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Gravijara


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#1 Wolfgang

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Posted 09 March 2004 - 08:20 PM

This spell is centered around the idea that a mage would be able to alter the pull of gravity on a certain/single person. It also centers slightly around the idea that there would be a slight chance that once under the effects of the hightened gravitational field, one may have trouble moving. This would be implimented by extending the time that it takes for stamina to regenerate. The chance of this happening, however, is low.



Gravijara

((Int+10)/3)+(lvl*1.2)= damage dealt
(42/(((lvl+wis)/2)*1.2))*9.5=chance of fizzle (as a percent)
((int+lvl)/2)/10=percent chance of stamina regeneration impediment
(dex*10)/25=amount of time stamina regeneration is impeded by (in seconds). If this is not agreeable, it could be altered to be "(dex*100)/25", and have the time impediment in hundredths of a second.

available to: Mage
available at: level 10
available for: 300 gold

for example, x 21 18 x 20 x Mage, level 10... 22 points of damage, with a 26.6% chance of failure, and a 2.05% chance that the player on which the spell is being cast on will have their stamina regenration slowed by 7.2 seconds (or 72 hundredths of a second)

Messages would look something like this...:

-You increase the gravitational field around Wolfgang, for 22 points of damage.
-Evolve cast Gravijara on Wolfgang
-Evolve cast a spell on you, making you feel as though a great weight has been dropped onto your shoulders, for 22 points of damage

if stamina regeneration is affected, it would appear like this:

-Wolfgang struggles under the continuous effects of Gravijara, temporarily impeding his actions
-Wolfgang struggles under the continuous effects of Gravijara, temporarily impeding his actions
-You struggle under the continuous effects of Gravijara, temporarily impeding your actions.

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#2 green_mantis

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Posted 09 March 2004 - 09:05 PM

maybe you should describe it as a crushing force
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#3 Squee

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Posted 09 March 2004 - 11:45 PM

Pffft. I think the he described it well on his own. It's a really nice concept...but I have a feeling that it's going to get abused.

My mind doesn't quite work like that, however, so I can't see those flaws... Sorry. =\
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#4 Wolfgang

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Posted 10 March 2004 - 04:59 AM

Thank you both very much for your comments.

I can see it getting abused as well, though the percentage chance of there being any side effect is low... *shrugs*

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#5 Ryuku

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Posted 10 March 2004 - 05:28 PM

Mages need more spells, it would get abused I can say, but it would make more mages in the game. I like.

#6 Silverwizard

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Posted 10 March 2004 - 06:03 PM

Very nice idea for a spell, well though out and also well made, it would be a pk spell more than anything though if it affects stamina which is not a good thing though.
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#7 Wolfgang

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Posted 10 March 2004 - 07:08 PM

The stamina impediment was just a suggestion. nothing more. It doesnt have to be done.

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#8 Kharybdis

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Posted 11 March 2004 - 02:25 AM

Given the fairly high chance of failure and the relatively low chance of affecting stamina regeneration, I don't think it would be that easy to abuse.

((21+10)/2)/10 = a 1.55% chance of affecting stamina for a level 10 mage.

For a level 30 mage, you'd have a 2.55% chance of affecting stamina.

I think your level should have a greater impact on the odds of affecting stamina... a 1% difference between level 10 and level 30 seems a bit low.

#9 Wolfgang

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Posted 11 March 2004 - 02:39 AM

Hmm... oops. I accidentally posted the solution from my origional formula.

I do agree though, the idea of only a 1% difference does seem kinda low. I'm experimenting with some different formulas right now. I'll post some when i get a decent one or two.

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#10 ice_cold

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Posted 12 March 2004 - 02:08 PM

i love it, woot woot. but definately needs to be raised for arches.
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#11 Wolfgang

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Posted 15 March 2004 - 07:58 PM

How much would people like to see it raised by. In the realistic sence that wouldnt cause abuse, I mean.

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#12 Wolfgang

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Posted 20 March 2004 - 12:26 AM

yeah... so uh... for Formula stuff.

The success rate formula (updated)

(((lvl*2)+int)/2)/10

This way... theres a 2% more chance of a lasting effect. :)

sorry it took so long. Any other/better suggestons or ideas for a formula would indeed be appreciated....

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#13 Squee

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Posted 20 March 2004 - 03:59 AM

You've put a lot of work into this spell. For that, you get my applause. ^____^
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#14 Malavon

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Posted 20 March 2004 - 06:11 PM

All that work and you forgot the MP cost :)

#15 Wolfgang

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Posted 20 March 2004 - 08:38 PM

Faaah... haha... thats something i'd do. Mana... uh... this actually occured to me the other day.

But uh... i'm thinking somewhere between 7 and 10 mana. So... How does 8 mana sound...? Or maybe 10. :)


And thank you Squee. I have put a lot of thought into this spell... and your approval does mean a lot to me.

I should say this. I can see people using this spell in hopes of affecting stamina, but the damage that this spell causes is very little damage. More than shock, less than flame. Not quite good enough to PK, and very unlikely of having any lasting effects. This spell was not created to be used on players, but to give mages another low level spell, which they could use to at least help the progression from level 10 to 15, much easier, and maybe help get them enough gold to be able to afford flame once they get to this level.

(note: the updated success rate is for the affected stamina.)

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#16 Squee

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Posted 20 March 2004 - 09:32 PM

Flame costs 7 mana, right now (unless it's been changed).

At level 10, I don't think a mage really has enough mana to use flame at a constant rate for long periods of time.

Then again...this spell is "better" than Flame...

I'm not sure. It's been a while since I've read through this thread and I've fogotten a lot of what's been said.
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#17 Ryuku

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Posted 21 March 2004 - 03:51 AM

I like it, since mages need to be better in any way. They are just to hard to train. Who can get a mage from lvl 14 to lvl 15 using shock. How much would it do at lvl 14 i never got a mage up that high. I think like 25?(pls correct me)

#18 Wolfgang

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Posted 21 March 2004 - 08:04 PM

I'm really not sure on the mana cost of Flame. I used to know, though it has been a while since I have been able to do it... (I reset my mage and started over again). I know that Shock costs five mana. So... if flame costs seven, and shock costs five, why not set this middle spell at six?

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#19 Squee

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Posted 21 March 2004 - 08:16 PM

Is it possible to make it 6.5 in the sense that casting it twice will cost you 13 mana? The first cast would cost 6 mana and the second would cost 7?

I just feel like this spell is better than flame in the sense that it actually does more than inflict damage so the costs should be almost equal.

A trade-off, if you will, between power and beneficial side-effects.
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#20 Wolfgang

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Posted 24 March 2004 - 12:54 AM

Yes... i do agree, that it is a trade off... and can see it being used well after flame is available, in the very slim hope of getting the helpful side effect...

as to the question of 6.5 mana being a possibility, I will have to ask a staff member next time I see one on... or am able to contact one.

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