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whitediablo

Why not making Harm lvl dependend?

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Yesterday during a contest Frak came up with an exellent idea:

Harm should be lvl (in magic) dependend.

The higher lvl in magic, the more harm u throw on ur opponent.

In other words: if u got lvl 20 in magic, u harm with 20 pts damage.

Well its VERY hard to raise magic over lvl 50, so the harm

done wouldnt be that big anyway, but the fun would.

Imagine the fights in KF, if 3 magicians attack someone.

 

In my opponion this could make more fun in fights, even for players

that have low attack/defence and Physique/coordination, but good magic.

 

This could introduce a new kind of players in EL... Magicians.

 

Well think about it Entropy and co... and let me know what u think.

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ugh no....maybe like harm damage=random number(0.5-1)*(magic/2)

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Nah that would be too much damage i think, why not make it this way:

damage done = magic_lvl_caster - magic_lvl_defender/2

 

so if i am lvl 44 magic, and whitediablo is that as well (just an example didnt check his magic level)

damage_done = 44-22=22

 

If someone with magic level 20 would try to harm me:

damage_done = 20-22=0

This seems only fair, because i am more than double his magic level he should be able to hurt me with it. If someone attacks me with melee and he has only attack 40 (including weapons) and i have 85 defense (with armor) he wouldnt hurt me either.

The other way around, if i would attack the level 20:

damage_done = 44-10=34

 

It seems only fair that the magic level of the defender should be considered, or else magicians have no protection against each other. The first one that casts the spell kills the other.

 

I know, there is magic immunity, but that spell just sucks. Then there should also be a spell melee immunity, which would suck even more :)

 

Magic immunity doesnt have to be thrown away completely, but give like 50% protection, or else it is way too powerfull against magicians.

 

In this case, when whitediablo has casted magic immunity, he would only get 11 damage if i harmed him.

 

PS: maybe this shouldnt be the harm spell, but invent a whole new spell for it

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Nidan, it doesn't work...what if some with magic 20 would try to cast a spell on a lvl 40 mage that would make the factor -20 then...

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Flex... 20 - (40/2) = -20 ???... hmm... Go back to Uni... now! No vacation

for u :)

If the factor gets negative then it could be = 0.

Nidan, u got a point there...

Anyway, Entropy will set the damage ratio if he thinks its a good idea,

whats more important is weather its a good idea with magic-lvl

dependend Harm or not :)

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Other aspects of the game are dependant on stats, why shouldn't magic spells be?

 

A player fighting with phys and coord at 30+ does more damage than a player with 10/10. So the spells of a mage with magic level 30 should do more damage than the same spells of a mage at level 10.

 

It's either that, or do what other games do and attach levels to spells. For example, at magic level 10 you can only cast "wee fire ball", but at level 30 you get the spell "huge fire ball".

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Flex... 20 - (40/2) = -20 ???... hmm... Go back to Uni... now! No vacation

for u :)

If the factor gets negative then it could be = 0.

Nidan, u got a point there...

Anyway, Entropy will set the damage ratio if he thinks its a good idea,

whats more important is weather its a good idea with magic-lvl

dependend Harm or not :D

 

Well having a formula based on adding or reducing some numbers is totally flawed since it will be pointless at some point. A formula with multiplying/dividing gives allways a reasonable result and would be somewhat equal to everyone 'cause having very high magic level would make you immune to harm eventually. So my suggestion is still that formula i brought up

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