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Author Topic: Spell Refresh!  (Read 311 times)
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kydenn
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« on: April 23, 2007, 08:55:21 PM »

Another idea to keep things fresh, which could go hand in hand with the charms. Perhaps we could revamp some of the spells, making each element have it's own little kick. Let's face it....the spell variation isn't very big and it could be much more interesting to be a mage if there were many varying effects. Such effects as damaging stats other than HP, like a mob's STR or something like that. Or perhaps a poison that just lowers it a bit. Holy could specialize in things like buffers, increasing the player's own stats like INT to do more spell damage, or even to boost HP for a short time outside of battle. Then you could have Shadow which would specialize in cursing enemies, lowering their attributes or even causing the encounter rate to decrease or increase. Fire would, of course, be a damage spec, or whatever element you want. I think you get the idea. Well?
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joundill
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« Reply #1 on: April 23, 2007, 09:02:44 PM »

good idea but....(notice the but?)

I think we should make the physical attacks more interesting before continuing going crazy with the spells, Imagine the amount that mages already have... now they can Pk or PVP with their mage skills, they no longer have to wear hats and can now travel on the inside of the bus... sorry got a little carried away there... but i think that the physical attacks should get some credit too.


sorry about the grammar, sprelling and stuff...

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FangReils
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« Reply #2 on: April 24, 2007, 08:55:33 AM »

Personally I agree on this. Although each element should specialize in a certain type of combat.

Examples;

Fire - Spells that inflict medium ammounts of damage. Spells that grant a damage shield to the caster, for those unfamiliar to the term it means it will create a 'shield' around the character that damages enemies when hit. Spells that enchant weapons with extra damage with increases to this type of spell every 30-40 levels of Fire element (Prett much a nice twist for those that wanna be hybrid mage/fighters.) Lastly, buffs that increase INT by percents.

Water - VERY limited in offensive power, mostly healing. If poison effects are added, and monsters can perform such effects, add in cures for them under Water. Spells that cause Lightning element to get increased damage on enemy, Fire element does less. Attack spells would be the kind that damage each turn. Spells that increase DEX of caster by percents.

Earth - Medium ammounts of offensive power, mostly defensive magic. Spells that create shielding around the caster to take a percentage off of incoming attacks, maybe +5% per tier of the spell.. going up to about +40% max, multiple casts won't stack. Spells that make it so Fire element magic does increased damage on enemies, yet makes it so Lightning spells do less. Average attack spells that cause more damage than Water spells, but weaker than the main offensive elements. Very few healing spells, and maybe one or two damage shield type spells that would be weaker than Fire damage shield spells.

Lightning - Massive attack damage here, no heals. Spells that directly increase the casters turns, these spells don't stack with each other. Spells that increase dodging ability. Spells that can critical (Never did play a mage so I'm not sure if spells can crit o.o).

Shadow - Status inflicting spells go! Average attack spells. All attack spells in this catergory heal you at the same time, yet will be weaker than Fire's attack spells. Spells to inflict Poison (Damage would increase over time, ending after 5 turns have passed.) Spells to stun the enemy for a turn or two. Spells for out of combat that can decrease another players movement rate on the map (for PK'ing mages!) Spells that cause Holy damage to do increased damage.

Holy - Heavy mix of damage and healing, both weaker than Water's heals and Lightning's damage though. Spells that cause a Regen like effect (Heals self for up to 5 turns, or every 5 seconds out of combat.) Spells that inflict moderate ammounts of direct damage, as well as the ability to 'blind' enemies.. increasing the casters dodging ability.


As well as adding in 'spells' for fighters based on weapon types that would use up more durability of a weapon/armor than normal.

Examples;...

Slash - Double Slash- Two hits at once, although slightly delays caster.
Crush - Head Crusher- Single hit. Stuns enemy, (stops their delay bar for one turn)
Stab - Impaler- Max damage, no matter what HP you're at.
Bow - Multi Shot- Five hits at once, stuns user and lowers dodging ability, (stops their delay bar for one turn, can be hit no matter what dodge/parry)
Throw - Rapid Break- Single, very fast hit. Makes caster somewhat faster.

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BillyBoy
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« Reply #3 on: April 24, 2007, 09:27:15 AM »

Any kind of 'buffing' to INT will never happen, unless formulas get revamped. Many, MANY spells have some sort of Int/Level value figured in, as far as I'm aware, Shiris has kept the exact formulas a secret. >_>

Also, at some level, any % bonus given to damage would easily become outrageous.

I agree with effects that cause some effect, but that really sounds like you guys want to play Poke/FF - Quest.

Anyway, good idea, but there will have to be plenty of balancing work done before it could be implemented, I think.
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FangReils
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« Reply #4 on: April 24, 2007, 10:20:41 AM »

I agree with effects that cause some effect, but that really sounds like you guys want to play Poke/FF - Quest.

I don't even play Quest anymore. Game just got too bland for me. Disgaea 2 eats my time now Tongue
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kydenn
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« Reply #5 on: April 28, 2007, 08:32:14 AM »

Any kind of 'buffing' to INT will never happen, unless formulas get revamped. Many, MANY spells have some sort of Int/Level value figured in, as far as I'm aware, Shiris has kept the exact formulas a secret. >_>

Also, at some level, any % bonus given to damage would easily become outrageous.

I agree with effects that cause some effect, but that really sounds like you guys want to play Poke/FF - Quest.

Anyway, good idea, but there will have to be plenty of balancing work done before it could be implemented, I think.

The buffing to INT thing is right.

If you kept the % small, it wouldn't get too bad. By small I mean like between 1%-3%.

As far as the Poke/FF thing goes. Quest would still be unique in many ways. It's just spells are boring, plain and simple. You always know what's coming next.
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