Posted by Mandrake on 03/26
People mentioned they could no longer make 1000 hp
titans when cuch's shield was ripped. How come
these things are based on the casters hps?
I mean why should a con mages titans etc be so
much better than that of a dex mage?
From: Azrael
Monday, March 23, 06:18AM
Because con mages are icky doody heads of course.
From: Siachet
Monday, March 23, 06:19AM
It would be so much fun if doppels & titans had hps based on
what they are wearing (ie you could equip them with con gear
to raise their hps).
I expect that would be an impossible request, but it just seems
amusing to contemplate :)
But it does seem rather odd that people can spam gear to make a
doppel with more hps, and that the con mage gets a better one.
Sia
From: Solomon
Monday, March 23, 10:16AM
Well, here's my two cents. I think titans, angels, demons, elementals,
zombie, skeletons, and dancing weapons should have hp based on the mage's
current mana.
Mana represents magical strength and endurance. It makes sense that a 100
mind mage would summon stronger creatures than a less accomplished mage.
And it is possible to wear +mana gear to reach 750 mana or more.
By basing it on current mana rather than maximum, as a mage 'tires' they
would summon weaker creatures. You could summon a titan with 750 hp, but
if you then summon an elemental, its hp would reflect your magically
weakened condition. Further summonings would be even weaker.
Of course, this weakens the create mage strategy of summoning a demon and
a few greater elementals and crushing lots of mobs, but not by much.
Rather than doing all your summoning and then meditating, you could
meditate after each one if you wanted to get full-strength mobs.
This manner of calculating hp for summoned mobs would offer a slight
balancing effect and convey the 'feel' that summonings are an exhausting
set of spells.
From: Musashi
Monday, March 23, 03:43PM
make summoned mob's hps based on current mana? well,
that would be a great idea for the first mob especially for
low hp create mages like myself. However, it would get tedious
resting after the creation of every summoned mob.
How about lowering the cost for summoning mobs =P.
From: Renee
Tuesday, March 24, 01:51AM
and if you DID rest after every summoned mob but while trying to make
a golum army (cliche), they'd all be poofin away before you could use em
Renee
From: Solomon
Tuesday, March 24, 06:29AM
Well, my habit as a create mage is to summon elementals first, because
they last way longer, then summon the angel, which lasts much less time,
then meditate for full mana and still have enough time to clobber two
or three HoL mobs and maybe Wood-Eater if my hit-squad doesnt' die
first. Meditating a little between each one instead of after all of
them doesn't seem like a big change.
It would prevent a mage from summoning a full-strength team of power-
ful mobs in a few seconds and immediately going on a rampage, which is
part of my intention in making the suggestion. I think it's a good
balance: you get the ability to summon mobs with up to 750 hp (based on
how much +mana gear you wear) but you can't do a bunch without a little
rest.
By the way, this suggestion has in no way been approved by the coders,
I'm just participating in a thread with my own ideas, so there's no
immediate danger of this going in. ;)
Alternatively, I would be okay with mob hp being based on caster's max
mana, but I feel that current mana lends more in terms of balance and
gaming feel.
From: Mandrake
Tuesday, March 24, 08:40AM
Would probably be better to just set a standard
(yet slightly random) hp range on them since you
can always spam for 100 mind whether it's based
on current mana or max mana. -shrug- a low mind
mage would have charmies just as powerful as a
100 mind mage but not as many of them.
Same applies with other spells, no need to make
100 mind do more damage than 50-60 as there's
still the advantage in having all that extra mana.
From: Solomon
Tuesday, March 24, 07:30PM
I still live in hope that the coders will make stat spamming so diffiult
so as to be nearly impossible. :)
From: Zeppelin
Wednesday, March 25, 03:34PM
I think its a great idea, although I like the idea of using max mana
instead of current.
Also, I think doppels should stay as they are - since they are a double
of yourself.
Zep
From: Mandrake
Thursday, March 26, 08:47AM
-nod zep- Dopples should remain as they are just as
long as they reflect more than just hps mana etc.

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