Welcome Board Archive -Potential and one definite upcoming change

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Upcoming in the next CODE push:

I want to emphasize that we are going LIVE with these changes soon, but 
they are still very much in a 'test and see' mode. I am curious to see if 
some of the things below are just too powerful and may need to be toned 
down. I expect people to SET THEIR EXPECTATIONS APPROPRIATELY. Enjoy any 
over powered stuff while it exists, but understand that we can only test 
so much in our limited fashion before deploying.

Also read all the way through to the bottom. There's stuff for non-casty 
types.

* Weapon mastery will work again (oops)

* Raze Dead
  Raze dead will have both a direct damage component and a damage over time 
  components. The damage over time component is reduced to 30 damage / fight 
  round, but still lasts 5 fight rounds. Initial damage is 75 points making 
  it close to on part with the single damage direct output of turn undead.

* Wall of Thorns

  Create mages can cast this on party members. It lasts less than a 
  tick this way, but lasts the current duration if cast on self or on
  a charmie.

  NOTE: We have no plans at the current time to extend the damage-shield 
  ability to ring of fire, etc. where they can be cast on others
  
  Wall of Thorns will be renamed to 'cloak of thorns'

* New 3rd Circle Create Spell: Summoner's Attunement
  
  You may cast this on one of your charmies. It does the following:
    
      - Removes the illusion flag (from doppelgangers, etc)
      - Allows you to give items to that charmie if you couldn't 
        before (elemental charms, etc)
      - If the charmie is awake and not fighting, will bamph to 
        you within the equivalent of 1 fight round, similar to, 
        but not as fast as the familiars.
      - friendships that the player has (sidhe/etc) get copied 
        to the attuned charmies

  You may only have 1 attuned charmie at any given time
  
  The effect is essentially permanent until removed. When you remove 
  it, the attuned charm will die.
  
  While attempting to attune or attempting to summon while having an 
  attuned charm and attempting to summon more, the charm limit is 5 
  instead of whatever it is currently. Boiled down: You can go with a 
  big army, or you can go with an attuned and a smaller army. Spectral
  guardians and etheric archers do not count toward this limit.
  
* New 3rd Circle Create Spell: Summoner's Healing
  
  A heal that only works on charmies.      
  
  This heal can be performed on any charm, but will have an increased
  effect on those that are attuned.
  
* Summoned weapons
   
  All summoned weapons can be given to attuned charmies
  
  Staff of light is no longer an illusion, is weight 4 maxdam 6 q3 
  and now casts cause light wounds
  
  Sword of flame is no longer an illusion, is weight 8 maxdam 10 q4
  (spells and secondary damage are unchanged)

  Dagger of ice is no longer an illusion, is weight 5 maxdam 7 q4
  (spells and secondary damage are unchanged)  

* Shroud of flame/shield of flame

  Both provide maximum AC for the slot as well increased flame 
  resistance
  
* Summon elementals

  Summon elementals spells are now all 85 mana, but arcane mastery 
  works with them.
  
* Greater Summoning

  Greater summoning costs 200 mana and arcane mastery now works with 
  this spell
  
* Removed all instances of create spells giving you back more 
  mana than you spent under arcane mastery

* CALM SPELL (read carefully)

  The calm spell had a bug in that it would check for the rage effect 
  on the *caster* of the spell rather than the person it was trying to 
  calm. I've fixed this. If your caster is permanently raged, the calm 
  spell would fail even though it says it succeeded. After this fix, the
  spell will operate as normally HOWEVER, mobs that are raging will 
  not be affected.

* Arcane Mastery
  Wait state applied after a spell, which means that your don't 
  get arcane mastery casting speed bonus for using an offensive spell 
  to initiate melee. 
  
  This does not apply to mana cost benefits of arcane mastery in the 
  same situation. You will still get the mana reduction if initiating 
  with an offensive spell.
  
* Animate dead
  Animate dead is now 100 mana, however it is now a fixed mana cost, won't 
  refund mana, nor will it charge extra depending on what's being animated.
   Arcane Mastery now works fully with animate dead.

* DoT spells
  
  * MOB-cast dot spells will do damage even if they're not in the room
  * The same (still) doesn't apply to PCs. You have to be in the same room
  * DoT spells now give messages to the caster
  * DoT spells can now crit on an update. When they crit, the amount of 
    damage will be doubled.
  
* Corrosive Death
  Fixed the duration formula on this spell. It will no longer last for 
  darn nearly ever
    
* Raze dead now shows in all spells

* Duration of fever spell fixed
  
* Guardian Angel

  * Increased spell cost slightly
  * Increased the chance it will go off fairly significantly
  * Increased the duration it can be recast on someone if it does 
    go off
  
* Corrosive Death won't target objects at all, ever, because that 
  was stupid as it didn't do anything anyway

* Hitroll formulas for con and str weapons is now identical to the 
  hitroll formula for dex, except additional high dex (over 70) 
  will add even more hitroll.

  Translation: 
  If you're lower dex but have a con weapon and high con, expect your 
  Hitroll to go up
  
  If you're lower dex but have a str weapon (and high str), expect 
  your hitroll to go up
  
  Already 76+ in dex (or more?) expect your hitroll to go up slightly

* Balance 
  
  Being balanced now improves chances to both Parry and Dodge
  
* Armslore

  - Armslore won't lie to you about how much damage a weapon does if 
    the weapon itself has a secondary attack (like the sastram)
  - Armslore will tell you if it has a secondary attack and what 
    the secondary attack's damage range is
  - Armslore will tell you if a weapon can be used with the dual 
    wield skill

* GUNS/BOWS
  * Bows no longer jam
  * Gun chances of jamming is reduced by a factor of 3
  * Gun chances of exploding is reduced by a factor of 10 
    (Guns are now 30 times less likely to explode than previously)
  * Gun (not bow) damage increased by 15% -- this is applied via 
    code; you do not need to re-acquire guns
    
	
	Append 1 of 6 from Rufus  on Saturday, December 30 2017, 11:00AM
     RE: Rufus          Title: Potential (and one definite) Upcoming Cha
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* Dual wield
  You may dual wield up to 10KG weapons. The primary weapon no longer 
  needs to be heavier

  Append 2 of 6 from Rufus  on Saturday, December 30 2017, 11:02AM
     RE: Rufus          Title: Potential (and one definite) Upcoming Cha
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* Attuned charms will become proficient to the advanced level with 
  arms training, fencing and swordsmanship
  
  Append 3 of 6 from Rufus  on Sunday, December 31 2017, 09:13PM
     RE: Rufus          Title: Potential (and one definite) Upcoming Cha
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* You can change autoattack settings in combat and they'll take effect
immediately

Append 4 of 6 from Rufus  on Sunday, December 31 2017, 09:15PM
     RE: Rufus          Title: Potential (and one definite) Upcoming Cha
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* frost bolt mana reduced slightly and damage increased slightly (62/68 vs
65/65 before)

Append 5 of 6 from Rufus  on Sunday, December 31 2017, 09:16PM
     RE: Rufus          Title: Potential (and one definite) Upcoming Cha
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* METEOR: At most, meteor will do 1/2 of a mob's maximum hit points (this is
calculated before any criticals or damroll adjusment is applied)
  
  Append 6 of 6 from Rufus  on Sunday, December 31 2017, 09:20PM
     RE: Rufus          Title: Potential (and one definite) Upcoming Cha
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* The ghost form of diancecht will now recognize it when a sheep is killed in
front of him.