[CF-Devel] armour- & stats-spells

Mark Wedel mwedel at scruz.net
Sun Jan 14 22:09:38 CST 2001


Andreas Vogl wrote:
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      This is a minor issue, but I have received several complaints
     
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      from players on this topic.
     
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      Stats-spells (strenght, constitution, dexterity, charisma):
     
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      While ignored by warrior-class characters, these spells
     
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      play a very important role for wizards. They used to be
     
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      stackable and provided wizards with an easy way to boost
     
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      certain stats to 30. I think this was an exploit.
     
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      Now they're not stackable at all, a bonus of +2 per stat is
     
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      practically the best one can get. Players have told me
     
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      that this renders these spells totally useless and poses
     
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      a bad drawback for all wizard classes.
     
     
 i don't know if this is still the case, but at one point, even when stackable,
the amount of improvement would depend on the current value of the stat.

 This basically put some maximum value because at some point there was a maximum
value.

 I notice that code still exists, so you get a lot more strength if your
strength is low.  If your strength is high, you don't get much.  The only effect
on caster level is duration.

 I think it would be better for the bonuses to be based on caster level and be
constant.  Perhaps square root of caster level or the like.

 I disagree with the sentiment that if you can't get a stat up to 30 easily/by
spells there is a problem.  In fact, I think the above might be a good thing -
if you chose to be a spell caster, cast spells now and don't revert to being a
fighter.  I will note it is probably much harder for the fighters to revert into
spell casters.


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      Armour spell:
     
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      This spell is still stackable just like it used to be.
     
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      But I think it is far too powerful. Physical is the
     
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      most common attacktype in the game. Cast a level 1 spell
     
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      for a few times and you are almost immune to it??
     
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      It should get a growing chance of failure with every
     
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      additional recast. And probably a max limit too (like +50%).
     
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      That would also justify the existance of "ironwood skin".
     
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      And it would make "protection from attack" look a little
     
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      bit less silly. (The latter is a lvl 13 spell, 5x the mana
     
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      cost, not stackable and has about the same effect as one
     
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      "armour"-cast).
     
     
 Yeah - looking at the code, it is stackable.  I don't know what that spell is
and the others are not.

 Perhaps want might be better is make it non stackable, but once again, have the
maximum protection value it gives higher based on caster level.  Right now, the
max is capped at 25, and if the players armour value is already pretty high, it
has a pretty low value set.

    
    


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