think the former is true.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 08:23 AM
Quote from: Coarse Horse on Apr 17, 2013, 08:10 AM
That is excellent news.

Gremlins is currently the place where Mages can make huge exp at endgame. I hate to piss in the Wheaties of a good guy who scripts there, but it's a real concern. With no changes made and if this mod is implemented, then Druid will be able to do at least equally as well, if not significantly better due to healing.

That is a pretty significant chunk of exp.  Its seems like you could get assraped in there pretty easily though.  I know this area isnt really solo scriptable in mmud, and even in gmud it seems like you'd need a pretty specific setup that requires certain limited items AND unnaturally high hp values.  Is there something happening in gmud that makes this untrue?
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 08:25 AM
Quote from: Stalkerr on Apr 17, 2013, 08:23 AM
That is a pretty significant chunk of exp.  Its seems like you could get assraped in there pretty easily though.  I know this area isnt really solo scriptable in mmud, and even in gmud it seems like you'd need a pretty specific setup that requires certain limited items AND unnaturally high hp values.  Is there something happening in gmud that makes this untrue?

Some gear is required, but from what I understand, it's only really needed for mana regen. I'd imagine the lack of a level cap, increased stats, and things like DR absorbing spell damage each contribute at least a little bit. Looking at the person in Megamud, it looks like the only lims he's wearing are vortex staff, rainbow stone, and golden headdress.

I haven't done a lot of testing with roomers here, so there may be other factors we're not considering such as round initiative when rooming, etc.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 08:33 AM
Quote from: Coarse Horse on Apr 17, 2013, 08:25 AM
Some gear is required, but from what I understand, it's only really needed for mana regen. I'd imagine the lack of a level cap, increased stats, and things like DR absorbing spell damage each contribute at least a little bit. Looking at the person in Megamud, it looks like the only lims he's wearing are vortex staff, rainbow stone, and golden headdress.

I'm assuming that this is in non-pvp?  That golden headdress seems like it would be 100% required for a mage to script this area..unless it was a kang mage or something like that.  Also I've no plans for the increased max stats.  I dunno how much of an issues *this* is for a realm that would have pvp enabled.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 08:48 AM
Quote from: Stalkerr on Apr 17, 2013, 08:33 AM
I'm assuming that this is in non-pvp?  That golden headdress seems like it would be 100% required for a mage to script this area..unless it was a kang mage or something like that.

I concur about the headdress, and Kang is certainly the wild card here in terms of scriptability. Obviously this isn't an issue for Druids.

Quote from: Stalkerr on Apr 17, 2013, 08:33 AM
I dunno how much of an issues *this* is for a realm that would have pvp enabled.

Agreed.

Quote from: Stalkerr on Apr 17, 2013, 08:33 AM
Also I've no plans for the increased max stats. 

I'm thinking this is going to be a problem for most players. Taking away the opportunity to truly advance at high level is going to be a big turnoff for many people who have grown used to having somewhere to put their extra cps at top end.

I propose a balanced stat increase setup vs the current imbalanced setup that is implemented on both realms. Instead of a flat max increase on all stats, pick the 2 strongest stats of each race and add an equal amount to the max of each one. In cases where a race has one strong stat and the next two are equal value, the amount of increase could be equally split between the two equal value stats. This maintains some balance between the races and prevents problems that we have now like Half-Ogres having a 100 agility max. Here are some examples using +40/+40 or a total of +80 stats:

Standard Increase
#: 10, Name: Half-Ogre, Exp: 30%, HP: 1, Str: 70-190, Int: 20-60, Wis: 25-70, Agi: 20-60, Hea: 60-190, Cha: 25-60, Abilities: M.R. +15, DR +2
#: 13, Name: Gaunt One, Exp: 50%, HP: 0, Str: 40-100, Int: 60-180, Wis: 50-100, Agi: 50-150, Hea: 30-70, Cha: 30-80, Abilities: Illu +200, Percep +10

1/2 Standard, 1/2 Split Increase
#: 11, Name: Kang, Exp: 35%, HP: 0, Str: 55-160, Int: 30-90, Wis: 45-130, Agi: 30-90, Hea: 50-130, Cha: 30-85, Abilities: ImmuPoison +100, DR +1, AC +5

3rd Case - Human - Split across all stats due to equal values (rounded up to 15 from 13.3 repeating for "squareness")
#: 1, Name: Human, Exp: 0%, HP: 0, Str: 40-115, Int: 40-115, Wis: 40-115, Agi: 40-115, Hea: 40-115, Cha: 40-115, Abilities:

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Winterhawk on Apr 17, 2013, 09:02 AM
This is a good example of hysteria over someone elses exp rate...this isn't something that is available to every mage yet it gets used as a reason to rape the chart or do other things to limit them. What you are seeing in your last look at the mage is the gear before certain items that add permanant shadowform,say 30 levels back. Also..and here is the real issue IMO...scripting there REQUIRES at the very least a priest partner and in most cases an additional roomer..yes maybe 7 mil is possible..for an hour or two..then it's deathpile recovery time..in reality it's less than the tanks are making in the web..storm fort..etc and it's the ONLY spot in the game even close to that good..so before you use the Metro method of balance .. basing changes on one extreme case...consider carefully. You must consider things faced by a solo char as the basline..yes the tag-along priest as a healbot is unfair to solo players but I don't really see a way around that under the existing game mechanics. Any of you that really think mages chart is too high need to play one solo from a fresh start then compare them to say..anything else. I do think mages are very powerful at the high end but solo from a start is a nasty nasty ordeal...adding more damage/less mana cost to low end spells could help that ordeal out somewhat and possibly justify a small chart increase to balance high end power but it will need to be based on common gear and not the best of everything as that generally is only one per class that can get that.

Winter

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 09:37 AM
Quote from: Winterhawk on Apr 17, 2013, 09:02 AM
This is a good example of hysteria over someone elses exp rate...this isn't something that is available to every mage yet it gets used as a reason to rape the chart or do other things to limit them. What you are seeing in your last look at the mage is the gear before certain items that add permanant shadowform,say 30 levels back. Also..and here is the real issue IMO...scripting there REQUIRES at the very least a priest partner and in most cases an additional roomer..yes maybe 7 mil is possible..for an hour or two..then it's deathpile recovery time..in reality it's less than the tanks are making in the web..storm fort..etc and it's the ONLY spot in the game even close to that good..so before you use the Metro method of balance .. basing changes on one extreme case...consider carefully. You must consider things faced by a solo char as the basline..yes the tag-along priest as a healbot is unfair to solo players but I don't really see a way around that under the existing game mechanics. Any of you that really think mages chart is too high need to play one solo from a fresh start then compare them to say..anything else. I do think mages are very powerful at the high end but solo from a start is a nasty nasty ordeal...adding more damage/less mana cost to low end spells could help that ordeal out somewhat and possibly justify a small chart increase to balance high end power but it will need to be based on common gear and not the best of everything as that generally is only one per class that can get that.

Winter



It would be one thing if the area was blatantly broken..but i dunno that it is?  It sounds like you die if your script there.  And in a realm where your gear isn't protected by the sysop I dunno if you'd actually script this.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 09:46 AM
Quote from: Coarse Horse on Apr 17, 2013, 08:48 AM
I'm thinking this is going to be a problem for most players. Taking away the opportunity to truly advance at high level is going to be a big turnoff for many people who have grown used to having somewhere to put their extra cps at top end.


Well,  if it means anything to you..this is actually something Vitoc brought up without any sort of prompting from me.  But I don't like the increased maximum stats, and I'm probably not going to do it.

(11:50:48 AM) Vitoc: I like that, we should honestly put some thought into alternative ways of using CPs
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: y2duhh on Apr 17, 2013, 10:02 AM
Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.

2) Gypsy - one thing about gypsies that is unfair compared to missionaries is the fact that a miss can get cobras and an azure shamir with ease. Its not as easy to get the midnight glare. Maybe making this one item much easier to obtain would change a lot.

3) Can we rework races or add NV to all races in one form or another - you never see half-elf, human, elf. You rarely see Gnome, Halfling, Goblin and to some extent Horc The realm is made up of Delf, Neko, Hogre, Dwarf, Kang.   

4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output.  I don't see any reason why bosses should be killed by a group of level 1s.   I dont see why people should be able to get level 50 in the matter of month.   Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 11:25 AM
Quote from: y2duhh on Apr 17, 2013, 10:02 AM
Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.
I think that if I'm careful with the spell mod, that warlocks will be a more viable class, I'd like to make some small adjustments to their base stats and see where they stand when they have more powerful spells at their disposal.   To clarify, since I'm definitely sold on the spell mod, I don't want to make 2 major changes to warlocks at the same time.
Quote
2) Gypsy - one thing about gypsies that is unfair compared to missionaries is the fact that a miss can get cobras and an azure shamir with ease. Its not as easy to get the midnight glare. Maybe making this one item much easier to obtain would change a lot.
That is a great idea.  I'll have to look at it and I'll post what I come up with.
Quote
3) Can we rework races or add NV to all races in one form or another - you never see half-elf, human, elf. You rarely see Gnome, Halfling, Goblin and to some extent Horc The realm is made up of Delf, Neko, Hogre, Dwarf, Kang.   
I understand the complaint, but I don't like the solution.  What if carrying light sources was less of a burden?
Quote
4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output.  I don't see any reason why bosses should be killed by a group of level 1s.   I dont see why people should be able to get level 50 in the matter of month.   Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.
I tend to agree and my absolute least favorite level range in the level 15-22 range where you just sky rocket through the levels with quests that over reward.  I assume you are talking about the level 1 thrag run.  And while I can assure you that that run is not easily pulled off, I agree that it is a bit fucked.  I'd have to look into solutions for this, ultimately I think that lowering AC on low level plate gear would help, and the golden locket quest should probably be removed.

Back to the quick leveling/exp is TOO DAMN HIGH issue..I've got a list in my head of areas that could use some tweaks, but specific examples of what other people see as issues in this department might help..(even if there are a lot of examples).
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 12:03 PM
Quote from: y2duhh on Apr 17, 2013, 10:02 AM
Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.

They'd also instantly be the highest damage class in the game. We need to be careful with things like this.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 12:23 PM
Quote from: Coarse Horse on Apr 17, 2013, 12:03 PM
They'd also instantly be the highest damage class in the game. We need to be careful with things like this.

Maybe during certain level ranges..but this statement is misleading if not false. 
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 17, 2013, 12:53 PM
Fren 5 max dmg/5 crit + Smit 4 max damage is higher than any class that can use 2 handers gets from buffs. This would be sort of like a Wardancer who can also room for 500 with spell mod and have 85-90 AC.

GG

If not the highest damage, it'd be damn close. Crit classes might edge it out because of the unnaturally high crit %s, but it'd still be close.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 01:37 PM
Quote from: Coarse Horse on Apr 17, 2013, 12:53 PM
Fren 5 max dmg/5 crit + Smit 4 max damage is higher than any class that can use 2 handers gets from buffs. This would be sort of like a Wardancer who can also room for 500 with spell mod and have 85-90 AC.

GG

If not the highest damage, it'd be damn close. Crit classes might edge it out because of the unnaturally high crit %s, but it'd still be close.

Yeah, but all that is meaningless at say..level 1.  Or even mid game when a combat-4 with zeal or prow would get more swings with a heavy weapon.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 17, 2013, 01:42 PM
So then, if we're planning to roll with standard stats (I support this concept 100%), and there will be potential for new ways to use CPs, I have a few ideas.

This is just to get the ball rolling on the idea, it needs a lot of work.  I'm thinking that rather than keep increasing stats which quickly skews the engine mechanics you could get some of the benefits of what a stat increase would do a la carte, ie: + max damage.

I'm not sure if it makes the most sense to allow all abilities for everyone or if it should be racially decided to allow for better race balancing (downside is it is a heck of a lot more work to come up with ideas for each race individually).

Some of the things I've thought of (obviously need to be balanced, just rough numbers)

+1 max dmg for 10 CPs
+1/0 AC for 10 CPs
+0/.2 AC for 10 CPs
+5 dodge for 10 CPs
+5 HpRegen for 10 CPs
+5 MpRegen for 10 CPs
+1% encumb for 10 CPs
Swimming (no need for raft) 10 CPs - Credit: DC
Climbing (no need for rope) 10 CPs - Credit: DC
+10 perception for 10 CPs
+10 spellcasting for 10 CPs
+10 MagicRes for 10 CPs
+10 light, 10 CPs


Other ideas:
Grant tracking ability for 50 CPs
Grant picklocks ability for 50 CPs
Grant thievery for 50 CPs
Grant traps for 50 CPs

Just to give a few examples on "racial" additions, I was thinking something along the lines of this for Kang:
Toughened Skin 30 CPs, +1/.1 AC
Regeneration 30 CPs, +1 heal

You could also mix the two having several generic additions available for purchase via CPs and also have racial "bonus" items that can be purchased via CPs to add to the racial differences.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 01:52 PM
Quote from: Jester on Apr 17, 2013, 01:42 PM
So then, if we're planning to roll with standard stats (I support this concept 100%), and there will be potential for new ways to use CPs, I have a few ideas.

This is just to get the ball rolling on the idea, it needs a lot of work.  I'm thinking that rather than keep increasing stats which quickly skews the engine mechanics you could get some of the benefits of what a stat increase would do a la carte, ie: + max damage.

I'm not sure if it makes the most sense to allow all abilities for everyone or if it should be racially decided to allow for better race balancing (downside is it is a heck of a lot more work to come up with ideas for each race individually).

Some of the things I've thought of (obviously need to be balanced, just rough numbers)

+1 max dmg for 10 CPs
+1/0 AC for 10 CPs
+0/.2 AC for 10 CPs
+5 dodge for 10 CPs
+5 HpRegen for 10 CPs
+5 MpRegen for 10 CPs
+1% encumb for 10 CPs
Swimming (no need for raft) 10 CPs - Credit: DC
Climbing (no need for rope) 10 CPs - Credit: DC
+10 perception for 10 CPs
+10 spellcasting for 10 CPs
+10 MagicRes for 10 CPs
+10 light, 10 CPs


Other ideas:
Grant tracking ability for 50 CPs
Grant picklocks ability for 50 CPs
Grant thievery for 50 CPs
Grant traps for 50 CPs

Just to give a few examples on "racial" additions, I was thinking something along the lines of this for Kang:
Toughened Skin 30 CPs, +1/.1 AC
Regeneration 30 CPs, +1 heal

You could also mix the two having several generic additions available for purchase via CPs and also have racial "bonus" items that can be purchased via CPs to add to the racial differences.


Just to be clear, I cannot promise anything changed coding wise; So this idea might be out the door from the get go.  BUT since it was the one thing Vitoc brought up himself its possible that its something that could be fit in before the next ice age.  I had kinda pictured the abilities all being unique and not seen on races and classes already in the game.  And they'd need to be somewhere between cosmetic and minor in power level.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 17, 2013, 02:19 PM
Ok, my take on exp charts:  It's not the best way to balance classes, but it's the easiest.  I'm not sure we can do enough without engine mods to really 'fix' classes, so exp charts is the best option.

Other than upping the HOG and Kang charts (maybe dwarf as well?) to account for the awesomeness of strength as a stat, I've been away too long to have a lot of input on individual class rates.

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: y2duhh on Apr 17, 2013, 02:46 PM
I am guessing this is a coding change but I always thougth ganghouse should all be the same price and you should be able to buy different guards to protect your house.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 17, 2013, 02:53 PM
That should be changable on the content side and it brings up an interesting point.

I always thought it was kind of silly that ganghouse emblems were generally pretty class-specific.  Casters don't really want the diamond emblem, but the white house is probably the best defended house.

I do like the idea of being able to summon multiple types of guardians into your house, mixing types would allow for a much nastier defensive mixture of status effects.  The only issue with that is you would have to make one of each guardian for each house so they would respect the correct token (I'm intentionally not calling it an emblem to lead into my next item...)

I think rather than an emblem per ganghouse, each ganghouse should have an internal shop where you can purchase 'worn' items similar to each of the current emblems so that various gang members can use the emblem that best suits them.  You could then replace the emblem with a different kind of token that keeps the guardians of the house at bay.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 02:57 PM
Quote from: y2duhh on Apr 17, 2013, 02:46 PM
I am guessing this is a coding change but I always thougth ganghouse should all be the same price and you should be able to buy different guards to protect your house.

There are ways to handle this in both corners.  I've done 3 or 4 different gang house patches that change the way they are defended, although I've not changed their pricing (thats content handled anyway).  Sometime in the next few days I'll put together a post about the options I have(or any suggestions I hear) about this. 

We need to be clear about some things.

1: What should the purpose of a ganghouse be.

2: How difficult should it be to break in.

3: And how well should a gang be able to defend their ganghouse through economic means.

speaking of which:  are their any bugs related to infinite income that need to be addressed?
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 02:59 PM
Quote from: Jester on Apr 17, 2013, 02:53 PM

I do like the idea of being able to summon multiple types of guardians into your house, mixing types would allow for a much nastier defensive mixture of status effects.  The only issue with that is you would have to make one of each guardian for each house so they would respect the correct token (I'm intentionally not calling it an emblem to lead into my next item...)

I think rather than an emblem per ganghouse, each ganghouse should have an internal shop where you can purchase 'worn' items similar to each of the current emblems so that various gang members can use the emblem that best suits them.  You could then replace the emblem with a different kind of token that keeps the guardians of the house at bay.

That would be an interesting use for gang shops that are currently not working in GreaterMud anyway.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Gardner Denver on Apr 17, 2013, 04:51 PM
Quote from: Stalkerr on Apr 17, 2013, 08:07 AM
Oh lord yeah..they are still 500%.  But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?

The high chart only affects the pvp realm not the non pvp realm.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 17, 2013, 04:53 PM
Since you brought up income, that is something else that could be tweaked.  High Yield EXP scripting should not ALSO be high yield money scripting.  Make people choose between scripting for money or scripting for better exp.  If you allow the win-win scenario it eliminates the value of money. 

Money drop rates across the realm should be scaled back and storm giants shouldn't drop platinum pieces unless it can be set to happen less often (I'm not sure how money drops are handled, if they are a 100% drop at a range from x to y then platinum should never be dropped by a standard monster that respawns frequently).

If mobs can be set to drop money only a certain % of the time that would be idea.  Maybe high yield exp loops have mobs that only drop gold 1%  of the time (if at all) and areas that have higher money drop rates have significantly lower exp potential.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Gardner Denver on Apr 17, 2013, 04:58 PM
Quote from: Stalkerr on Apr 17, 2013, 03:00 AM
I could probably rework that entire area a bit...so that the easy trainer trained you to 75..then you had to do that hard trainer for more levels past that?  I suppose up into the infinite levels is fine considering how exp charts work.  Off the top of my head I'm not exactly sure what it is in the hard trainer that doesnt work in gmud..maybe a hint would help me out.  I dunno that this is something I'd have to have ready right away, it takes a couple months for that to become an issue.

The biggest issue with the hard trainer is when you enter the tree room, the tree goes into your inventory instead of on the ground like it should.  This is an engine issue that can't be addressed through content unless you recode the entire area to include something to remove the tree.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Vile on Apr 17, 2013, 05:08 PM
I want simple things. Are these within the scope of whatever edits DC is able to implement?

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 17, 2013, 05:10 PM
Could there just be a fixture in the room that you can 'insert tree' into that causes the mob to spawn?  It's clunky, but it would work. 

Or you could just have Lozrina / beautiful man drop some kind of unique keys that open consecutive doors to Azmfodsfijsdaflksah whatever his name is.  Similar to the keys to get to Thrag.  You would have to add a room or two maybe, or at least add some doors along the path to the tree room.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 17, 2013, 05:15 PM
Quote from: Gardner Denver on Apr 17, 2013, 04:58 PM
The biggest issue with the hard trainer is when you enter the tree room, the tree goes into your inventory instead of on the ground like it should.  This is an engine issue that can't be addressed through content unless you recode the entire area to include something to remove the tree.
Quote from: Jester on Apr 17, 2013, 05:10 PM
Could there just be a fixture in the room that you can 'insert tree' into that causes the mob to spawn?  It's clunky, but it would work. 

Or you could just have Lozrina / beautiful man drop some kind of unique keys that open consecutive doors to Azmfodsfijsdaflksah whatever his name is.  Similar to the keys to get to Thrag.  You would have to add a room or two maybe, or at least add some doors along the path to the tree room.

AH yeah, this is easy enough to fix.
Quote from: Jester on Apr 17, 2013, 04:53 PM
Since you brought up income, that is something else that could be tweaked.  High Yield EXP scripting should not ALSO be high yield money scripting.  Make people choose between scripting for money or scripting for better exp.  If you allow the win-win scenario it eliminates the value of money. 

Money drop rates across the realm should be scaled back and storm giants shouldn't drop platinum pieces unless it can be set to happen less often (I'm not sure how money drops are handled, if they are a 100% drop at a range from x to y then platinum should never be dropped by a standard monster that respawns frequently).

If mobs can be set to drop money only a certain % of the time that would be idea.  Maybe high yield exp loops have mobs that only drop gold 1%  of the time (if at all) and areas that have higher money drop rates have significantly lower exp potential.

i tend to agree with you on this, I'll be sure to keep it in mind when looking things over.
Quote from: Vile on Apr 17, 2013, 05:08 PM
I want simple things. Are these within the scope of whatever edits DC is able to implement?


  • Some form of +spell damage (also applies to blesses and healing) from items
  • More +spell damage (as above) from the caster's main stat, just like STR does with max damage
  • Spell crits
  • Tweaks to the combat system. Damage needs to be lowered and hps raised
Unfortunately, there isnt anything on your list that I can really do.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 18, 2013, 07:28 AM
Something else that could be band-aided through content is to either reduce the duration of stun spells used by monsters or remove them.  It cripples areas like the garden that were potentially good scripting spots and makes things like the mind flayer magus even harder.  The way they currently stack makes areas that have a lot of stunning type spells almost impossible.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Crabster on Apr 18, 2013, 08:10 AM
Quote from: Stalkerr on Apr 17, 2013, 03:10 AM
What do other people think as far as exp charts, I'm specifically interested in mystics.

why the raise on pallys exp table? just curious
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Crabster on Apr 18, 2013, 08:22 AM
Quote from: Coarse Horse on Apr 17, 2013, 07:52 AM
I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.

i agree with both...i have 3 mystics and a ninja in my gang....and the mystics put out more dmg at 40 than most lev 50 anythings....the exp chart is really startin to hurt em but they dish out 7 to 800 avg rounds tho...
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 18, 2013, 10:21 AM
Quote from: Crabster on Apr 18, 2013, 08:10 AM
why the raise on pallys exp table? just curious

Because Paladins are amazing and need a handicap.  With plate, combat 4 and major healing they pretty much outscript anyone (though this is tempered a bit in Gmud).

Just so you don't get some idea that I'm anti-paladin, I play one everytime I start this game again and if I'm being honest they are pretty OP.

That said, I am totally OK with a reduction in Paladin exp table and the addition of a 'laser eyes' ability.  I'll probably play one regardless.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Hurricane Omega on Apr 18, 2013, 12:36 PM
Quote from: Gardner Denver on Apr 16, 2013, 07:15 PM
Add more levels to the easy trainer so mudop/sysop intervention is not required to train above level 75.

Put in a level 75 restricted portal to a trainer behind the Aged Titan (Neutral Territory) to train above level 75.  Cost to enter the portal or training cost could be used to encourage high level characters to continue to collect cash and keep at least some of it off the floor.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Dirke on Apr 18, 2013, 05:57 PM
Auto-convert cash when picked up. Chests dropping 87723648723687234718273 copper is just silly.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Crabster on Apr 18, 2013, 11:16 PM
Quote from: Jester on Apr 18, 2013, 10:21 AM
Because Paladins are amazing and need a handicap.  With plate, combat 4 and major healing they pretty much outscript anyone (though this is tempered a bit in Gmud).

Just so you don't get some idea that I'm anti-paladin, I play one everytime I start this game again and if I'm being honest they are pretty OP.

That said, I am totally OK with a reduction in Paladin exp table and the addition of a 'laser eyes' ability.  I'll probably play one regardless.

ppl play clerics in gmud i thought....refer to #1 in pvp realm
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 18, 2013, 11:53 PM
Clerics probably deserve a raise too.

They're the class of choice for anchoring pvp groups cuz of their ac and healing and are generally hard-to-kill , but they still can't pull rates like Paladins can solo.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Vile on Apr 19, 2013, 03:53 AM
Quote from: Coarse Horse on Apr 18, 2013, 11:53 PM
Clerics probably deserve a raise too.

They're the class of choice for anchoring pvp groups cuz of their ac and healing and are generally hard-to-kill , but they still can't pull rates like Paladins can solo.

If exp charts were based around how classes "pull rates" a warrior would have about the 3rd highest chart. Clerics are abundant in pvp at least because they are the ultimate dupe due to their versatility. They should have a higher chart than Paladins, which honestly aren't that powerful. The +40 to stats helps an absurd amount but needing high AC kills damage output.

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 19, 2013, 06:39 AM
Quote from: Vile on Apr 19, 2013, 03:53 AM
If exp charts were based around how classes "pull rates" a warrior would have about the 3rd highest chart.

You'll note how in an earlier post i recommended a 50% chart increase for Warriors up to 150%, which is an overall chart increase of 50%. Warriors are too easy to level for the amount of versatility they have in gear choices, overall power, and scriptability. This is compounded by the fact that DR is overpowered on Gmud.

Quote from: Vile on Apr 19, 2013, 03:53 AM
Clerics are abundant in pvp at least because they are the ultimate dupe due to their versatility.

They're abundant in pvp because they can tank damage with huge ac, carry all your garbage, and heal pretty damn well on top of it, not to mention their utility in blesses and curing ailments. In almost every case on the pvp realm, the Clerics are being pulled by pure damage dealers. Class charts can't be based on potential when running with other classes. They have to be based on what they as a class have the potential to do in skilled hands. If you took the damage dealers out of the equation, suddenly the same exact Clerics in the same exact gear have high ac, nice healing, nice utility, and only decent damage. If you want to do high damage with a Cleric here, you have to give up a lot of those defenses. Also, if you want to do high damage with a Cleric, you really don't have very many options for weapons to do so. Their weapon selection was how they were originally balanced along with their chart, but I agree that overall Clerics probably deserve a 25-30% chart increase just due to their overall personal potential, and not because they're being overused as a MegaMUD robot on the pvp realm.

This represents between a 10% and 15% overall chart increase.

Quote from: Vile on Apr 19, 2013, 03:53 AM
They should have a higher chart than Paladins, which honestly aren't that powerful.

I totally disagree. Clerics are popular on the pvp realm because most of the fighting is done in groups. They are a perfect party anchor.

When you compare Paladins and Clerics as standalone classes in skilled hands, Paladins will edge Clerics out for just about the entire game. This isn't something new. It's been the case for a long, long time. The lack of powerful Paladins on the pvp realm is a reflection of the group-oriented pvp situation there, not overall power or potential.

If every class's chart was based on how useful people find them in pvp only, then we'd end up with like 5 or 6 classes with huge charts and the rest being lowered. The game has more facets than pvp, so you really can't justify a chart by just looking at how they are used in PvP.

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 19, 2013, 05:33 PM
So, low level high tier armour should be; more expensive, less effective, both, neither.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 19, 2013, 06:00 PM
Quote from: Stalkerr on Apr 19, 2013, 05:33 PM
So, low level high tier armour should be; more expensive, less effective, both, neither.

I like the idea of making things more expensive. It would give more value to cash if everything was doubled or tripled in price, not just armor.

Locket quest should probably be looked at as well for a change in reward or possibly removal.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 19, 2013, 07:52 PM
Quote from: Coarse Horse on Apr 19, 2013, 06:00 PM
I like the idea of making things more expensive. It would give more value to cash if everything was doubled or tripled in price, not just armor.

Locket quest should probably be looked at as well for a change in reward or possibly removal.

While I like the idea of a quest that needs to be rushed for one person..I find it a little cheesey that it can be finished in less than 2 minutes..I liked the unlimited shovel, and It would be super fun when pvp was allowed at level 1.  But I dunno how to balance that. 
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 19, 2013, 09:30 PM
You could change the final destination of the locket to make it take a little longer to complete.

Maybe somewhere like Aged Titan or somewhere of similar distance/difficulty to reach @ level 1.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 20, 2013, 09:50 PM
Lots of realm go with increased limited items.  I intend to leave lims in the game, because I like them.  BUT I'm willing to put suitable non-lim alternatives in for some items.  What items in particular make people cringe when they aren't available for their favorite class?  Although, for this topic I'm interested in every limited item in the game, I'm particularly interested in level 10 quest items.  I'm not trying to bait the conversation one way or another so if you have any thoughts now would be a great time to post them. 

--While we are on the level 10~level range, I'm going to put this out there, how would people feel if the 4, 750k quests available at level 15 were spread out between levels 10 and 20, altered a little to be easier/harder depending on the intended level and had their exp values altered to be worth about 1 level instead of how it is now.  (Now its you hit 15, do 3 quests and your teens are over)
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 21, 2013, 12:41 AM
Quote from: Stalkerr on Apr 20, 2013, 09:50 PM
Lots of realm go with increased limited items.  I intend to leave lims in the game, because I like them.  BUT I'm willing to put suitable non-lim alternatives in for some items.  What items in particular make people cringe when they aren't available for their favorite class?  Although, for this topic I'm interested in every limited item in the game, I'm particularly interested in level 10 quest items.  I'm not trying to bait the conversation one way or another so if you have any thoughts now would be a great time to post them. 

jeweled scimitar
flametongue
crystal shortsword
witchwood spear
silver rapier
curved bone dagger
golden belt
belt of faith

Quote from: Stalkerr on Apr 20, 2013, 09:50 PM
--While we are on the level 10~level range, I'm going to put this out there, how would people feel if the 4, 750k quests available at level 15 were spread out between levels 10 and 20, altered a little to be easier/harder depending on the intended level and had their exp values altered to be worth about 1 level instead of how it is now.  (Now its you hit 15, do 3 quests and your teens are over)

To me, this mostly depends on the final exp chart percentages for classes.


Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 21, 2013, 01:06 AM
Quote from: Coarse Horse on Apr 21, 2013, 12:41 AM
jeweled scimitar
flametongue
crystal shortsword
witchwood spear
silver rapier
curved bone dagger
golden belt
belt of faith

To me, this mostly depends on the final exp chart percentages for classes.




I mean..like literally 1 level worth..like based on your chart.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: mad on Apr 21, 2013, 11:10 AM
Quote from: Coarse Horse on Apr 19, 2013, 06:39 AM

I totally disagree. Clerics are popular on the pvp realm because most of the fighting is done in groups. They are a perfect party anchor.

When you compare Paladins and Clerics as standalone classes in skilled hands, Paladins will edge Clerics out for just about the entire game. This isn't something new. It's been the case for a long, long time. The lack of powerful Paladins on the pvp realm is a reflection of the group-oriented pvp situation there, not overall power or potential.


Clerics actually end up edging paladins out in all ways once they end up QND with a gavel

Fix? Clerics nerf to Scale armour.. (like a witchy, but allow magical items) .. at the moment the are a one stop shop for tanking, .. plate, heals, just not max HP .. i mean i walked into gnaj's room and just solo'd him .. flex ..

Problem solved .. Mad's rocking around 96/28 qnd with the TSM .. there's no way a paladin could outdo me scripting,

There is actually no reason to go a paladin (end game), the warrior XP chart is too tempting and the cleric will simply outshine it around level 50+.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Gardner Denver on Apr 21, 2013, 12:28 PM
Something to keep in mind for GMUD, we have seperated the extra MR from anti magic from the ability to use magical items.  This would allow you to build some type of hybrid witchie, say one with +anti-magic but can still wear magic armour  (or vice versa).
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 21, 2013, 03:45 PM
Quote from: mad on Apr 21, 2013, 11:10 AM
Clerics actually end up edging paladins out in all ways once they end up QND with a gavel
there's no way a paladin could outdo me scripting,
There is actually no reason to go a paladin (end game)

I don't think any of this is true, so we'll just have to agree to disagree.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 21, 2013, 03:52 PM
Quote from: mad on Apr 21, 2013, 11:10 AM
Mad's rocking around 96/28 qnd with the TSM

This wouldn't be the case without the edited stats maxes, which sound like they're already out the window for the new edited realm.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 21, 2013, 04:50 PM
Quote from: mad on Apr 21, 2013, 11:10 AM
Clerics actually end up edging paladins out in all ways once they end up QND with a gavel


But the paladin got to high level a month before the Cleric and already has all the lims in his gang house.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: mad on Apr 21, 2013, 10:48 PM
Ah yeah good, was going to say that the stats are what makes clerics OP too early on, either go for health (tank) or go for damage stats, not both..

A paladin being a month ahead of scripting against a cleric? After how long ... 3 years ?
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 21, 2013, 11:01 PM
A paladin needs to be able to get the scripting spots he needs to level super fast.  Unfortunately for paladins in gmud groups of players will get those spots first and the solo paladin can't take them from a group.  The cleric adds more to a group since he can tank equally well and heals better.  If this was a realm of 8-10 players paladins would definately be stronger, but its not.

If there were significantly more spots worth scripting, the solo paladin would out earn the grouped cleric.

If you're comparing them side by side solo...then the paladin massively out earns the cleric.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Vile on Apr 22, 2013, 04:38 AM
Quote from: Stalkerr on Apr 21, 2013, 11:01 PM
A paladin needs to be able to get the scripting spots he needs to level super fast.  Unfortunately for paladins in gmud groups of players will get those spots first and the solo paladin can't take them from a group.  The cleric adds more to a group since he can tank equally well and heals better.  If this was a realm of 8-10 players paladins would definately be stronger, but its not.

If there were significantly more spots worth scripting, the solo paladin would out earn the grouped cleric.

If you're comparing them side by side solo...then the paladin massively out earns the cleric.

This.

We need to look past exp charts and look at balance taking into account all aspects of this uniquely weird multi user environment.

The game is played in groups, and right now the most powerful combo is damage dealer + Cleric. There is no reason to consider your tank/healer to be anything other than a Cleric, they are that good. This is not good balance and highlights some of the glaring balance issues.

What would the most powerful combos be? Something like:


Take a Ranger solo though and it is quite horrible.

There may be some other viable options with the right gear and at the high levels. But in general it highlights:
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 22, 2013, 05:51 AM
Quote from: Vile on Apr 22, 2013, 04:38 AM
This.

We need to look past exp charts and look at balance taking into account all aspects of this uniquely weird multi user environment.

The game is played in groups, and right now the most powerful combo is damage dealer + Cleric. There is no reason to consider your tank/healer to be anything other than a Cleric, they are that good. This is not good balance and highlights some of the glaring balance issues.

What would the most powerful combos be? Something like:


  • Mystic or Ninja or Ranger or Paladin or Warrior + Cleric
  • Everything else... a long long way behind]

Take a Ranger solo though and it is quite horrible.

There may be some other viable options with the right gear and at the high levels. But in general it highlights:

  • AC, can't live without it
  • Don't have AC? Healing is a must
  • 2-hander damage is... insane

Some of this can be dealt with through the content.  I can scale down some monster acc a bit as well as some armour values.  This would make lighter armours more survivable while not changing plate too much..(if I do it right).  There are some chunks of the combat formulas that are just way off, and many of them are things that I thought were fixed but aren't.  I've taken some time and tested certain things and I know where the errors are if we can get that fixed mystics can probably go back down to a normal chart.

I'd like to see if I can get some work done on a couple of these bugs, if I can it'll make a difference as to how I balance things.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Thergin on Apr 22, 2013, 06:12 AM
You cant balance a class based on a limited - 1 item.

Paladins should have combat 3, that will give warriors more of a niche as well.

The exp tables should be closer, and that would make it easier for balancing as well,

Warriors go up, Paladins come down
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: mad on Apr 22, 2013, 02:39 PM
I still vote put clerics in scale, and let them use any 1-h. Increase their hit points to 6-10 and just make them take more damage so they use more mana, and make it difficult to hit the 'unhittable AC'
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Vile on Apr 22, 2013, 05:03 PM
Quote from: Stalkerr on Apr 22, 2013, 05:51 AM
Some of this can be dealt with through the content.  I can scale down some monster acc a bit as well as some armour values.  This would make lighter armours more survivable while not changing plate too much..(if I do it right).  There are some chunks of the combat formulas that are just way off, and many of them are things that I thought were fixed but aren't.  I've taken some time and tested certain things and I know where the errors are if we can get that fixed mystics can probably go back down to a normal chart.

I'd like to see if I can get some work done on a couple of these bugs, if I can it'll make a difference as to how I balance things.

Lowering acc and plate ac would be a great start. Leather is basically useless right now. The only time you will wear a leather item is if it gives dodge, crits, max damage etc. You are better off getting the benefit from low enc than wearing a leather item purely for ac.

The hybrid class will still be under represented though. The current "get raped or don't get hit at all" mentality is prevalent through many aspects of mud thanks to hard caps and is the root of the problem. The power of having massive defense + low damage far outweighs the power of average defense + average damage.
Mud is too one dimensional. The main roles are dps, tank, healer. Buff, debuff, crowd control and other utility is virtually non existent or not necessary in the game play.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 25, 2013, 10:39 AM
Reinstitute Trader Tull:

Specifically for 5th quest weapons.  Nobody likes finishing up the 5th quest only to get shafted on their quest weapon.  Maybe rework the 5th quest rewards as well so all of the weapons are good, but with different strengths.  Some of them just plain suck:  See also - Flamemasher.

I guess you could rework the quest-giver textblock to allow folks to choose their reward at the time of completion if it is deemed OP to allow on the fly switching out of quest weapons.  It seems kind of lame that you get a random roll on one of three weapons.

It eliminates the ultra fun 'level a HORC warrior or thief to 50 ASAP and reroll them after the quest' minigame though.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 25, 2013, 10:50 AM
Light sources:

I would like to see more viable light sources for the current afk-model of the game.  Relatively short duration light sources made sense when the game was created, but it's a major chore now.  In a game filled with enchantments, I would like to see a quest for something (worn, eye, face, ear) that puts out decent light.  It would have to be used at the expense of something more valueable, I'm not in favor of a permanent light source that you can just hold in your inventory (although I would like to see the durations bumped up on most of the light sources in the game).

For a quest, I'm thinking something like take the glowing pearl that drops from the giant oyster in the underground river (drop rate needs to be bumped up from 1% to something feasible) to the gnome enchantress and have her enchant it, or maybe add another Martok type NPC that can craft the pearl into a broach or some earrings or glasses, I dunno...you get the idea.

Even though I said I'm generally against a permanent item that you can just hold in your inventory, I wouldn't be against something like a bioluminescent (like the glowing pearl) that IS permanent and DOESN'T have to be equipped or worn that adds a SMALL amount of light (+25 maybe) just to take the edge off for mildly dark places.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Jester on Apr 25, 2013, 11:35 AM
Zanthus the Lich:

Can we make him at least feasible to kill?  Maybe just undo the knee-jerk reactions of IZaK that destroyed it?  Just changing the sunburst to 10x per day would have been enough, but noooooooo. (thanks a lot DC, you caused it, now fix it.  :P )

I would like to see a fix to his area to make it possible to group up and make a run at him and also make him possible to kill more than once.  He's worth a nice chunk of exp and you might even see daily lich runs, you know, like ACTUAL live board activity at high levels.  Crazy talk, right?
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 25, 2013, 03:39 PM
Quote from: Jester on Apr 25, 2013, 11:35 AM
Zanthus the Lich:

Can we make him at least feasible to kill?  Maybe just undo the knee-jerk reactions of IZaK that destroyed it?  Just changing the sunburst to 10x per day would have been enough, but noooooooo. (thanks a lot DC, you caused it, now fix it.  :P )

I would like to see a fix to his area to make it possible to group up and make a run at him and also make him possible to kill more than once.  He's worth a nice chunk of exp and you might even see daily lich runs, you know, like ACTUAL live board activity at high levels.  Crazy talk, right?

As much as I'd like to see this, it wouldn't be quite so important with a good bunch of new top-end bosses added to the game. Zanthus is just worth way too much experience to let people kill him regularly.

I did quite a bit of work on an edited realm turning the tsunami squid into a viable endgame boss with things worth killing him for.  A death text produced a chest for everyone involved, and the chest was filled with items for top-end only, as well as a few low level items only attainable from this chest (similar concept to amber pearl earrings being a low level item only attainable through high-level chests). A few simple ideas like this can really fill the void after you're done 5th questing.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 26, 2013, 12:39 AM
Quote from: Jester on Apr 25, 2013, 10:39 AM
Reinstitute Trader Tull:

Specifically for 5th quest weapons.  Nobody likes finishing up the 5th quest only to get shafted on their quest weapon.  Maybe rework the 5th quest rewards as well so all of the weapons are good, but with different strengths.  Some of them just plain suck:  See also - Flamemasher.

I guess you could rework the quest-giver textblock to allow folks to choose their reward at the time of completion if it is deemed OP to allow on the fly switching out of quest weapons.  It seems kind of lame that you get a random roll on one of three weapons.

It eliminates the ultra fun 'level a HORC warrior or thief to 50 ASAP and reroll them after the quest' minigame though.

I'd rather work on the rewards and make them all decent weapons, if I was going to allow you to switch 5th quest weapons it would probably be in the form of a quest rather than a point and click sort of thing.

Quote from: Jester on Apr 25, 2013, 10:50 AM
Light sources:

I would like to see more viable light sources for the current afk-model of the game.  Relatively short duration light sources made sense when the game was created, but it's a major chore now.  In a game filled with enchantments, I would like to see a quest for something (worn, eye, face, ear) that puts out decent light.  It would have to be used at the expense of something more valueable, I'm not in favor of a permanent light source that you can just hold in your inventory (although I would like to see the durations bumped up on most of the light sources in the game).

For a quest, I'm thinking something like take the glowing pearl that drops from the giant oyster in the underground river (drop rate needs to be bumped up from 1% to something feasible) to the gnome enchantress and have her enchant it, or maybe add another Martok type NPC that can craft the pearl into a broach or some earrings or glasses, I dunno...you get the idea.

Even though I said I'm generally against a permanent item that you can just hold in your inventory, I wouldn't be against something like a bioluminescent (like the glowing pearl) that IS permanent and DOESN'T have to be equipped or worn that adds a SMALL amount of light (+25 maybe) just to take the edge off for mildly dark places.

Multiple people have brought this up, and I'll work on it in some fashion.  I think that making the light source giving masks 'face' type items will help a lot.

Quote from: Jester on Apr 25, 2013, 11:35 AM
Zanthus the Lich:

Can we make him at least feasible to kill?  Maybe just undo the knee-jerk reactions of IZaK that destroyed it?  Just changing the sunburst to 10x per day would have been enough, but noooooooo. (thanks a lot DC, you caused it, now fix it.  :P )

I would like to see a fix to his area to make it possible to group up and make a run at him and also make him possible to kill more than once.  He's worth a nice chunk of exp and you might even see daily lich runs, you know, like ACTUAL live board activity at high levels.  Crazy talk, right?

He is actually pretty doable in Gmud because the realm is more than 10 total players.  I've killed him everytime I've done 5th quest.  The only issue that needs to be addressed imo is item recovery...or at least make it less painful to go back to your gang house and gear down before you make the attempt.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 27, 2013, 12:55 PM
Something that might be nice are alternatives to the mod 9 good priest class items for neutral or evil. It's a little imbalanced that this small handful of classes/this align gets both the best combat and mana regen rings  (silver signet and morningstar, and also the best defensive ring from 1st good), a crazy good neck (sunburst), and various other OP items like Darkbane and golden sun robes.

Drops and or/simple quests ala sunburst would be an easy way to add these things in.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Stalkerr on Apr 27, 2013, 01:22 PM
Quote from: Coarse Horse on Apr 27, 2013, 12:55 PM
Something that might be nice are alternatives to the mod 9 good priest class items for neutral or evil. It's a little imbalanced that this small handful of classes/this align gets both the best combat and mana regen rings  (silver signet and morningstar, and also the best defensive ring from 1st good), a crazy good neck (sunburst), and various other OP items like Darkbane and golden sun robes.

Drops and or/simple quests ala sunburst would be an easy way to add these things in.

I'll look into the neutral priest stuff a bit, although I can see why there isnt much neural priest gear.  I can't really imagine much that fits along these lines without really forcing the concept onto the item.  There isnt really a fatasy genre standard for neutral priest.  I could design stats and such all day, but I'd like so kinda inspiration for it.  Eh.  I'll just work with priest of balance in mind...even though the scales of justice or w/e are already a mystic item.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Greater on Apr 27, 2013, 01:33 PM
I guess I just see this an an opportunity to help buff some classes that don't get a lot of love in the stock game. The post was intended more to show that those specific classes @ good align get a lot more fun stuff than basically everyone else.

Some target items from drops or a miniquest by the gypsy woman could really be cool for Thieves and Gypsies. Banished One could be one source of drops for these classes.

A non lim 1% drop (Or less by copying the monster and putting the drop on 1 of 3 or 4 versions) from rubicant in Arlysia for Warlock is a possibility. Rogue in Arlysia might be another nice source for a fun item for Thief classes.

Darken Beast Lord's description shows, "Wielding a terrifying long-spear, he is garbed only in a dark leather hide." This might be a nice place to put a desirable leather piece.

Death Shrieker's description shows it wearing the remnants of a tattered robe and a cowl...yet another possible spot for a low % drop.

Vampire Elder description talks about it wearing rich silks.

The possibilities are basically endless.

Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Zetetic on May 01, 2013, 12:06 AM
I personally like the idea that priests really are an evil or good class. The evil gear for them definitely needs some work, the good items are just far superior. I'm tempted to suggest that the evil items should be more powerful than the good aligned counterparts - as the downside is that you have to be evil, something that takes work to maintain and adds many more risks to the game.

The only possible suggestion that I can give for a neutral priest is that you give them access to both evil and good spells, but none of the fancy gear.

Quote from: Coarse Horse on Apr 27, 2013, 01:33 PM
A non lim 1% drop (Or less by copying the monster and putting the drop on 1 of 3 or 4 versions) from rubicant in Arlysia for Warlock is a possibility. Rogue in Arlysia might be another nice source for a fun item for Thief classes.
Please, no more 1% drop on monsters with a low spawn rate that are hard to script at the level you need the item. Getting nature tap as a Druid is already horrendous. I've had to try for three days straight once before. If the item is important to your class, can we have it at least 5% drop rate (also, can you increase the drop rate of the nature tap scroll to a more reasonable level)? What reason do we have to punish people when they are trying to get items that probably won't be in use for longer than ten levels?

Your overall ideas of fleshing out some of the classes with gear is definitely appreciated. Might I suggest that we lower the weight of some of the crafted scale armour pieces, so they become viable and have some longevity (lower strength races might want to use them instead of better, heavier items)?

I really like the idea of using the description of monsters to fashion your drops. I look forward to looking at the descriptions of the new monsters that are added.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Wad on Jun 13, 2013, 03:03 PM
Currently from the stock game, there a few craftable armor sets/weapons. What if this were expanded. I am sure the userbase could come up with some awesome suggestions. Not saying this craftable eq has to be uber awesome, but say , better than store bought, on par or slightly better than chest drops, but less than limiteds.

Say like infusing a typical weapon, say a morning star with a sapphire, ups min/max damage by 3, offers +5 resist cold, and a 20% chance for frost/water dmg for 1-3 damage.


Wad
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Torque on Mar 17, 2014, 01:20 PM
Quote from: y2duhh on Apr 17, 2013, 10:02 AM
Here are some of my thoughts:

1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts.  A warlock who can wield a 2 handed weapon would instantly be a played character.
Although this is complete garbage and you shoud be banned,

Quote from: y2duhh on Apr 17, 2013, 10:02 AM
4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output.  I don't see any reason why bosses should be killed by a group of level 1s.   I dont see why people should be able to get level 50 in the matter of month.   Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.

This is a great idea.
Title: Re: Ideas for Deathcow's 3rd Realm Edits
Post by: Harvester on May 01, 2014, 06:56 AM
Quote from: Jester on Apr 25, 2013, 10:39 AM
Reinstitute Trader Tull:

Specifically for 5th quest weapons.  Nobody likes finishing up the 5th quest only to get shafted on their quest weapon.  Maybe rework the 5th quest rewards as well so all of the weapons are good, but with different strengths.  Some of them just plain suck:  See also - Flamemasher.

I guess you could rework the quest-giver textblock to allow folks to choose their reward at the time of completion if it is deemed OP to allow on the fly switching out of quest weapons.  It seems kind of lame that you get a random roll on one of three weapons.

It eliminates the ultra fun 'level a HORC warrior or thief to 50 ASAP and reroll them after the quest' minigame though.

Sorry for the necro, but I wrote an addon a little while back that does this. The concept is the same although the mechanics are a bit different. Can read about it over at mudinfo.

http://www.mudinfo.net/viewtopic.php?f=47&t=1459