Latest Spellsword Change

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Astral
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Re: Latest Spellsword Change

Post by Astral » Fri Sep 08, 2017 3:51 am

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.
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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Ozzy.nl
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Re: Latest Spellsword Change

Post by Ozzy.nl » Fri Sep 08, 2017 10:06 am

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.

Nemain
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Re: Latest Spellsword Change

Post by Nemain » Fri Sep 08, 2017 10:14 am

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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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 10:29 am

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".
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Kirito
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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 11:00 am

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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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 11:22 am

Yep. Wands are 4.
I'm fine either way myself, as I tend to avoid potions and wands unless they are mandatory to survive.
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Kirito
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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 11:56 am

Astral wrote:
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.
Intentional, but not that severe!
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.
It's why the frost one does, the acid one looks like a script isn't firing.

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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 12:05 pm

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.
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Kirito
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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 12:10 pm

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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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 12:12 pm

That sounds just fine.
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Nemain
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Re: Latest Spellsword Change

Post by Nemain » Fri Sep 08, 2017 12:25 pm

Iceborn wrote:I'll give it some more testing later. Right now I'm number 1 fan of Acid and how it's working.
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.

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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 12:28 pm

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 ¬_¬ )

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Re: Latest Spellsword Change

Post by Ozzy.nl » Fri Sep 08, 2017 12:33 pm

So you broke it :)

Kirito
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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 12:38 pm

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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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 1:09 pm

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.
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Nemain
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Re: Latest Spellsword Change

Post by Nemain » Fri Sep 08, 2017 1:31 pm

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.
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.

Ozzy.nl
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Re: Latest Spellsword Change

Post by Ozzy.nl » Fri Sep 08, 2017 2:14 pm

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

Post by Nemain » Fri Sep 08, 2017 2:45 pm

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
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...

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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 3:05 pm

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Kirito
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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 3:15 pm

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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Iceborn
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Re: Latest Spellsword Change

Post by Iceborn » Fri Sep 08, 2017 3:19 pm

What about pooooooooiisons?
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Kirito
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Re: Latest Spellsword Change

Post by Kirito » Fri Sep 08, 2017 3:22 pm

Iceborn wrote:What about pooooooooiisons?
I have not looked at that one yet :)

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Re: Latest Spellsword Change

Post by yellowcateyes » Fri Sep 08, 2017 3:58 pm

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)
Seems to work!

Mind, I haven't tried it with double-imbue.
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Re: Latest Spellsword Change

Post by Ozzy.nl » Fri Sep 08, 2017 4:45 pm

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

Post by yellowcateyes » Fri Sep 08, 2017 4:50 pm

Ozzy.nl wrote:Did I miss something here you can now dubbele imbue a weapon. Or are you just joking?
http://wiki.arelith.com/Spellsword
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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