Also 4: I think all weapon imbue effects simply fade when the target makes a successful save on the next hit. Could also explain why acid only sticks for 1 round and why the frost visual for cold effect disappears pre-maturely.Iceborn wrote:Kirito, a note on Electricity:
It keeps hitting corpses, and that makes effectively using electricity without melting all the loot in the way very challenging, to not say - between annoying and impossible.
Also, the bounce is... weird. I THINK every time it jumps it generates another save, and it only bounces again if the individual target fails the save.
Also 2: It doesn't seem that there is a save every hit? Only... occasionally.
Also 3: The area of bouncing seems to have been drastically reduced, too.
Latest Spellsword Change
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Re: Latest Spellsword Change
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Re: Latest Spellsword Change
Now I know spellswords have a school they can't cast from because they cut corners and sughs. But is it also intentional that they can't use potions from the school they can't cast from. I had chosen illusion as school but yesterday I tried to drink a potion of invisibly to get out of a tight spot only to find I can't drink the potion.
Re: Latest Spellsword Change
It works just like wizard specialists and trueflamers, then. It'd be nice if they were changed so as to work like the updated Kensai, however, and be able to drink potions just fine- only be unable to use the forbidden scrollls, wands and actual spells.
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Re: Latest Spellsword Change
Bear in mind that these are justifications.
'Cutting corners' may mean literally cutting your access from a form of magic altogether, alienating yourself to it to keep some sort of unique sense of stability. "Cosmic balance".
'Cutting corners' may mean literally cutting your access from a form of magic altogether, alienating yourself to it to keep some sort of unique sense of stability. "Cosmic balance".
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Re: Latest Spellsword Change
Changing so potions is allowed is doable i think... i'm right in thinking potions are limited to Levl 3 and below?
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Re: Latest Spellsword Change
Yep. Wands are 4.
I'm fine either way myself, as I tend to avoid potions and wands unless they are mandatory to survive.
I'm fine either way myself, as I tend to avoid potions and wands unless they are mandatory to survive.
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Re: Latest Spellsword Change
It's why the frost one does, the acid one looks like a script isn't firing.Astral wrote:Intentional, but not that severe!Iceborn wrote:Kirito, a note on Electricity:
It keeps hitting corpses, and that makes effectively using electricity without melting all the loot in the way very challenging, to not say - between annoying and impossible.
Thought that had stopped... apparently not
Also, the bounce is... weird. I THINK every time it jumps it generates another save, and it only bounces again if the individual target fails the save.
Jumps a fixed number of times regardless of failed saves
Also 2: It doesn't seem that there is a save every hit? Only... occasionally.
It should do, but due to how things are done (there are delays to the vfx/damage)you might see the effect/damage a while after the saves have happened.
eg.
save 0
damage 0
save 1
save 2
save 3
damage 1
damage 2
damage 3
Also 3: The area of bouncing seems to have been drastically reduced, too.
Also 4: I think all weapon imbue effects simply fade when the target makes a successful save on the next hit. Could also explain why acid only sticks for 1 round and why the frost visual for cold effect disappears pre-maturely.
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Re: Latest Spellsword Change
I'll give it some more testing later. Right now I'm number 1 fan of Acid and how it's working.
While you are at it, Kirito, can you expand the distance of the electric bounce JUST a tiny bit? In the case you are surrounded, the electricity doesn't get to bounce to hit enemies that may be in a 90º area of your back and around.
While you are at it, Kirito, can you expand the distance of the electric bounce JUST a tiny bit? In the case you are surrounded, the electricity doesn't get to bounce to hit enemies that may be in a 90º area of your back and around.
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Re: Latest Spellsword Change
Did that already, doubled it from what it was (started at 10, went 3.3 ... now 6.6 - I foolishly thought medium would be 5m...)
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Re: Latest Spellsword Change
That sounds just fine.
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Re: Latest Spellsword Change
Really? On paper, without the burn/tick it sounds like a fort-based neg ene without vamp regen, but... Might have to try to acid splash my weapon next time I go out.Iceborn wrote:I'll give it some more testing later. Right now I'm number 1 fan of Acid and how it's working.
Re: Latest Spellsword Change
Don't bother testing acid... I did a dumb thing... it will work after the next reset (not this one because I was 2 mins too late doing the fix ¬_¬ )
Re: Latest Spellsword Change
So you broke it
Re: Latest Spellsword Change
I upgraded the old version (which created corpses and no loot)... just didn't have any delayed damage due to dumb xD
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Re: Latest Spellsword Change
It's basically working like electricity or negative energy.
Adding a flat 5d4 of acid damage at my level, but since my mage has necromancy banned, I can't use the completely amazing negative energy, which makes this and electricity the two best options for imbue.
Adding a flat 5d4 of acid damage at my level, but since my mage has necromancy banned, I can't use the completely amazing negative energy, which makes this and electricity the two best options for imbue.
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Re: Latest Spellsword Change
Ah, I see... I took as a ban enchantment, because all enchant spells are DC based and I'm going only for the bare minimum 20 int. But yeah: with electric risking lootbin damage and no neg ene, acid must be great.Iceborn wrote:It's basically working like electricity or negative energy.
Adding a flat 5d4 of acid damage at my level, but since my mage has necromancy banned, I can't use the completely amazing negative energy, which makes this and electricity the two best options for imbue.
Re: Latest Spellsword Change
Honestly at level 8 I could use neg. But I also find fire to have a slight advantage as well. Especially against some spawns who have a bit higher AC
Re: Latest Spellsword Change
Who says you can't have a plain bronze weapon imbued with each element, and switch in between rounds once one effect has applied? Ofc, the problem is, normally only one of them all will be getting GMW...Ozzy.nl wrote:Honestly at level 8 I could use neg. But I also find fire to have a slight advantage as well. Especially against some spawns who have a bit higher AC
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Re: Latest Spellsword Change
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Re: Latest Spellsword Change
Oh, i think I may have got it so you can do GMW/Essence/Imbue (can't remember if I actually implemented it or just thought about it... work is crazy atm and my brain has turned to gooooo)
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Re: Latest Spellsword Change
What about pooooooooiisons?
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Re: Latest Spellsword Change
I have not looked at that one yetIceborn wrote:What about pooooooooiisons?
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Re: Latest Spellsword Change
Seems to work!Kirito wrote:Oh, i think I may have got it so you can do GMW/Essence/Imbue (can't remember if I actually implemented it or just thought about it... work is crazy atm and my brain has turned to gooooo)
Mind, I haven't tried it with double-imbue.
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Re: Latest Spellsword Change
Did I miss something here you can now dubbele imbue a weapon. Or are you just joking?
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Re: Latest Spellsword Change
http://wiki.arelith.com/SpellswordOzzy.nl wrote:Did I miss something here you can now dubbele imbue a weapon. Or are you just joking?
At level 21, spellswords gain Greater Imbue: They are able to imbue their weapons with two damage properties at once. The imbue, being an added magical effect, can stack with weapon buff spells that are usually incompatible with magic weapons.
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