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The event "The Assault on Taekir" is beginning in 1 day, 0 hour.

Added saves to invoker affects

 
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Abandoned Realms



Joined: 23 Jan 2004
Posts: 346

PostPosted: Fri Feb 21, 2014 5:32 am    Post subject: Added saves to invoker affects

i have added save checks to the following:

- fire shield
- ice shield
- divine retribution
- all weapon ward damage

I have also given AOE spells a chance to save against everyone in the room they are cast in, so , other than pets, if anybody saves the spell then everybody takes the reduced damage.
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Davairus
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Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Fri Feb 21, 2014 5:37 am    Post subject:

Sorry about that, we went off track a little bit and I didn't catch it.

This is the right way to do AOEs. The good thing about them is they hit everyone. The bad thing is that your intended target can be shielded by the guy next to you.

We did have a problem, basically multiple saves before was too much. It was just excessive to totally remove it, that is all.
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Fri Feb 21, 2014 6:34 am    Post subject:

As a bit of clarification, there used to be a bug where every person in a room you cast an AoE in would get a save (whether it was in PK or not). Each successful save caused the damage to be halved. The caster would actually get a save. So would his mobs.

That was straight up removed, so every individual got a save for half.

Now, every player in PK (not including the caster, not grouped with the caster) and every leaderlesss mob in the room gets a save. If any save passes, damage is halved to everybody. Charmed pets don't get saves (so a necro's zombies or an ill's mirrors don't protect him/her).
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Davairus
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Joined: 16 Jan 2004
Posts: 10344
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PostPosted: Fri Feb 21, 2014 3:59 pm    Post subject:

updated, added save on weapon ward damage .

Now maybe the invokers won't rape so much.
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Xenyar
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Joined: 26 May 2010
Posts: 596

PostPosted: Fri Feb 21, 2014 7:28 pm    Post subject:

When initiating combat with 'Murder' against an invoker that has an elemental shield up, ice/fire/etc, the shield automatically hits you, like a free counter that lands every time. Then in the same round, the shield hits you again. Perhaps take away that free counter attack from the shield? There is a few classes where flee/murder is just about the only thing you can do to an invoker. But that is even gimped slightly due to the free ice/light/fire shield counter.
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Sat Feb 22, 2014 12:17 am    Post subject:

This is intended and is not going away if I have anything to say about it. Flee/murder is the most boring mechanic in the game and rather than making it better, we need alternatives.
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kapruski



Joined: 10 Jun 2012
Posts: 56

PostPosted: Sat Feb 22, 2014 12:41 am    Post subject:

mystic tendril can be used on mobs no reason not to have weapon ward up at all times in the game. unless you see it fall, there's no reason to use skills.

like protective shield it has a low skill ceiling. once you can keep it up all the time competently, you don't have to worry. triggers and aliases make it easier as well. i find it easy to manually keep it up to avoid skills.

skirmish isnt boring and is core to the game design. free initiate round, sneak skills et al. its one of the skills that is completely in player hands and nothing can completely negate it, as weapon ward or protective shield.

risk reward is very good for newbies vs newbies with weapon ward. advanced players turn it all risk no reward.
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xanthas



Joined: 08 Feb 2004
Posts: 474
Location: Atlanta, GA

PostPosted: Sat Feb 22, 2014 2:00 am    Post subject:

[quote]Flee/murder is the most boring mechanic in the game and rather than making it better, we need alternatives.[/quote]

Holy shit, an Imm with brains!
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