Posted by Mo on 03/23
Heh, first off, I don't expect this to be imp'd or anything, just
thought the idea was amusing enough to share :p
fast chant: roughly 85 min req, 3rd circle only
combat-only skill; i.e., can't be used to initiate combat
what this should do is work like a semi-clear command,
cutting spell lag of the previous spell by half, but instead
having the next spell (fchant blah blah blah ex, for example)
would be cast at its original cost + twice the cost of the
spell that precedes it. For example, if you lead off with
a stun, and fastchant another the next round, you'd spend
35 + (35 + 35x2) = 140 mana for two stuns. The reason i say
this works like a clear is cuz it has the ability to somewhat
ignore spell lag, and also SHOULD NOT be able to be cleared
by a clear command that comes after it (hence the non-combat
initiating spiel, i don't want this to multi ppl :P).
The 2nd fchant would cost too high (in this example, it would
cost 105x2 + 35 = 245), but may be worth it to some if they are
really in a bind.
Reason i thought this nifty was cuz i heard too many -cough mandarb-
complain that high mind mages have really nothing to show for :P
Sunday, March 21, 03:20PM
oh yeah, another idea instead of outrageous mana sums on the
2nd fchant is to have mana cost for fchant max out at 150, but
instead lower spell level of the fchanted spell depending on
where on the chain it comes in.. not a problem for stun, prolly,
but could get ugly for immolates :)
Sunday, March 21, 10:53PM
Actually this is a really good idea. I would
change it so same mana cost but EXTREMELY high
mind requirement possibly 100 because as it stands
having 100 mnd only helps in stunning mobs like
demon kings or vlad. (I tried 100 mnd/con when I
first started this char and found I was miserable
killing mobs or in pk.) Maybe lessen the effects
of the second spell i.e. have it cast at a level of
75% of the mnd of the previous spell. So with
it you would only be able to use a spell requiring
rudh twice. 100 x .75 = 75 mnd. Then 100 x .5
would be 50 dropping mnd to 50. I dunno I'm
rambling and will stop.
Monday, March 22, 12:05AM
Mind req of 85 or so would mean 93 in case of idiocy, and
that doesn't seem too low -- considering sinks can be
dispelled easily by an arrow, it's not too unlikely that
mages with such high mind would be idiocized (also possible
that they could be bombarded with vials?). Besides, I
think it'd give create mages with dispel a slight advantage
Monday, March 22, 12:10AM
Mmm. the no-clear thing would only be of a matter if the code
remains such that you can still 'air' spells, wasting mana (i.e,
fchant would be quite a risk unless you're casting it on a
raged, wfw'd, bound, target).
Even if we code to prevent 'airs' such that mages can spam spells,
fchant should remain 'air'-able, just because. What I can see it
doing is boosting a mage's ability to set up an effective ambush,
going from blind to stun to immolate (for a whopping near 400 mana)
in 2-3 rounds, or when they recover from a huge bash, they can stand
and try to make the best of that. Anyhow, again, i guess i shouldn't
ramble on, i'm only leading myself on when this probably ranks 12391820th
in the priority list :P
Monday, March 22, 08:17AM
It seems Mo will have another pkiller a 3rd mage.
Monday, March 22, 11:24AM
OOH! implement this right away, especially with the 150cap!
I'll start fchanting all my titans and save 40 mana.
Oh, wait, it says this is only useful against those
who are wfw and bound. Perhaps you need to be reminded
that there are 2 schools of magic? Or was this meant as
(yet another) something to favor cause only, or at least
Monday, March 22, 01:28PM
This is something, what someone wants in pkill.. Snicker
Monday, March 22, 05:37PM
Gee azash, fyi, i don't have a 3rd coming up. And most of the
stuff i post happens to be against my char types. Do you think
it hampers my ability to kill just because one type is imbalanced?
If it does, I'm only a few weeks away from retiring and making a
new one, regardless of when it is that you find me.
No, I'm just sick of everyone becoming one type or another, and
finding out that every other pker just happens to be a clone of
this or that. I wanna see different chars coming after me, and
want to test my char against various chars, not just cloneA and
cloneB. And get a clue. If I win, it's cuz I'm more aggressive,
not because i've got the better char.
Monday, March 22, 05:50PM
You know enough about pkill. More than me.
Then you know this will be powerful.
Stun someone and stun him in another round too. Yeah, it will cost
enough mana, but if I will get 800mana ( and it isn't so big
problem) then I can cast fast and get spell every round.
Maybe I understand your post bad.
Monday, March 22, 07:03PM
Heh, let's see.
35 mana, first stun
105 mana second stun, total 140
245 mana third stun, total 385
525 mana fourth stun, total 910
Uhm, no :P
If you can win in three stuns, well, be my guest, but I
doubt that, and doing this more than once would prolly
leave you very vulnerable, esp if you had that much mana.
Tuesday, March 23, 09:04AM
I like 2 rounds delay...
Maybe it will work. shrug