psihokiller4 Report post Posted February 3, 2011 I just got a crazy idea today I'd like to have magic as range weapon the button adjustment can be used only after lvl 15 based on teleport to range spell this is not a spell it's a (range option button spell) sigils: move space local when the button is shown (lvl 15) only 2 options are available ("no range magic" or "range magic 1 feet") for every feet away the spell reduces it's strength for 0,5% but the next feet is ² weaker formula witch is only valid after out of range magic distance strength formula ( _ (. (magic strength)/100 .)*(200/(. . 2+(. (feet²)/100) .) . .) _ ) = magic strength LEGEND: str == magic strength ft == feet . == comment so () are easily to read _ == comment so () are easily to read the button adjustable after magic lvl 25 (options: "no range magic" or "" range magic (distance formula)) distance formula ( .(mag)+(rat*3). )/10 = feet LEGEND: mag == magic lvl rat == rationality . == comment so () are easily to read for every 2 feet away you need 1 magic essence in inventory so distance can be used and after spell used all magic essence for current distance is used after magic lvl 55 you gain the special magic distance ability and must be confirmed with a new button enriched distance every enriched magic essence is for 10 feet and no magic strength loss and with enriched magic essence you can go stack them for 10 feet out of your range example (rationality=10; magic lvl=60; distance = 9 feet if you have 2 enriched magic essences in inventory you are able cast on enemy 19 feet away) please comment on idea and formulas (I can still adjust them) Share this post Link to post Share on other sites
Choris Report post Posted February 3, 2011 Nice formulas, but I have no idea what they actually are for You need to focus more on explaining your idea and less on filling your post with formulas that mean nothing to people. What benefit would there be for adding this 'spell' and these 'formulas' and the 'buttons' (whatever they do) in the game? This all just sounds way too complicated to be worth implementing to me. Share this post Link to post Share on other sites
psihokiller4 Report post Posted February 3, 2011 buttons are for if you have ME in inventory and accidentally try to Life Drain out of range it'll take you ME so if you choose to have button on "no range" you'll just get a message as today "Spell failed! Target out of spell range!" but no ME loss so if you put it on 5 feet it means 5 feet is max away or you gain same message as today "Spell failed! Target out of spell range!" so you can choose what's the max ME you wish to loose for each cast and how much spell weakness are you prepared to have I hope I have explained well why range if to close to enemy you spell on enemy and he starts to attack you if you range it with poison you can flee before he even tries to attack you so you can poison 1 enemy and attack other so when you return all poison is released in that 1 enemy that's 1 of benefits of the range spell any other questions I hope I have answered well Share this post Link to post Share on other sites
Infect Report post Posted February 3, 2011 I kinda like the idea, but there shouldn't be an addition to the spell to use different ing's and have to make another button ingame.... just make 2 spells Share this post Link to post Share on other sites
psihokiller4 Report post Posted February 3, 2011 maybie 2 new spells but if anyone has ever tried telekinesis than he knows power is weaker in alot of distance much weaker well let's not get off topic how would you do 2 spells? it still should be weaken on range depends Share this post Link to post Share on other sites
Choris Report post Posted February 4, 2011 maybie 2 new spells but if anyone has ever tried telekinesis than he knows power is weaker in alot of distance much weaker No, I have not tried telekinesis, have you? So what you're suggesting is that spells can be cast further away than the maximum range but they lose strength. Why make it so complicated, with all the buttons and settings you need to play with? In a PK situation there is really no time to be pressing any extra buttons to change your spell cast distance or whatever. If something like this was implemented (the ability to cast spells far away with a decrease in strength), there could maybe be a visual indication that the target is so far away that the spell will not have the full effect, but no unnecessary options or settings. Share this post Link to post Share on other sites
psihokiller4 Report post Posted February 4, 2011 before you go in to PK you get your button to let's say max 5 feet range so you know how much weakness you may get per spell and how much ME you may loose (5) if closer it's less but if farther than 5 you gain ordinary message as today "Spell failed! Target out of spell range!" perhaps you'd adjust few feet for life time and you wouldn't bother or maybe few times before you'd go in instance or PK you would activate enriched distance this wouldn't be button that would be used frequently at PK this button just adds possibility to weakness and range not a must weakness so if you activate a enriched distance and have 10 EME and you 're close to cast as today you wouldn't loose any enrichment magic essence same for normal ME why button sometimes it get's so weak spell that's just not worth bothering and it's best that mana and ME are preserved so a button adjustment is somehow needed yes it could be made that player cannot choose max distance but in critical situation it's hard to predict how far enemy is so button is very useful and yes I've done telekinesis but let's not get offtopic Share this post Link to post Share on other sites
nathanstenzel Report post Posted February 5, 2011 So, part of the point to this is that you could expand the range of any spell, right? Remote heal, harm, life drain, magic drain, poison, heal summons, etc? Share this post Link to post Share on other sites
psihokiller4 Report post Posted February 5, 2011 So, part of the point to this is that you could expand the range of any spell, right? Remote heal, harm, life drain, magic drain, poison, heal summons, etc? exactly Share this post Link to post Share on other sites
nathanstenzel Report post Posted February 7, 2011 So, part of the point to this is that you could expand the range of any spell, right? Remote heal, harm, life drain, magic drain, poison, heal summons, etc? exactly I hate how the range is so limited and a critter walks 3 steps and suddenly your spell won't work and you have to recast it. Also, unless someone is fighting a dragon, you can't cast harm or something on it without being killed 2 seconds later. Granted, a dragon won't even feel a tickle from a harm, but it could be any monster at all. You don't have time to run for your life after pissing off the beast unless that beast is fighting someone already and you are out of the immediate smacking range. I like the idea of expanding the range or perhaps delaying the spell till you are in range. Share this post Link to post Share on other sites
Quesar Report post Posted February 16, 2011 The range for the harm spell is already big enough that if you cast it from max distance, you are outside the counter attack range. Same thing for mana drain. Share this post Link to post Share on other sites
bkc56 Report post Posted February 17, 2011 The range for the harm spell is already big enough that if you cast it from max distance, you are outside the counter attack range. Same thing for mana drain. I don't see a problem with that. It's the same for ranging. Casting magic spells from a distance seems completely logical (if you admit to magic in the first place). The whole idea of a mage (or ranging) build is one that allows you to inflict damage from a distance allowing you to avoid direct combat (which you are not built for). Share this post Link to post Share on other sites
Infect Report post Posted February 17, 2011 (edited) Just an idea, you can also add to the spell (to remove adding any other indication of if the target is out of range for regular spells) the same "Too Close" message that comes when ranging so that you know that you are too close to cast. Even though, the only way to get this message is to precast the spell and then click (much like tele to range...) You are still using essies/mana, but over time you will learn your max range and it can be useful. Otherwise, it will be costly until you learn this.... Seeing as this is a skill for a skilled mage and not a noob (assuming this will be >50 mag), the player might already be use to casting harm and knowing their maximum distance. The other option is not to make a spell that increases other spells, but to make a spell like enhanced harm that requires more essies that has a bigger range than the normal harm. By every block or so, decrease the strength of the spell. Maybe your max perception range should be i.e. 50% of your normal harm? This means the immediate harm in front of you would be your max harm. Though this seems contradicting from what we are seeing, are we not just trying to increase the harm distance? Just my 2 cents, Cyrus Edited February 17, 2011 by InfectioN Share this post Link to post Share on other sites
psihokiller4 Report post Posted February 17, 2011 I don't see problem with harm as it's very costly and I don't use it alot yet problem is with LD Life Drain used very frequently and poison used little less frequently but still alot you cannot attack with this 2 spells without been attacked Share this post Link to post Share on other sites