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Status Effects Updated, And Warriors Get Their Abilities

#1 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 31 December 2006 - 12:25 AM

I've finished the balancing necessary for beginning the long process of assigning abilities. Status effects are close to finalized as well. I don't plan to finish every tree before this goes live, although I'll skip around and do a bit in each area so things will be well rounded at the beginning. I want to get rid of the old (err, current) system as soon as possible.

Anyway, to begin I added a full set of abilities to the Warrior tree. It's tier-2, and it's intended to be a visible jump in power from Adventurer. Expect tier-3 to be another visible jump along those lines, and don't compare it to the current scale because I'm balancing abilities a little differently this time. Also, I do plan to move a lot of the current abilities over, even though the Warrior tree has nothing that exists in the current "Warrior" class. Expect those abilities to be moved over to the tier-3 stuff, but also expect many of the abilities to move in name only.

Anyway, I thought that I'd keep everyone up-to-date. For future updates, please check this page.
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#2 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 31 December 2006 - 05:44 AM

Very good. I like how some positive effects can overcome negatives, such as immunization. (If you cast immunization after diseased, will it cure?) Oh, and the abilities look great! I can't wait to see the tier 3's!
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#3 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 31 December 2006 - 07:30 PM

QUOTE(Neraphym @ Dec 31 2006, 12:44 AM) {lang:macro__view_post}

Very good. I like how some positive effects can overcome negatives, such as immunization. (If you cast immunization after diseased, will it cure?) Oh, and the abilities look great! I can't wait to see the tier 3's!

While there will be abilities to counter or prevent specific effects, the immunity field relates to one's constitution stat. thumb.gif

Basically, at an expense to power or other stats one can resist certain status effects. Constitution is also something that equipment can affect.
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#4 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 31 December 2006 - 11:33 PM

That's not what I meant...

If you get diseased:


Darky's Underwear Beam: God help anyone hit by this
# STAMINA COST: 35
# PHYSICAL DAMAGE (MELEE): Ranged
# DISEASE EFFECT
* IMMUNITY: Constitution of 20
* LENGTH: 10 turns

Then cast this on yourself:

Guard Against Ickyness: A spell that prevents disease
# AFFINITY COST: 10
# IMMUNIZATION EFFECT
* LENGTH: 5 turns


Does it cure the disease?

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#5 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 01 January 2007 - 12:05 AM

QUOTE(Neraphym @ Dec 31 2006, 06:33 PM) {lang:macro__view_post}

That's not what I meant...

If you get diseased:


Darky's Underwear Beam: God help anyone hit by this
# STAMINA COST: 35
# PHYSICAL DAMAGE (MELEE): Ranged
# DISEASE EFFECT
* IMMUNITY: Constitution of 20
* LENGTH: 10 turns

Then cast this on yourself:

Guard Against Ickyness: A spell that prevents disease
# AFFINITY COST: 10
# IMMUNIZATION EFFECT
* LENGTH: 5 turns


Does it cure the disease?

Ooooooh, my mistake. bluetongue.gif I should probably rename that, hehe... ShiftyEyes_anim.gif

Maybe "Inoculation" would be better for the effect.

Anyway, right now I'm not sure whether it would end an effect or just prevent them. There would be other abilities to end an effect already in place, and I could just have the positive effects be preventatives (more tactical). On the other hand, since only a few negative effects will have such counterparts, I may just let them heal as well as prevent. Feel free to discuss. thumb.gif
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#6 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 01 January 2007 - 12:14 AM

It would make more sense to have it heal as well.
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