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  1. #21
    Community Member Saravis's Avatar
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    Quote Originally Posted by LeLoric View Post
    I don't see how this is anywhere near what the sla's require. Sla's take time to activate. This is a persistant aoe around you as well as two auto firing bolts. This would probably be coded as a cross between death aura and the favored soul archon that AOV gets at tier two.
    It's not auto at least from the way I'm reading it.

    Quote Originally Posted by Xenus_Paradox View Post
    In addition, each round as a free
    action at the beginning of your turn,
    you can direct two lightning bolts that
    deal 5d6 points of electricity damage
    each, exactly as the lightning bolt spell
    (caster level 5th), in any directions
    you choose. Each bolt can be aimed
    separately. A creature struck by one of
    these bolts can make a Reflex save for
    half damage. The DC for this save is
    calculated for an 8th-level spell, even
    though the bolts mimic a 3rd-level
    spell.
    Seems to me like you have to actively select your targets to cast the lightning bolts and furthermore SLAs take only six seconds to activate. Now, considering a typical round in D&D is about 6 seconds. Six second lightning bolt SLA , six second selective fire lightning bolt, seems kind of redundant to me.

    Don't get me wrong I'm not saying its a bad spell. We just need a little something more to it for it to serve a use.
    Last edited by Saravis; 04-12-2011 at 10:00 PM.

  2. #22
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    Quote Originally Posted by Saravis View Post
    It's not auto at least from the way I'm reading it.
    That is incorrect. The words "free action" in the text quoted indicate that those two bolts take up zero time from the caster, not interfering with his other spellcasting/attacks in any way.

    Note that Lightning Ring would need some adjustments to accommodate the differences from D&D to DDO. The D&D version works for 10 rounds, which is more than twice as long as a regular battle in that game, so most of the damage potential would be wasted. But in DDO getting 10 zaps of 10d6 plus 10 bolts of 5d6 would often be worth the full 525 damage (before meta, amp, crits, etc). Also, in D&D the fact that you're damaging anyone near you would be unsafe to use in a party.
    Last edited by Angelus_dead; 04-12-2011 at 10:34 PM.

  3. #23
    Community Member Junts's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    That is incorrect. The words "free action" in the text quoted indicate that those two bolts take up zero time from the caster, not interfering with his other spellcasting/attacks in any way.

    Note that Lightning Ring would need some adjustments to accommodate the differences from D&D to DDO. The D&D version works for 10 rounds, which is more than twice as long as a regular battle in that game, so most of the damage potential would be wasted. But in DDO getting 10 zaps of 10d6 plus 10 bolts of 5d6 would often be worth the full 525 damage (before meta, amp, crits, etc). Also, in D&D the fact that you're damaging anyone near you would be unsafe to use in a party.
    Iinterestingly enough, 60d6 is also the base damage dealt by acid rain without savant caster level bonuses.

    Considering acid rain has one save and this would have 20 reflex saves, its probably actually too weak for a level 8 spell.

  4. #24
    Community Member Xenus_Paradox's Avatar
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    Quote Originally Posted by Junts View Post
    Iinterestingly enough, 60d6 is also the base damage dealt by acid rain without savant caster level bonuses.

    Considering acid rain has one save and this would have 20 reflex saves, its probably actually too weak for a level 8 spell.
    Obviously the spell could be adjusted, just as practically every spell in DDO has been. No save for the proximity damage, for instance. The 20 lightning resist would be pretty redundant as well, perhaps a 50% reduction a la Fire Shield (particularly since mobs that toss electric spells are far less common than those that cast fire/cold).
    Quote Originally Posted by Visty View Post
    if you want a challange, grab 5 strangers, park them at the quest entrance and then solo the quest

    if you want even more challange, let those 5 help you

  5. #25
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    Quote Originally Posted by Junts View Post
    60d6 is also the base damage dealt by acid rain
    The damage from Acid Rain is no longer measured in d6s. (Although it remains strangely high in comparison to Wall of Fire, Cone of Cold, and Acid Arrow)

    Quote Originally Posted by Junts View Post
    Considering acid rain has one save and this would have 20 reflex saves, its probably actually too weak for a level 8 spell.
    1. An obvious alternative interpretation would be that Acid Rain is too strong.
    2. But even thought it's usually bad for a higher level spell to have a numerical inferiority, spell levels involve slots and access along with power. There is good value in getting yet another DOT which stacks with your previous DOTs.

  6. #26
    Community Member Saravis's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    That is incorrect. The words "free action" in the text quoted indicate that those two bolts take up zero time from the caster, not interfering with his other spellcasting/attacks in any way.

    Note that Lightning Ring would need some adjustments to accommodate the differences from D&D to DDO. The D&D version works for 10 rounds, which is more than twice as long as a regular battle in that game, so most of the damage potential would be wasted. But in DDO getting 10 zaps of 10d6 plus 10 bolts of 5d6 would often be worth the full 525 damage (before meta, amp, crits, etc). Also, in D&D the fact that you're damaging anyone near you would be unsafe to use in a party.
    Yeah, but the thing is there's no such thing as "free action" in DDO being that DDO is not turn based. Considering that and the fact that you have to pick a direction for the lightning bolts to go, seems to suggest to me that it wouldn't be self-firing. Now DDO could go the route of the lightning bolts just firing off randomly, but random firing spells tend to be underwhelming because who knows where its going to go. Now you could say that the bolts fire in the direction you're looking at the time, but its supposed to fire two bolts at a time. How would you direct that?

  7. #27
    Community Member Junts's Avatar
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    Quote Originally Posted by Saravis View Post
    Yeah, but the thing is there's no such thing as "free action" in DDO being that DDO is not turn based. Considering that and the fact that you have to pick a direction for the lightning bolts to go, seems to suggest to me that it wouldn't be self-firing. Now DDO could go the route of the lightning bolts just firing off randomly, but random firing spells tend to be underwhelming because who knows where its going to go. Now you could say that the bolts fire in the direction you're looking at the time, but its supposed to fire two bolts at a time. How would you direct that?
    Probably at the two mobs closest to you.

  8. #28
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Saravis View Post
    Yeah, but the thing is there's no such thing as "free action" in DDO being that DDO is not turn based. Considering that and the fact that you have to pick a direction for the lightning bolts to go, seems to suggest to me that it wouldn't be self-firing. Now DDO could go the route of the lightning bolts just firing off randomly, but random firing spells tend to be underwhelming because who knows where its going to go. Now you could say that the bolts fire in the direction you're looking at the time, but its supposed to fire two bolts at a time. How would you direct that?
    The semi-intelligent way (of all mobs in range that have non-zero threat toward you, the two mobs with the lowest total hitpoints, excluding mobs with a blanket lightning immunity and mesmerised mobs) or one of the less intelligent ways (the two closest mobs, or two mobs chosen at random from all valid targets)
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  9. #29
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Junts View Post
    Probably at the two mobs closest to you.
    or, as was pointed out, use the same technology as the archon that angel of vengeance gets. or the same as what implosion uses; it defaults to your target (and there's nothing i can see preventing you from double-bolting your target), but if you have nothing targeted it implodes the nearest mob (or possibly a random mob) from what i hear. the coding to have it work is there, though it obviously won't be *exactly* the same as the PnP spell, but then... what in DDO actually does work exactly like pen and paper anyways?

  10. #30
    Community Member Xenus_Paradox's Avatar
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    Quote Originally Posted by Saravis View Post
    Yeah, but the thing is there's no such thing as "free action" in DDO being that DDO is not turn based. Considering that and the fact that you have to pick a direction for the lightning bolts to go, seems to suggest to me that it wouldn't be self-firing. Now DDO could go the route of the lightning bolts just firing off randomly, but random firing spells tend to be underwhelming because who knows where its going to go. Now you could say that the bolts fire in the direction you're looking at the time, but its supposed to fire two bolts at a time. How would you direct that?
    As noted, this is a non-issue. The needed code is already in place thanks to Angel of Vengeance and its summoned Lantern Archon.
    Quote Originally Posted by Visty View Post
    if you want a challange, grab 5 strangers, park them at the quest entrance and then solo the quest

    if you want even more challange, let those 5 help you

  11. #31
    Community Member Shade's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    Like i said in a different thread, my vote is for Greater ball lightning. Coding would be reasonably simple (just recycle flaming sphere) and it would fill in the persistent AOE gap that lightning has.
    Simple?
    Right now there tech makes it mostly impossible to scale summons, or even self buffs based on enhancements/item..
    See:
    Most any summon on elite/epic on a well geared caster, or buffs like fire shield.

    So yea that wouldn't work.

    Best thing i think would be a lvl8.. EG: Mostly copy incendiary cloud, give it a simple lightning effect, could look something like when a buncha lightning traps go off at once.

    But reduce its base dice a bit, since Air savant otherwise is pretty potent (mostly due to knockdown immunity/leap)
    Say: 1d6 +1 per level. No cap. No blindness. No save. Maybe a more air themed debuff could be applied for a short time tho, like 10% chance to daze targets that enter for 3 seconds. (red named/fom negates)

  12. #32
    Community Member Zodh's Avatar
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    My suggestions:
    - Shock Wave like WoB (around self).
    - Adjust Ligtning Bolt, so it can actually hit multiple targets "in it's path" or add a new spell with increased cap and better hit-capabilities.
    - Ball Lightning should not cap at 15 or add something like DBF, but electric.
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  13. #33
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    Although it would be good to see more spells at higher level would like them to make sure they dont do too much copy paste jobs . Dont want it to end up with the only difference betweeen water and earth is earth has green animations and water has white .

  14. #34
    Community Member Kamo's Avatar
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    I Would like to see something like lightning strike in an AOE form. Say it hits up to 6-8 mobs

  15. #35
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    I thought Eladrin listed "wind" based spells under Air Savant? Do they not get a bonus from the electric chain as well as the force chain? From reading his post I was under the impression they would.

    If someone has the opportunity to test the following I'd appreciate it

    1) Do wind based spells get damage increases from electric chain.
    2) Does Air Savant caster level increase affect the air based spells?

    Cheers

  16. #36
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Synthetic View Post
    I thought Eladrin listed "wind" based spells under Air Savant? Do they not get a bonus from the electric chain as well as the force chain? From reading his post I was under the impression they would.

    If someone has the opportunity to test the following I'd appreciate it

    1) Do wind based spells get damage increases from electric chain.
    2) Does Air Savant caster level increase affect the air based spells?

    Cheers
    assuming they're working as described, no bonus from the electric enhancement lines, but they will gain the CL increase from air savant.

  17. #37
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Junts View Post
    Remember meteor swarm doesn't care about caster level and now benefits from force enhancements, so it is an alternative, if not a great one.
    There's also Horrid Wilting, which I believe gains the same benefits, though that spell doesn't currently have any good potency-like effect boosting it, Superior Efficacy VIII lasts for only 1 minute (it really should last 3) and no Superior Potency VIII effects are available.

    Quote Originally Posted by LeLoric View Post
    I don't see how this is anywhere near what the sla's require. Sla's take time to activate. This is a persistant aoe around you as well as two auto firing bolts. This would probably be coded as a cross between death aura and the favored soul archon that AOV gets at tier two.
    I'd imagine it to function a little more like firewall, but with a different physical area (ticks every 2 seconds and affects creatures in or adjacent to it) along with an effect similar to the Angel of Vengeance's sprite, firing off 2 Lightning Bolts per tick at randomly selected targets like:

    Quote Originally Posted by sirgog View Post
    The semi-intelligent way (of all mobs in range that have non-zero threat toward you, the two mobs with the lowest total hitpoints, excluding mobs with a blanket lightning immunity and mesmerised mobs) or one of the less intelligent ways (the two closest mobs, or two mobs chosen at random from all valid targets)

    Truthfully, what the game needs are:

    • A no-save, or alternate save, uncapped lightning spell in the level 8-9 range.
    • A persistent AoE lightning spell (level 4 would be good, but 7 or 8 would work too)
    • An instant acid spell similar to Acid Blast in the 7-9 range
    • Acid Fog to get a big boost, possibly correspondingly dropping the damage of Acid Raing
    • The negative energy damage on Finger of Death and Wail of the Banshee to be improved by the Pale Master line, along with potency effects (but not Maximize or Empower)--heck, maybe change its damage to deal full vs. something that fails save and doesn't die (check for death, then deal damage if still alive, such as vs. a red-named boss immune to death effects), then deal half the damage on a successful save if it looks too high with everything adding to it
    • Two of the Bigby's hand spells somewhere in the 6-9 range; Crushing Hand could get similar targeting to the AoV sprite and would cause Web-like entanglement as well as some damage
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  18. #38
    Hero QuantumFX's Avatar
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    Weren’t they also going to work in Sonic as Air Savant spells? Might give you guys some more P&P spells to work with. Also, IIRC there isn’t (m)any AoE Sonic/Electrical spells. Could be the trade off necessary for Air Savants to compete. (2 Damage types with very little in the way of resistances vs. More resistable elements with multiple ways of delivering that damage.)
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  19. #39
    Community Member Jaid314's Avatar
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    Quote Originally Posted by QuantumFX View Post
    Weren’t they also going to work in Sonic as Air Savant spells? Might give you guys some more P&P spells to work with. Also, IIRC there isn’t (m)any AoE Sonic/Electrical spells. Could be the trade off necessary for Air Savants to compete. (2 Damage types with very little in the way of resistances vs. More resistable elements with multiple ways of delivering that damage.)
    that was suggested as something that might happen, but it has not happened yet, and obviously if it only *might* happen, then it is equally possible that it might *not* happen.

    that said, the only sonic damage spell that scales in the game that i am aware of is the level 1 spell, and that just isn't gonna do the trick

    (now, if they revised greater shout, something might happen there...)

  20. #40
    Hero QuantumFX's Avatar
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    Quote Originally Posted by Jaid314 View Post
    that was suggested as something that might happen, but it has not happened yet, and obviously if it only *might* happen, then it is equally possible that it might *not* happen.

    that said, the only sonic damage spell that scales in the game that i am aware of is the level 1 spell, and that just isn't gonna do the trick

    (now, if they revised greater shout, something might happen there...)
    I’m thinking it would give the people on this thread some more options for spells to port over from P&P.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

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