Edited by Flash_in_the_flesh, 06 January 2010 - 12:18 PM.
Better Magic
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, Jan 04 2010 01:44 PM
29 replies to this topic
#21
Posted 06 January 2010 - 12:09 PM
There are many combat tweak mods. Magic is part of combat, don't see why it is a problem that CT also changes magic. But that's offtopic. I wanted to say that among the clones I for example choose those mods which doesn't make player overpowered. That's why I found your explanation important. Your mod doesn't make the game easier. Same as CT. I believe that's what makes some mods popular. Too many cheat mods out there.
#22
Posted 06 January 2010 - 12:40 PM
Guess i'm gonna give a try then.
I'm constantly looking for mods that make the game harder and harder.
The fact is, your mod ruins the tactics system (with your resistance stuff) and that's what i'm looking for, not having to spam the same spell again nor using tactics
Guess i'm gonna adapt to your changes that i didn't appreciate at first
I'm constantly looking for mods that make the game harder and harder.
The fact is, your mod ruins the tactics system (with your resistance stuff) and that's what i'm looking for, not having to spam the same spell again nor using tactics
Guess i'm gonna adapt to your changes that i didn't appreciate at first
#23
Posted 06 January 2010 - 06:50 PM
@Flash_in_the_flesh:
Doing a mod that changes too much at the same time is a bad idea for almost three (principal, there are many others) motives: firstly it becomes increasedly more and more complicated to resolve bugs the mod can create, secondly the more the changes spreads the more they are less "targeted" to specific issues, third the mod becomes incompatible with many others that can change the same things in a more profound way.
Magic is an aspect of combat, but it's a PART of it. The game is structured in a way that combat talents are tied to some scripts, spells to others. Also core scripts are made in a way that clearly makes the distinction between the two. The problem of CT is it tries to do too many things at the same time and in the end some changes are superficial at best (but they still change core scripts/tables that make it incompatible with others).
While it was still a combat talent's change mod it was fine (also if a copy of another one) but the more the project goes forward the more aspects it changes, with the result of it being incompatible with almost all other mods and also not doing concrete changes, but only superficial ones the more it expands.
It is better to divide mods in sections when possible so as to have more compatibility and don't force users to use only "your" mod, to resolve problems quicker and to do better changes overall.
Doing a mod that changes too much at the same time is a bad idea for almost three (principal, there are many others) motives: firstly it becomes increasedly more and more complicated to resolve bugs the mod can create, secondly the more the changes spreads the more they are less "targeted" to specific issues, third the mod becomes incompatible with many others that can change the same things in a more profound way.
Magic is an aspect of combat, but it's a PART of it. The game is structured in a way that combat talents are tied to some scripts, spells to others. Also core scripts are made in a way that clearly makes the distinction between the two. The problem of CT is it tries to do too many things at the same time and in the end some changes are superficial at best (but they still change core scripts/tables that make it incompatible with others).
While it was still a combat talent's change mod it was fine (also if a copy of another one) but the more the project goes forward the more aspects it changes, with the result of it being incompatible with almost all other mods and also not doing concrete changes, but only superficial ones the more it expands.
It is better to divide mods in sections when possible so as to have more compatibility and don't force users to use only "your" mod, to resolve problems quicker and to do better changes overall.
Edited by DivideByZero84, 06 January 2010 - 06:52 PM.
#24
Posted 06 January 2010 - 07:33 PM
Hey don't say it to me. I'm not CT's author, I'm just enjoying DA:O mods. And I mod games myself. My mods are modular with options to choose seperately in installer executable.
Edited by Flash_in_the_flesh, 06 January 2010 - 07:34 PM.
#25
Posted 06 January 2010 - 10:25 PM
;-)
It was only a clarification. You asked why I thought CT should not have changed also magic and I told you why.
But anyway anyone can do what s/he wants, dignity dismembering included.
It was only a clarification. You asked why I thought CT should not have changed also magic and I told you why.
But anyway anyone can do what s/he wants, dignity dismembering included.
#26
Posted 07 January 2010 - 12:00 PM
This is a very interesting project. I am curious about the logic behind the resistances granted by heat/cold spells. Following your logic, a char frozen solid becomes resistant to heat/fire.
I would see it the other way around. Whats the point in casting winters grasp on an enemy already frozen solid by COC? I would reverse the effect and give cold resistance to frozen enemies; and heat resistance to enemies on fire. The fire thing is a bit tricky though, it should not reduce the over-time-damage from the burning effect but only from further heat-based attacks. Maybe it can simply be countered by increasing the burning-damage.
I would even apply resistance-penalties for the opposite effect: shock-freezing a hot object or shock-heating a frozen object should increase damage. (Because the temperature difference is greater).
Example:
Cone Of Cold: +50% cold resistance -25% heat resistance.
I would like to hear everyone's thoughts about that.
Cheers
I would see it the other way around. Whats the point in casting winters grasp on an enemy already frozen solid by COC? I would reverse the effect and give cold resistance to frozen enemies; and heat resistance to enemies on fire. The fire thing is a bit tricky though, it should not reduce the over-time-damage from the burning effect but only from further heat-based attacks. Maybe it can simply be countered by increasing the burning-damage.
I would even apply resistance-penalties for the opposite effect: shock-freezing a hot object or shock-heating a frozen object should increase damage. (Because the temperature difference is greater).
Example:
Cone Of Cold: +50% cold resistance -25% heat resistance.
I would like to hear everyone's thoughts about that.
Cheers
#27
Posted 07 January 2010 - 12:31 PM
@DivideByZero84 :
I've tested your mod (1.05) and I think that maybe you've gone a little too far with resisting effects for some spells.
I was playing in Hard and what I saw :
- Arcane bolt and Walking bomb doing no dmg a lot on white mobs.
- Force Field, Crushing prison and Mana Clash NEVER working on Emissary making these spells useless.
I think for most of the spells only the secondary effects could be resisted, except for AOE spells with only one effect (like sleep, mass paralysis, ...).
So Force field should always works, stonefist/fireball should always do dmg (but not always knockdown), ...
Also I don't know what you did with elemental/spell resistances but I think it should be only for mobs like undead/golems/dragons and elite/bosses.
I've tested your mod (1.05) and I think that maybe you've gone a little too far with resisting effects for some spells.
I was playing in Hard and what I saw :
- Arcane bolt and Walking bomb doing no dmg a lot on white mobs.
- Force Field, Crushing prison and Mana Clash NEVER working on Emissary making these spells useless.
I think for most of the spells only the secondary effects could be resisted, except for AOE spells with only one effect (like sleep, mass paralysis, ...).
So Force field should always works, stonefist/fireball should always do dmg (but not always knockdown), ...
Also I don't know what you did with elemental/spell resistances but I think it should be only for mobs like undead/golems/dragons and elite/bosses.
Edited by gandalf51, 07 January 2010 - 12:32 PM.
#28
Posted 07 January 2010 - 05:01 PM
@clsShadow:
Usually a frozen target IS more resistant to fire. Imagine yourself enclosed in ice, do you think fire would have the same effect on you? The same can be told naturally of ice too, but from a viewpoint of not making the changes too complicated it's better to have only cause/effect parameters.
@gandalf51:
For damage it depends on the type of mobs. Some creatures are more able to evade damage than others. As a rule of thumb try to always use spells that raise your spellpower (as Spellwisp) and when you use elemental spells against these types of classes/creatures (rogue classes/physical agile creatures) use first a spell to lower resistance on the elements, as Weakness or Affliction Hex if you want to seriously damage them.
Force Field has a mental check, you should not use it against powerful spellcasters (at last if you don't have high spellpower obtained with various means).
The mod differentiate spells. As I said you should learn which spells to use with which classes/creatures. The thing will become easier to understand when I will change codex for creatures.
You have to think more strategically to appreciate the mod. Force Field is very good against warrior/physical enemies (also very strong). It cannot be resisted easily by them.
As for elemental resistances they are there for the same motive, strategy. You can lower high resistant enemies checks with some spells (as the aforementioned Weakness or Affliction Hex). You should also beware of casting fire spells against fire resistant creatures (as Demons) while casting on them ice spells is very good.
As you see learn to think more strategically instead of casting the same spells against all creatures as you are used to in DAO.
I'm currently testing the mod on nightmare difficulty. Next change will also lower resistances on enemies depending on the difficulty you play at (I wanted to add it in this version but I forgot). Hard will be the middle ground (a little less than it is now), while nightmare will have resistances as you experience them now.
Usually a frozen target IS more resistant to fire. Imagine yourself enclosed in ice, do you think fire would have the same effect on you? The same can be told naturally of ice too, but from a viewpoint of not making the changes too complicated it's better to have only cause/effect parameters.
@gandalf51:
For damage it depends on the type of mobs. Some creatures are more able to evade damage than others. As a rule of thumb try to always use spells that raise your spellpower (as Spellwisp) and when you use elemental spells against these types of classes/creatures (rogue classes/physical agile creatures) use first a spell to lower resistance on the elements, as Weakness or Affliction Hex if you want to seriously damage them.
Force Field has a mental check, you should not use it against powerful spellcasters (at last if you don't have high spellpower obtained with various means).
The mod differentiate spells. As I said you should learn which spells to use with which classes/creatures. The thing will become easier to understand when I will change codex for creatures.
You have to think more strategically to appreciate the mod. Force Field is very good against warrior/physical enemies (also very strong). It cannot be resisted easily by them.
As for elemental resistances they are there for the same motive, strategy. You can lower high resistant enemies checks with some spells (as the aforementioned Weakness or Affliction Hex). You should also beware of casting fire spells against fire resistant creatures (as Demons) while casting on them ice spells is very good.
As you see learn to think more strategically instead of casting the same spells against all creatures as you are used to in DAO.
I'm currently testing the mod on nightmare difficulty. Next change will also lower resistances on enemies depending on the difficulty you play at (I wanted to add it in this version but I forgot). Hard will be the middle ground (a little less than it is now), while nightmare will have resistances as you experience them now.
Edited by DivideByZero84, 07 January 2010 - 05:06 PM.
#29
Posted 07 January 2010 - 06:24 PM
@DivideByZero84 :
"and when you use elemental spells against these types of classes/creatures (rogue classes/physical agile creatures) use first a spell to lower resistance on the elements"
What dex have to do with resistance ?
I thought they only had a reflex check (like Evasion talent)
"use first a spell to lower resistance on the elements, as Weakness "
Weakness only lower atk and defense.
I disagree about Force field, its a spell that does only one thing : remove an enemy from the battle for a little time and does no dmg, so I think it should always works (but could play with duration/cooldown).
When you add Mana clash who don't work anymore on spell-casters (why not make resistance check reduce dmg instead ?), there's almost nothing left against spell-casters who can wipe out your entire party in a few seconds.
And why add evade dmg when there is already resistance to dmg ? It made spell-casters doing less dmg than melee/Archers in your mod.
Also you say you want strategy but if you ALWAYS have to cast Affliction it's not strategic for me
Could you give a quick idea of what will be in the codex for creatures ?
As a last thing I think that your mod is a very good idea, just that maybe you've gone too far with basic mobs and dmg resistance/evade.
"and when you use elemental spells against these types of classes/creatures (rogue classes/physical agile creatures) use first a spell to lower resistance on the elements"
What dex have to do with resistance ?
I thought they only had a reflex check (like Evasion talent)
"use first a spell to lower resistance on the elements, as Weakness "
Weakness only lower atk and defense.
I disagree about Force field, its a spell that does only one thing : remove an enemy from the battle for a little time and does no dmg, so I think it should always works (but could play with duration/cooldown).
When you add Mana clash who don't work anymore on spell-casters (why not make resistance check reduce dmg instead ?), there's almost nothing left against spell-casters who can wipe out your entire party in a few seconds.
And why add evade dmg when there is already resistance to dmg ? It made spell-casters doing less dmg than melee/Archers in your mod.
Also you say you want strategy but if you ALWAYS have to cast Affliction it's not strategic for me
Could you give a quick idea of what will be in the codex for creatures ?
As a last thing I think that your mod is a very good idea, just that maybe you've gone too far with basic mobs and dmg resistance/evade.
#30
Posted 08 January 2010 - 11:06 AM
@gandalf51:
Dex is for reflex check, the same as strength is for physical and magic for mental.
As for Weakness I intended Vulnerability Hex.
As for Force Field you remove an enemy from the fight for a moderate period of time, with two casters you can remove two of the most powerful enemies. A check must be allowed to them or the battle can become too easy. It's probable however that I will make the check with a bonus for casters to be less evadable or maybe change the check to Physical so to have CP works better with warrior classes and FF for magic ones, I will think about it and test it a bit.
Mana Clash works also for spellcasters since it's a +5 check, raise your spellpower. The mod is expanding, Disorient will become a spell to lower physical/mental/reflex resistances on certain creatures, for example (as also Waking Nightmare).
Evade damage because for what I think about it (and as it is for example in DnD) you have the possibility to evade elemental damage from spells with high reflex creatures. Physical is good for warriors, mental for spellcasters and rogues creatures what have? Nothing at all.
Affliction Hex must be utilized ONLY when you need it. In many cases it should not be necessary. Just beware of not casting elemental spells on creatures that are high resistant to that element. I am also chaging the resistances to include the fact that the caster can (or cannot) use SpellWisp or Spell Might to substantially increase spellpower while without them the checks are clearly less easy to pass).
Codex for creatures will have all their elemental resistance/penalties, if they are immune to certain elements and wheter they are particularly resistant to physical, mental or relex checks.
Dex is for reflex check, the same as strength is for physical and magic for mental.
As for Weakness I intended Vulnerability Hex.
As for Force Field you remove an enemy from the fight for a moderate period of time, with two casters you can remove two of the most powerful enemies. A check must be allowed to them or the battle can become too easy. It's probable however that I will make the check with a bonus for casters to be less evadable or maybe change the check to Physical so to have CP works better with warrior classes and FF for magic ones, I will think about it and test it a bit.
Mana Clash works also for spellcasters since it's a +5 check, raise your spellpower. The mod is expanding, Disorient will become a spell to lower physical/mental/reflex resistances on certain creatures, for example (as also Waking Nightmare).
Evade damage because for what I think about it (and as it is for example in DnD) you have the possibility to evade elemental damage from spells with high reflex creatures. Physical is good for warriors, mental for spellcasters and rogues creatures what have? Nothing at all.
Affliction Hex must be utilized ONLY when you need it. In many cases it should not be necessary. Just beware of not casting elemental spells on creatures that are high resistant to that element. I am also chaging the resistances to include the fact that the caster can (or cannot) use SpellWisp or Spell Might to substantially increase spellpower while without them the checks are clearly less easy to pass).
Codex for creatures will have all their elemental resistance/penalties, if they are immune to certain elements and wheter they are particularly resistant to physical, mental or relex checks.
Edited by DivideByZero84, 08 January 2010 - 11:16 AM.



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