SubjectRe: [dq] Doubles and Triples; Some thoughs
FromKharsis
DateWed, 22 Nov 2006 12:25:44 +1300
Bernard Hoggins wrote:

> Some thoughts on doubles and triples as they currently stand, and some 
> idea's to do things with them.
>
>
> As they currently stand..... the only double and triple that gets any 
> real amount of use is damage in combat or duration on buffs.  Why.  
> When you take any resist for half spell... and double it, even if they 
> resist they still take the equivilent of the old full damage, and if 
> you triple it even if they resist they take more than the old full damage.
> This has the consequence of making the magic resistance tripple option 
> almost inconsequential especially once you take counterspells taking 
> people well over 100 magic resistance into acount.
>
>
> Some idea's for changes to doubles and triples to make for a more 
> dynamic use of them rather than 9 out of 10 going for damage on combat 
> spells or duration on buffs.
>
> Drop damage double or triple.  Replace it with doubling or tripling 
> targets.  This makes the single target spells with nasty effects more 
> viable if they have the basechance to double since then you get two or 
> three targets.  And on the pure damage spells, assuming you have the 
> targets you get the same damage increase, but makes it an option to 
> spread damage across more people rather than pour more onto the same 
> people, meaning it's more of a tactical choice.
>
> Change Magic resistance doubles to give -20% magic resistance and 
> magic resistance triples to halve the targets magic resistance.... 
> why? Because that makes a triple done on magic resistance meaningfull 
> & scary if your trying to take down a specific target rather than 
> spread damage across numbers.  Yet without simply making it a hugely 
> oversized gun regardless of if they resist.
>
> New idea: Double option to take 1 off the fatigue cost of a spell, 
> triple to take 2(to some minimum, possibly 0 or 1).  Makes magic 
> viable in a low mana zone if your skilled at a more simple spell, 
> since you may be able to outlast your opponent trying his fancier 
> spells by not using as much fatigue to cast.
>
> These are at the moment just idea's to improve the dynamic of magical 
> combat rather than it just being a no brainer for what to double on 
> most spells.  A few spells will probably still need special 
> considerations even if these went through, but that will be the case 
> no matter what rules you use.
>
> From Bernard Hoggins
> nevyn0ad@yahoo.co.uk
>
> Send instant messages to your online friends 
> http://au.messenger.yahoo.com
>
One problem with dropping damage and making it multi-target is area of 
effect spells - eg Fireball.  x2 or x3 the AoE would be horrendous.

Scott Whitaker


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SubjectRe: [dq] Doubles and Triples; Some thoughs
FromBernard Hoggins
DateWed, 22 Nov 2006 14:08:35 +1100 (EST)
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One problem with dropping damage and making it multi-target is area of 
effect spells - eg Fireball.  x2 or x3 the AoE would be horrendous.

Scott Whitaker


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Quite agree and my apologies for not being clearer on that post that I was intending that to not apply to AOE Spells.  Though dropping the double or triple damage for AOE spells still holds true, as it's often even more of a no brainer on those.
Would you have a suggestion for how to apply a similar effect to an AOE Spell without making it too horrendous?  Or we could simply give AOE spells a specific effect for each of the spells if there aren't a large number of them, if there are only 5 or 6 writing a few specific effects doesn't seem too much of a labour.


From Bernard Hoggins
nevyn0ad@yahoo.co.uk
 Send instant messages to your online friends http://au.messenger.yahoo.com 
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<blockquote class="replbq" style="border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; padding-left: 5px;">One problem with dropping damage and making it multi-target is area of <br>effect spells - eg Fireball.  x2 or x3 the AoE would be horrendous.<br><br>Scott Whitaker<br><br><br>-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --<br></blockquote><br>Quite agree and my apologies for not being clearer on that post that I was intending that to not apply to AOE Spells.&nbsp; Though dropping the double or triple damage for AOE spells still holds true, as it's often even more of a no brainer on those.<br>Would you have a suggestion for how to apply a similar effect to an AOE Spell without making it too horrendous?&nbsp; Or we could simply give AOE spells a specific effect for each of the spells if there aren't a large number of them, if there are only 5 or 6 writing a few specific effects doesn't seem too much of a labour.<br><BR><BR>From Bernard
 Hoggins<br>nevyn0ad@yahoo.co.uk<p>&#32;Send instant messages to your online friends http://au.messenger.yahoo.com 
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SubjectRe: [dq] Doubles and Triples; Some thoughs
FromKharsis
DateWed, 22 Nov 2006 17:17:47 +1300
Bernard Hoggins wrote:

>     One problem with dropping damage and making it multi-target is
>     area of
>     effect spells - eg Fireball. x2 or x3 the AoE would be horrendous.
>
>     Scott Whitaker
>
>
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>
>
> Quite agree and my apologies for not being clearer on that post that I 
> was intending that to not apply to AOE Spells.  Though dropping the 
> double or triple damage for AOE spells still holds true, as it's often 
> even more of a no brainer on those.
> Would you have a suggestion for how to apply a similar effect to an 
> AOE Spell without making it too horrendous?  Or we could simply give 
> AOE spells a specific effect for each of the spells if there aren't a 
> large number of them, if there are only 5 or 6 writing a few specific 
> effects doesn't seem too much of a labour.
>
>
> From Bernard Hoggins
> nevyn0ad@yahoo.co.uk
>
> Send instant messages to your online friends 
> http://au.messenger.yahoo.com
>
True there aren't many.  Can't think of any option at the moment but 
will spend some time on it.  Definitely some ideas worth thinking about 
in your post.

Scott Whitaker


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Subject[dq] Elementals
FromBernard Hoggins
DateWed, 22 Nov 2006 20:52:09 +1100 (EST)
As I mentioned a few guild meetings ago I wanted to take a look
at elementals and people were happy for that idea, I've put my
current progress and idea's on the wiki.

General intent was to give them fatigue using magical abilities
rather than there current freebies all the time, so they had a
use for fatigue rather than just pure endurance, and generally
expand and neaten them up a little, as well as compress their
heights down to a more reasonable level for a one hex creature..

Wiki link here.  It's still a work in progress but my first two
thoughts are up, still working on the others but if people
totally hate the way I'm looking at it for an idea, well... 
have a read anyway.

http://www.dragonquest.org.nz/dqwiki/index.php/Elementals


Bernard

From Bernard Hoggins
nevyn0ad@yahoo.co.uk

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