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Mages, sinks, etc

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Posted by Darkheart on 10/14

I've not had too much problem with my spells being sunk by a lowmind mage, but that's cuz i mostly cure crit with that mana anyway. Not quite sure if things would be more favorable towards a low minder to have a number of spell or mana limit on sinks, but when used in conjunction with the prep spell mana limit, a 50 mind mage could only have a sink and a 15 mana spell prepped on him at the same time... Maybe that limit could go up by spirit, allowing flavored and augmented number of effects depend on that, but then things will be messy with fighters or other chars getting prepped by other chars. I mean, a mage could only get enough prep's worth depending on their mind, then a fighter would be... hrm.. As far as dipped arrows go, i'd rather have dispel arrows simply compare perc vs mind. If the sniper has 100 perc, he has, say, 100% chance of knocking down any sink considering it's fairly easy to miss. His chances to knock down sinks will go down by the difference in his perc and the mages' mind, 99p vs 100m reducing his chances of dispel by, say, 10%. So a 80p deadeye will have 0 chance of knocking the sink outta a 90mind mage. Low mind mages, well, their sinks will just get broken as they do now. High mind spell vs low mind sink, i think could work rather differently. There could be two kinds of "successful" sinks, one absorbing the mana and negating the effect of the spell, and the other simply absorbing the mana and letting the spell go through. The chance of the former happening will be reduced by the casters mind and permit the latter, which is to say if the caster has 100 mind, the low mind mage can best hope to simply absorb mana. If the caster has 90 mind, 90% of current 'sink' effects will be that of absorbing mana but letting the effect through, and 50 mind mages, if they ever get past the target's sink, will have their effects absorbed half the time. (but the chance of a sink kicking in will remain the same as now) As far as the no weapon thing with quicker spells go, it would be interesting to have deadeye mages then. Shoot ultra fast while slinging spells fast as well. Instead of reloading, a cause mage could shoot dispel, then blind or firestorm right off, then while that reduced lag is still in, draw a weapon. Heh. So worst case scenario, a dispelling arrow stuns, half round later you get firestormed, and by the time that round passes the mage has a weapon wielded, pounding the hell outta you. As far as that two backstabs in a row, it won't work since you need to wield a weapon to backstab, and since you can bs only once per tick per combat (meaning you have to reengage to bs again) On infidel's comment with the mages' stats, i agree but only since there are too many +hp gears around. Without +hp gear, things would be more even, but we'd probably need str or con skills at 60 that provide effects just as useful as tumble. Elbow and warcry is nearly as useless as choke in pk, so they cancel out (haha) but there isn't quite something defensive or offensive like tumble. A power strike (automatically kicks in when the opponent is bashed? or just random chance?) or a resistance skill (say a natural stone skin or something that reduces 5-10% of damage from all types of attacks, a con skill)... who knows. Wow, a long post already. Oh well, will stop now. DH

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