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  1. #21
    Community Member valarx's Avatar
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    Quote Originally Posted by esoitl View Post
    OK, but since this is a system they are creating, why can't they continue to use % numbers instead of adding spell power.
    See my post above, it doesn't seem as intuitive as a simple % value like they use now, but maybe I'm missing the boat on something..
    I'm hopeful that spell power will be eventually be used for more than just damage. There are alot of spells out there that don't directly deal damage (charms, buffs). Wouldn't it be nice if spell power affected these as well? In this case, the % may not make sense.

    Ideally, it would be nice if each spell could have traits that could be affected by spell power (probably individual for each spell). Not only would that allow better tweaking for balance, but it would also allow for spells to be given unique niche function. There's always the argument that this complicates things, but honestly, anyone who has played a caster has to do a fair amount of research on each individual spell anyway to figure out what works well and what doesn't.

    Here are some examples of spells and Spell Power effects. Things in brackets could be auto-calculated and provided as a number:
    Bull's Strength: Provides +4 Strength enhancement bonus (addtionally provides [ 2 * Spell Power / 100 ] Strength enhancement). That would make this spell useful beyond the low levels that it is currently.
    Hypnotize: Affects targets for 6 seconds plus [Spell Power/20] seconds
    Hold Person: Held targets are subject to 50% additional damage plus [50 * Spell Power /100]% for a total of...
    Acid Arrow: Target is affected by 3 ticks of acid arrow + [Spell Power/20] additional ticks

    Hovering over the spell should provide you with the numbers based off your current build/equipment. There are tons of ways that spell power could effect a spell (increased save, greater spell penetration, more ticks for DOTs, greater range, larger AOE, additional targets).

    All that wishing aside, what I would REALLY like to see is that when I hover over a spell it provides me with it's base damage and then in parenthesis next to that the modified damage based off of spell power.

  2. #22
    Community Member Noctus's Avatar
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    Quote Originally Posted by Osma77 View Post
    Just one example for this point.

    My 18 acid sorc only has a sup pot 6 item, mainly because I don't play him. With old rules, my free acid arrow spell often dose as good or more damage then my high level black dragon bolt. The only time bdb is better is when it gets a good crit. That's stupid. With the new system, no matter what your potency is, your higher level spells will do more than your lower level spells. (Ignoring strange situations at least.)
    /this.

    Nothing more needs to be said.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  3. #23
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    kinda pooty for blade barriers as potency was only mod affecting this cept adam lob mystical items

  4. #24
    Community Member Stillwaters's Avatar
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    Quote Originally Posted by joeuhuh View Post
    kinda pooty for blade barriers as potency was only mod affecting this cept adam lob mystical items
    not 100% sure but iirc Impulse stuff was supposed to work on physical/force damage now.
    -Stealth RULEZ- A compilation -Favor 101- "How-to" unlock the game -Boycott the changes- combat changes stink
    You say you want your $$ back, i d g a f about the $$. I want my GAME back..

  5. #25
    Community Member Aritukus's Avatar
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    Quote Originally Posted by Stillwaters View Post
    not 100% sure but iirc Impulse stuff was supposed to work on physical/force damage now.
    Incorrect. Only Artificer's Force enhancement line did imbue Blade Barrier damage (or PrE for FVS). From items, only general potency and arcane lore did work. So, Joe is correct, only other item ehnacement that works on live is adamantine mystical T1+2 alchemical.

  6. #26
    Hero nibel's Avatar
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    Quote Originally Posted by joeuhuh View Post
    kinda pooty for blade barriers as potency was only mod affecting this cept adam lob mystical items
    Quote Originally Posted by Stillwaters View Post
    not 100% sure but iirc Impulse stuff was supposed to work on physical/force damage now.
    Quote Originally Posted by Aritukus View Post
    Incorrect. Only Artificer's Force enhancement line did imbue Blade Barrier damage (or PrE for FVS).
    Stillwaters is talking about the impulse pos-U14. Impulse is being changed to work with force, untyped, slashing, piercing, and budgeoning spells. So, Kinect lore will affect blade barrier.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  7. #27
    Community Member Ryiah's Avatar
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    Quote Originally Posted by esoitl View Post
    I said it caters to WoW players because now there is a value on the character sheet(is it even displayed on the character sheet? If it is, is it broken down into every spell type?), much like I remember from WoW.
    So let me get this straight. You think ease of understanding automatically means catering to WoW users? If so, I hope DDO continues catering to them. Needlessly complicating a system just because you can is a mark of a bad developer.

  8. #28
    Community Member zerit2002's Avatar
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    Quote Originally Posted by Dendrix View Post
    Previously your items were multiplicative with other effects (enhancements, meta magics etc) in a complex and non obvious way, now all effect are additive and multiply to get the total.

    Simplified view of old system
    100 (spell damage) * 1.40 (from enhancements) * 1.2 (from your combustion item) = 168 damage.

    Simplified view of new syystem
    100 (spell damage) * (1 + (24 (new enhancement value) + 48 (combustion item)) / 100 = 172 damage.

    The value of 48 for your old item is worked out by turbine's forumla, that converts items based on:
    1) the maximum level it affects
    2) the ammount of increase it gives.
    they they worked out what seemed to be a fair and reasonable conversion, based on everything else that was changing.

    The items affecting all spell levels is a simplification of the system, and helps gearing up, it also means that your higher levelled spells are better than your lower levelled spells.
    Nice explanation This cleared a few questions I was trying to answer.

  9. #29
    Hero patang01's Avatar
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    Quote Originally Posted by voodoogroves View Post
    The complete re-gearing of my casters to shelve the clickies and find static boosters is going to be a pain, but the ability for higher level spells to get an actual boost more reasonably will be nice.
    Finding static bonuses won't be that hard really. First off the Cannith challenge gear is really good (it was good before but is better now).

    Plus there's a wiz staff you can get for wiz commendations that'll boost all elements with greater arcane lore to top it off. Then all scepter type stuff including arcane/divine staffs have been improved. In generall all staffs have 2 spell powers, potency and a lore. So say potency 50, combustion and devotion 80 and Major acid Lore. And the better ones goes all the way up 120 in spell power and Superior Lore.

    Plus force (kinetic) now cover untyped damage. So BB, cometfall, meteor storm etc. Making force based enhancement AND items very useful to boost untyped damage.

    And if you know Cannith crafting this will be even easier.

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