Class Chart Changes-Alliteration Alterations

Started by Stalkerr, Aug 15, 2014, 05:26 AM

Previous topic - Next topic

Stalkerr

Although I'm not interested in making these changes 7 months into the game, I'm currently thinking that some minor changes to class base stats might be in order.

#: 5, Name: Priest, Exp: 140%, Weapon: Any Blunt, Armour: Silk, Magic: Priest-3, Cmbt: 1, HP: 3-6, Abilities: Bash
#: 11, Name: Warlock, Exp: 185%, Weapon: Any 1H, Armour: Chainmail, Magic: Mage-2, Cmbt: 3, HP: 4-8, Abilities: Bash
#: 10, Name: Gypsy, Exp: 220%, Weapon: Any 1H, Armour: Leather, Magic: Mage-2, Cmbt: 2, HP: 4-7, Abilities: ClassStealth, Picklocks, Thievery, FindTraps, Bash

These are the three classes that I'm most interested in at this time and given what I know about these classes and how they currently perform my thoughts on their exp charts:

#: 5, Name: Priest, Exp: 210%, Weapon: Any Blunt, Armour: Silk, Magic: Priest-3, Cmbt: 1, HP: 3-6, Abilities: Bash
#: 11, Name: Warlock, Exp: 135%, Weapon: Any 1H, Armour: Chainmail, Magic: Mage-2, Cmbt: 3, HP: 4-8, Abilities: Bash
#: 10, Name: Gypsy, Exp: 185%, Weapon: Any 1H, Armour: Leather, Magic: Mage-2, Cmbt: 2, HP: 4-7, Abilities: ClassStealth, Picklocks, Thievery, FindTraps, Bash

I had previously discussed various changes here and there with these classes and frankly I'm sold on a number of the changes that were previously discussed such as higher level mage-2 damage spells and the addition of

#: 1399, Name: chaos, Short: caos, Magery: Mage-1, LVL: 35, Mana: 24, Diff: -70
>> Target: Monster or User -- Attack Type: Normal --- LVL Gain Cap: 50 --  Confusion (22+(LVL/10)), EvilInCombat, for (10+(LVL/2)) rounds
>> References: Item: (learn) chaotic orb(321)
>> Note: -70 difficulty is extremely difficult for a mage-2 caster a 100% cast rate will not be achieved without significant CP usage, SC itemization, or Levels.
This is a 'slightly' more powerful version of conf that is not negated by sunstone wristband.  Due to this being a level 35 spell it has uses in PVE but also allows for a significant level range where the negate on sunstone wristband can have a significant influence on pvp with a mage caster.  That said, the ability confusion needs to act more like it does in mmud so expect some changes to the confusion ability and its mechanics.  Slowness needs to function and actually slow movement speed, I'm also considering allowing slowness to effect a monsters follow chance but thats just an idea atm as I've not looked into the in game implications of that change. If you are interested, Chaotic orb is a 100% drop from mindflayer magus(del@cleanup).

As for the damage spells I want to add a level 46 cold type spell and level 48 hot type spell.  The cold spell will be a drop (50%) from banished one, while the hot type will come from Item: ancient bone chest(1667) (17%), Item: bloodwood chest(1444) (6%), Item: burnt iron chest(1485) (16.5%), Item: great blackwood chest(1496) (19.2%), Item: smoking blackwood chest(1352) (21.5%), Item: stone chest(1354) (21%).  You'll have a chance to pick up this spell in mod-9 but the primary sources for picking it up will be DP and AED.
Cap: 50 -- Damage(-MR) 40+(5*lvl) to 30+(12*lvl) <- This is SIMP
These spells will be extremely similar to SIMP in damage except that they will scale for more levels and have attached utility spells.  The cold type spell will end cast
#: 1421, Name: freeze, Short: , Magery: Mage-1, LVL: 46, Mana: 0, Diff: 100
>> Target: Monster or User -- Attack Type: Cold -- Damage 3, Accuracy -6,  Rfir -10, for 5 rounds
This is similar to the spell icestorm, its a small dot and the interesting part of the spell a rfir debuff

While the fire spell will end cast
#: 1408, Name: burning, Short: , Magery: Mage-0, LVL: 48, Mana: 0, Diff: 100
>> Target: Monster or User -- Attack Type: Hot -- Damage 1, BlindUser +1, AC -5, DR -3, Accuracy -8, EvilInCombat, AffectsLivingOnly, EndCast 1409 for 1 rounds
#: 1409, Name: burnt, Short: , Magery: Mage-0, LVL: 48, Mana: 0, Diff: 100
>> Target: Self -- Attack Type: Hot -- Damage 1, EvilInCombat, AC -5, DR -3, Accuracy -5, Perception -50 for 60 rounds

This spell will be negated by beni, site, and aler.  This is simply the effect of a fire spell hitting a person in the face.  A brief blind followed a significant perception debuff.  This spell is heavily tuned for a gypsy its likely that when I had this thought for a spell in mind I was being quite biased.

As for priests there are a number of alignment restricted spells that need to actually be alignment restricted.  ATM I think this is the most annoying bug associated with priest spells.  I'm considering reverting all healing spells to their pre spell mod levels and perhaps even lowering spell damage -slightly- on some of the higher end spells.  But I'm willing to hear arguments. 

Jumpin Jack Flash

Quote from: Stalkerr on Aug 15, 2014, 05:26 AM
#: 5, Name: Priest, Exp: 210%, 
#: 11, Name: Warlock, Exp: 135%,
#: 10, Name: Gypsy, Exp: 185%,

I like these %'s, especially the warlock.  I think the priest % may be a little too high though.  It's fine for end game, but in the early stages, a priest's only chance of survival is quickly gaining levels.


Quote
As for the damage spells I want to add a level 46 cold type spell and level 48 hot type spell. 

Really like the idea of adding additional late-game spells.

Quote
As for priests, I'm considering reverting all healing spells to their pre spell mod levels and perhaps even lowering spell damage -slightly- on some of the higher end spells.  But I'm willing to hear arguments.

Not sure this is a good idea, decreasing the effectiveness of "any" class.  I know there has been a lot of talk about priests being OP, but that's primarily the skill being used to play it, and not the class itself.  Don't like to see any reductions to anything at this point, but these are just my opinions.

Thanks for keeping the game alive and moving forward.

Stalkerr

#2
After some discussion on this matter with 2 priests

#: 5, Name: Priest, Exp: 190%, Weapon: Any Blunt, Armour: Silk, Magic: Priest-3, Cmbt: 1, HP: 3-6, Abilities: Bash

Soulstrike





NewCurrent
Cap: 50 -- Damage(-MR) 20+(4*lvl) to -25+(12*lvl)Cap: 50 -- Damage(-MR) 20+(4*lvl) to -45+(12*lvl)
(@lvl 35): Damage(-MR) 160 to 355(@lvl 35): Damage(-MR) 160 to 375
(@lvl 50): Damage(-MR) 220 to 535(@lvl 50): Damage(-MR) 220 to 555



Soulrip






NewCurrent
Cap: 65 -- Damage(-MR) 70+(4*lvl) to 20+(12*lvl)Cap: 65 -- Damage(-MR) 25+(5*lvl) to -50+(14*lvl)
(@lvl 45): Damage(-MR) 250 to 560(@lvl 45): Damage(-MR) 250 to 580
(@lvl 55): Damage(-MR) 290 to 680(@lvl 55): Damage(-MR) 300 to 720
(@lvl 65): Damage(-MR) 330 to 800(@lvl 65): Damage(-MR) 350 to 860


Merciful Grace






NewCurrent
Cap: 70 -- Heal -25+(2*lvl) to 55+(3*lvl), CurePoison +100, Dispell (BlindUser)Cap: 70 -- Heal -25+(2*lvl) to 25+(4*lvl), CurePoison +100, Dispell (BlindUser)
(@lvl 40): Heal 55 to 175(@lvl 40): Heal 55 to 185
(@lvl 55): Heal 85 to 225(@lvl 55): Heal 85 to 245
(@lvl 70): Heal 115 to 265(@lvl 70): Heal 115 to 305


Exalted Word






NewCurrent
Cap: 85 -- Damage(-MR) 0+(1*lvl) to -25+(3*lvl) x5 times/roundCap: 85 -- Damage(-MR) 5+(1*lvl) to -20+(3*lvl) x5 times/round
(@lvl 50): Damage(-MR) 250 to 625(@lvl 50): Damage(-MR) 275 to 650
(@lvl 65): Damage(-MR) 325 to 850(@lvl 65): Damage(-MR) 350 to 875
(@lvl 85): Damage(-MR) 425 to 1150(@lvl 85): Damage(-MR) 450 to 1175


Balanced Word






NewCurrent
Cap: 85 -- Damage(-MR) 5+(1*lvl) to -20+(3*lvl) x5 times/roundCap: 85 -- Damage(-MR) 10+(1*lvl) to -15+(3*lvl) x5 times/round
(@lvl 50): Damage(-MR) 275 to 650(@lvl 50): Damage(-MR) 300 to 675
(@lvl 65): Damage(-MR) 350 to 875(@lvl 65): Damage(-MR) 375 to 900
(@lvl 85): Damage(-MR) 450 to 1175(@lvl 85): Damage(-MR) 475 to 1200


Tainted Word






NewCurrent
Cap: 85 -- Damage(-MR) 10+(1*lvl) to -15+(3*lvl) x5 times/roundCap: 85 -- Damage(-MR) 15+(1*lvl) to -10+(3*lvl) x5 times/round
(@lvl 50): Damage(-MR) 300 to 675(@lvl 50): Damage(-MR) 325 to 700
(@lvl 65): Damage(-MR) 375 to 900(@lvl 65): Damage(-MR) 400 to 925
(@lvl 85): Damage(-MR) 475 to 1200(@lvl 85): Damage(-MR) 500 to 1225


Undead Spells





NameNew ManaCurrent ManaOther Changes
Turn Undead24None
Disrupt38Ability 17->Ability 1
Exorcism1235Ability 17->Ability 1



Infernal Darkness



New 1 Minute
Current WTF 7 minutes
#: 1102, Name: infernal darkness, Short: dark, Magery: Priest-3, LVL: 50, Mana: 45, Diff: -130
>> Target: Full Attack Area -- Attack Type: Cold -- LVL Gain Cap: 60 -- (@lvl 60):  ProtEvil -10, Illu -9999, EvilOnly, EvilInCombat, Accuracy -30, for 20 rounds
#: 1102, Name: infernal darkness, Short: dark, Magery: Priest-3, LVL: 50, Mana: 45, Diff: -130
>> Target: Full Attack Area -- Attack Type: Cold -- LVL Gain Cap: 60 -- (@lvl 60):  ProtEvil -10, Illu -9999, EvilOnly, EvilInCombat, Accuracy -30, for 140 rounds

y2duhh

With your new spells make sure they have pvp messages that mega recognizes

Stalkerr

#4
Quote from: y2duhh on Aug 15, 2014, 09:19 AM
With your new spells make sure they have pvp messages that mega recognizes
The mage spells are both single target auto-combat spells so they will automatically generate %s moves to cast %s on you.  The utility portion of the spell..ie the rfir debuff and 3 second blind followed by the perception debuff would likely have unique messages but I'm not entirely sure there is an issue with that?  Feel free to correct me if I'm wrong there. OooOo Chaos derp..ya I can try and find a known message.  But I'm pretty sure that even if I use %s casts %s on you! megamud will still require that the spell is added and evil in combat is selected for it to know to hangup.

Greater

#5
Quote from: y2duhh on Aug 15, 2014, 09:19 AM
With your new spells make sure they have pvp messages that mega recognizes

It's pretty simple to add new messages to Megamud. This should never be a reason not to add new stuff.

y2duhh

No one said don't add new stuff it just said make sure it matches the Megamud format, at this point in time GMUD should be catered around how Megamud works because no one is going to write a new program for us.

Stalkerr

#7
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

Anyone have any input on how to scale this more appropriately?  I'm kinda thinking of making the max exactly the same as mgra and keeping the far superior low end.  Any thoughts?

This
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

Seems like its actually pretty good, maybe a little underwhelming when your trying to heal during a boss fight.  I had the thought of giving neutral priests an additional 5th quest spell 'Delayed Prayer' which fires off this spell 15 seconds after its cast(just a random thought)   ---Everytime I look at this spell I want to completely remake priest spells so that good-neutral-evil have their own spell lists.  Or at least do something to make neutral priests feel interesting, and special.

DrainLife -200 to -80, EvilOnly, Heal 200

I hate this spell for multiple reasons...It heals for 280->400 at level 50?  I see that there is a huge draw back to this spell but..lol?  This could be made into something completely different.  A combat buff or something.  I'd be willing to to put more power into it if evil priests didnt have access to mgra.(godheal could be buffed slightly)

finally blood ritual and righteousness.  These spells are kinda cool but never used.  I feel like they should be fixed---spell mod made them derpy-- and all the removespell parts taken off of these spells.  Other than that any suggestions for them would be useful.


OH...
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

This is fucking stupid.  ProtEvil +5, ProtGood +5 should change to something else.  A small heal or AC/Dodge buff...or nothing at all..would be preferable to me.

Vile

Spellmod mystic love. I tried to be reasonable.

way of the swan
Raise cap: 60 -- Heal 3+(0.5*lvl)
(@lvl 20): Heal 13
(@lvl 40): Heal 23
(@lvl 60): Heal 33

way of the dragon
Change to 2 kai
Cap: 20 -- (2*lvl) to (5*lvl)
(@lvl 9): Damage 18 to 45
(@lvl 15): Damage 30 to 75
(@lvl 20): Damage  40 to 100

way of the cat
Add Cap:60 -- Illu 10+(3*lvl)
(@lvl 4): Illu 22
(@lvl 30): Illu 100
(@lvl 60): Illu 190

way of the owl
Cap:60 -- MR 9+(0.25*lvl)
(@lvl 3): 10
(@lvl 30): 17
(@lvl 60): 24

way of the tortise
Cap: 60 -- DR 10+(1*lvl)
(@lvl 12): DR 2
(@lvl 30): DR 4
(@lvl 60): DR 8

way of the troll
Cap: 60 -- Heal 3+(0.07*lvl) to 7+(0.07*lvl) for 10 rounds
(@lvl 16): Heal 4 to 8
(@lvl 30): Heal 5 to 9
(@lvl 60): Heal 7 to 11

way of the exploding fist
Cap: 65 -- -50+(4*lvl) to -90+(8*lvl)
(@lvl 24): Dmg 46 to 102 x2
(@lvl 40): Dmg 110 to 230 x2
(@lvl 65): Dmg 210 to 430 x2

pressure points
Same as it is now but add in
Cap: 65 -- Crit -1*(0.1*lvl)
(@lvl 28): Crit 2
(@lvl 40): Crit 3
(@lvl 60): Crit 5

hand of death
Cap:65 -- -4+(0.33*lvl) for 37 rounds
(@lvl 30): 6 (222)
(@lvl 50): 13 (481)
(@lvl 65): 17 (629)

form of the crane
Raise cap: 60
(@lvl 60): +6 JumpKDmg, +6 KickDmg

form of the gorilla
Raise cap: 60 -- PunchDmg (0.2*lvl) to (0.4*lvl)
Raise DR: +15 instead of +5
(@lvl 40): PunchDmg +8 to +16
(@lvl 50): PunchDmg +10 to +20
(@lvl 60): PunchDmg +12 to +24

form of the monkey - bleh

form of the viper
Cap: 85 -- JumpKDmg  -7*(0.2*lvl)  to -9*(0.3*lvl)
@(lvl 50): JumpKDmg 3 to 6
@(lvl 60): JumpKDmg 5 to 9
@(lvl 75): JumpKDmg 8 to 14
@(lvl 85): JumpKDmg 10 to 17

form of the dragon
Cap:85 -- JumpKDmg -9*(0.3*lvl)
@(lvl 50): JumpKDmg 6
@(lvl 60): JumpKDmg 9
@(lvl 85): JumpKDmg 17
HPRegen (5*lvl)
@(lvl 50): HPRegen 250
@(lvl 60): HPRegen 300
@(lvl 85): HPRegen 425
Rfir -10*(0.5*lvl)
@(lvl 50): Rfir 15
@(lvl 60): Rfir 20
@(lvl 85): Rfir 33
AC (0.5*lvl)
@(lvl 50): AC 25
@(lvl 60): AC 30
@(lvl 85): AC 43
Casts dragonscorch proc on attacks 25% -- Dmg -40+(1*lvl) to -60+(2*lvl)
@(lvl 50): Dmg 10 to 40
@(lvl 60): Dmg 20 to 60
@(lvl 85): Dmg 45 to 110



Zetetic

I see that you started this with good intent, but a mystic is not a caster, and I must say that they really don't need to be more powerful than they already are. I do agree that content wise, most of the mystic abilities are either fairly pointless or do not scale at all, but some of those spell suggestions seem to me the equivalent of giving the priest class equivalent HP per level to a warrior.

Vile

Quote from: Zetetic on Aug 17, 2014, 06:25 AM
I see that you started this with good intent, but a mystic is not a caster, and I must say that they really don't need to be more powerful than they already are. I do agree that content wise, most of the mystic abilities are either fairly pointless or do not scale at all, but some of those spell suggestions seem to me the equivalent of giving the priest class equivalent HP per level to a warrior.

What in particular do you think is unreasonable?

Greater

I could understand simple changes like letting Troll scale to double length by level 50 or letting Swan scale for awhile longer, but I really don't see the need to change all of those other Mystic abilities.

Vile

Quote from: Coarse Horse on Aug 17, 2014, 08:02 AM
I could understand simple changes like letting Troll scale to double length by level 50 or letting Swan scale for awhile longer, but I really don't see the need to change all of those other Mystic abilities.

2-handers, 1-hander (with bash) and spell mod allows just about everyone to scale all the way to 85 now... everyone except Mystics.

All forms except vfrm are rubbish, there are some other options now.

cat,owl,tort have small utility buffs.

The two damage spells do less damage than a druid of the same level and can only be cast a few times before running out of kai. They would probably only be used if naked.

hand might do a little too much damage.

Which powers in particular do you think are too powerful?


Stalkerr

Jumpkick scales naturally with level, indefinitely.

Thergin

Why make such a huge change to exp table of priest but leave warriors at 100%? The reality is warriors are too powerful all other exp tables should be reduced to balance this, and quest reward exp reduced along with this. Once you hit level 15, you skip a few levels of the game which are some of the best levels to play.

If you want to increase the exp then do it a small amount and see the effect.