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#171 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Weird... when I cast the spell, the only way for me to harm something is to stand in melee range so the ball, which is centered on the @, can hit the monster. I'll check with the new build.
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#172 | |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Quote:
- Burning Hands: level 1 bolt spell, range 1 (melee range), very low damage (your first level spell to deal with weak monsters before you get the real bolt spells for higher damage) - Shocking Grasp: temporary buff, grants lighting brand to melee attacks
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#173 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Hmm is there a way to save your character preferences now? I'm tired of reselecting all the user interface options each time I start a new character...
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#174 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Ok it works when you target manually, it's just when choosing a direction that it doesn't work.
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#175 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Hmm I thought shapechanged druids could interact with the floor... it's not the case.
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#176 | ||||
Swordsman
Join Date: May 2009
Posts: 294
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Quote:
If I (with my current level and fail rate) have 3 targets in a line, EA does 82.3 damage per turn or 41.16 damage per mana (I have a spreadsheet). Frost Bolt does 89.4 damage per turn but only 17.9 damage per mana. And EA just gets better and better the more opponents I can lure into a passage... Quote:
Quote:
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#177 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Gandalf can definitely use his staff to light the way. See LoTR in the Moria.
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#178 | |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 51
Posts: 426
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Quote:
![]() By the way Nick, the new information update was good work from you. Not only damage, but also range for ball spells and length for electric arc. That's what i call love for detail! And the electric arc spell was also good work, even tho i don't like it. I realy would love to see that mage players can 'build' their character more to their likings. We already experienced that even amoung the few active posters in this thread the way of playing mages is very different. The mage spells fireball, frost bolt - that are basically elemental magics and have not so much to do with arcane magic in my imagination. What i realy would love to see is that we leave the spells thematic, i think that makes sense, but that the player can choose what spells he learns. A simple mechanic would be that he gains 1 magic point per CL. So the first spells cost 1 magic point to learn, later stronger spells or spells from other realms than your main realm cost more points. So that in the end the player can learn somewhere around 20 to 30 different spells. That would allow the player to individualize his character while we also ensure that from game power no hyper-chars are possible. a) Is that something you consider implementable Nick? b) if the answer to a) is yes, would you also be willing to do so? |
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#179 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 51
Posts: 426
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test
check 1 .. 2 .. 3
Is there my profile picture visible now??? Edit: Ahhh - it is called Avatar and not profile picture ... and now it is! *cheer*
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Blondes are more fun! Last edited by Tibarius; January 12, 2018 at 12:09. |
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#180 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Having info for multiple effects is nice... but the space to display it is way too small to display everything.
Since most books have very few spells, it would be nice to get the info under the spell name: Code:
Name Lv Mana Fail a) Cure Poison 4 4 1% b) Resist Poison 7 6 1% Info: dur 20+d20 c) Turn Stone to Mud 8 3 1% Info: dam 20+d30 d) Sense Surroundings 9 4 1% e) Lightning Strike 12 6 1% Info: dam 10d4; dam 48, rad 3 f) Earth Rising 14 5 1% Info: dam 16d6, len 12
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