Dean340
Full Member
Look...I'm spinnin'!
Posts: 58
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Post by Dean340 on Apr 15, 2005 11:54:25 GMT -5
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Duo
Full Member
Billy Shears
Posts: 51
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Post by Duo on Apr 15, 2005 19:30:25 GMT -5
Ummm... I think you are failing to grasp the concept of "Ten Percent." It doesn't matter how much mana you have, you lose 1/10th of the total every second. Whether you have 12 mana or 72, it will only last 10 seconds. Excluding mana regeneration of course.
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Post by Xaa on Apr 15, 2005 20:36:44 GMT -5
Excluding mana regeneration of course. Nope. Even including mana regen. When I say "It will only last ten seconds", I mean "it will only last ten seconds."
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Post by NARAYAN on Apr 15, 2005 20:56:39 GMT -5
What I thought is for one time,it is good. For next use a mage can use this frequently because his mana regenerates faster than melee and melee characters wait to regenerate mana since there is no mana bottles.Whereas health bottles available so mages can compensate his health with health bottles and melee should be looser.
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Post by Xaa on Apr 15, 2005 22:32:06 GMT -5
What I thought is for one time,it is good. For next use a mage can use this frequently because his mana regenerates faster than melee and melee characters wait to regenerate mana since there is no mana bottles. That hasn't seemed to be the case in playtesting this. The fighter takes about the same time to get back to full mana as the mage, give or take a few seconds. The mage gets more points back and gets them faster, but they both take about the same amount of time to get back to full mana. The difference only becomes noticable when the mage has a LOT of mana - like a 28 INT with a wizard's staff giving 56 mana. There, the wizard seems to have a small edge in getting back to full mana. A warrior with a 14 int will take much longer to get back much less - but, the advantage, though noticable, isn't really staggeringly great, and the warrior can easily compensate by wearing Creation runes. In playtesting, the warrior and wizard we were comparing had 56 mana for the wizard and 13 mana for the warrior. It took the warrior about 60 seconds to get back to full mana from zero just standing around doing nothing, and took the wizard about 45 seconds to do the same. Noticable, but not that great an advantage - it means that the wizard gains back the minimum of 10% they need to use this for 1 second in about 4.5 seconds, while the warrior gains it back in 6 seconds. See what I mean? The real advantage for the mage is that in 4 or 5 seconds they have recouped about 10% of their mana, just like the warrior is geting back 10% in 6 seconds or so - but 10% for the wizard (assuming a 56 point max with a staff) is nearly 6 points - and more than enough to cast most spells. Low-drain spells, like magic dart, can be cast almost endlessly, as the cast time is about 1 second and the wizard is getting back the mana they cast by the time they're ready to cast again. If they're wearing 4 Creation runes, their recovery rate is so fast, they can toss off firebolt and lightning spells one after the other, and not run out of mana - in the time they've finished casting the second spell, they've recovered all the mana they spent casting the first one. NOTE: This presumes that the mage and warrior you are comparing are otherwise roughly equal in experience. A beginning character gets back mana VERY slowly, and can take several minutes to go from 0 up to full. What controls mana regeneration is primarily your INT. However, STR and DEX play a part in it, as well - so, high STR warriors and high-DEX archers do get mana back fairly rapidly. It has to be admitted, however, that the edge in this contest is going to go to the mage - but a mage who is burning all their mana using the Action Variation buttons isn't using it in casting spells on you, so it balances out.
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Post by Xaa on Apr 16, 2005 19:52:08 GMT -5
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Post by Kilarin on Apr 16, 2005 22:37:53 GMT -5
Hurray! I like that change!
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Post by Xaa on Apr 16, 2005 22:49:34 GMT -5
Hurray! I like that change! Well, it will make it more obvious what the "+defense" modifiers on the various types of armor means, at any rate. Notice she has 11/9 with enchanted chain boots & gloves. This means 11 points of defense in melee, 9 points of defense against penetrating attacks (arrows, spells, etc). With ordinary chain boots & gloves, she'd have 9/4. It is possible to get the ranged defense equal to the melee defense - but it takes magic. And the max is still 20 points for either rating. As I've said before, it's not just having 20 points of armor, it's having 20 points of high quality armor. And the quality of the protection you have is reflected in the 'ranged' protection rating, which previously was a hidden value. Now, it's visible, so the players will stop pestering me about it.
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Post by Xaa on Apr 17, 2005 0:10:15 GMT -5
Oh - another change: You can increase your ability to sneak around (I.E. use stealth without getting caught) by the simple expedient of taking off your boots. You may find it useful to experiment with enchanted boots, as well.
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Post by NARAYAN on Apr 17, 2005 10:38:11 GMT -5
I have seen in lots of pics that few expert players are using chainmail bikini or something like that instead of Oriented Armors or superier oriented armor even if they have 30 str for knights .Can you tell me why ?
Answer me if you wish.
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Post by Xaa on Apr 17, 2005 13:49:14 GMT -5
I have seen in lots of pics that few expert players are using chainmail bikini or something like that instead of Oriented Armors or superier oriented armor even if they have 30 str for knights .Can you tell me why ? Answer me if you wish. Because it looks sexy?
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Post by NARAYAN on Apr 17, 2005 20:20:20 GMT -5
lol ;D ;D I never thought in that direction.
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Post by Whitewings on Apr 18, 2005 14:51:23 GMT -5
There's one change I'd love to see implemented, if it can be done without a DSDLL: When you quit the game using Apple-Q (or its Windows equivalent), the current dialogue box gives two options: Quit, or don't quit. I'd like to see a third option: Save, then quit.
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Post by Xaa on Apr 18, 2005 17:19:37 GMT -5
There's one change I'd love to see implemented, if it can be done without a DSDLL: When you quit the game using Apple-Q (or its Windows equivalent), the current dialogue box gives two options: Quit, or don't quit. I'd like to see a third option: Save, then quit. I am afraid that is a hardcoded option in the program and I cannot change it. Equally unfortunately, I have lost my only Mac tester who lived locally, so I am not certain that the changes I have made for 2.0 will work with the Mac. I am sorry.
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Post by Whitewings on Apr 18, 2005 17:58:47 GMT -5
I am afraid that is a hardcoded option in the program and I cannot change it. Equally unfortunately, I have lost my only Mac tester who lived locally, so I am not certain that the changes I have made for 2.0 will work with the Mac. I am sorry. Ah well. I suspected it was hardcoded, thank you for the confirmation. I also have a question about a spell recipe; where should I put that?
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