Quote:
Originally Posted by Udeni
Why don't you make the class buff abilities worn buffs on the charm itself? Or are they going to be group target?
If they only affect you, I would think it would be better to make them worn, so you don't have to worry about buff slots and
recasting every time you die, etc. I'm pretty sure there's also ways to make the charm give you abilities when you equip it also,
instead of getting every ability and requiring the charm as a reagent.
Just my 2cp, I thought all the buffs that were self-only and effectively permanent were kinda silly to have take up buff slots.
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These buffs will not be group targeted, they will indeed be self only. If I made these items into a focus/worn early on most
of the items found in the game would not stack and become worthless. With this, you'll be able to use a healing/spell damage focus found
elsewhere along with the buff. Also, worn can't directly increase your melee damage sadly. It's not able to in the source, only
a buff does it. (This was tested a while back on the older Varlyndria. +melee damage worn effect using the Damage Modifier Spell Effect did not work.)
I'm going to be staying away from changing source code this time around and work with what I got in the build. (Currently on 2506)
(which is a lot to work with honestly) I don't want to cause lag/link death central and piss players off because they can't play, when
the server is running really good on test so far. Screwing with too much source can downright destroy your server if you don't know what you're doing.
I've done many tests with other people in source code changes in the past and they never came out like we wanted them to. All they lead to was major
crashes and a headache from the pits of the nine hells. (D&D reference)
Overall, it's a single buff for the class role and a single buff for the weapon
mastery you choose. There won't be many more than that. Normal class spells will not be touched and the custom spells will be balanced and not over-shadow
those normal spells either. These buffs will also be immune to dispells.
EDIT: Btw, I noticed you typed "getting every spell and having this as a reagent.". That is not going to happen anymore and was scratched. The reason
being, the spell types are so vastly different from each other (such as songs/disciplines) I decided to make the spells you get clicky based dependent on the
augment you have equipped. (Like Materia in Final Fantasy 7). This will allow ALL classes to use the same powers and players to build their characters however
they want without me having to create thousands of the same spell. It also lets you fully play the original class and just have some extra abilities to make you
unique. You also get your normal class abilities too which haven't been touched and which also need to be learned and found like the old EQ. You will also need
to find these special augments as well but can get most of them early on from a vendor. If I could do this where you don't need a buff I would, but it's going to
interfere with other focus items in the game. The buff is the best way to do it because it lets me tackle multiple avenues of damage effects, defense effects etc,
where a focus/worn can only handle one at a time. It also lets you get items that STACK with these buffs. It's really the best way to do it aside from redesigning
the source code. Which i seriously don't want to bother with at all as it's not necessary to make a server fun. The old Varlyndria did not have an ounce of source
code change when I first came into the scene and did very well until I made some unwise choices and mistakes with that server.
Also, you'll notice that even if you do have a tank that chooses say. "Fire Augments". That WAR/PAL/SK can get a max of 200% spell damage where a caster can
get 290%. This will be a main factor in classes and who does what for damage even though they are shared. The class roles balance everything out.