Spell Descriptions to fix.

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ChaosSlayer
Posts: 1693

Re: Spell Descriptions to fix.

Post#11 » Mon Feb 14, 2011 5:07 pm

note on the wizard spells:

-when i was reworking wizard spells for levels 1-35, I added a Stun component a few of them.

-the incorrect dmg is a tricky thing. the Description file reads the numbers DIRECTLY from the spell file, but its not showing them right.

Let me explain.

If spell does a fixed number of damage like 647 - it will show correctly.
If spell has a scaling cap based of caster level, then most of the time the lower end cap will be shown incorrectly due to how spell damage have to be written in the spell file.

For example A spell that you get at lev 10, that starts at 50 dmg, and adds 2 dmg for each level, and caps at 80 dmg is written in spell file as:

-spell formula level*2
-min dmg 30
-cap 80

the reason min dmg is 30 - rather than 50, is due to spell*2 formula, then game will multiply your level by 2, and then add 30 , so at level 10 the spell start at 50 dmg.

But in game spell description show min dmg without taking formula into account, and shows that min dmg as 30, while spell will always hit for at least 50.

Due to different scaling formulas, there are various description "errors" than list lower or upper caps incorrectly.
These "Errors" have existed even back on LIVE
Most of these can't be fixed ;)
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Nerva
Posts: 238

Re: Spell Descriptions to fix.

Post#12 » Tue Feb 15, 2011 5:31 pm

I see. I'll keep my reports to the most obvious and egregious errors, like spells being shown as 'zero' damage or with flatly impossible/nonsensical amounts (like, say, 0-6 on a level 70 DD spell).

I still believe stun amounts should be listed. They're an important deciding factor in whether or not to actually bother using ice at all early on. I know I would've used ice a lot more if I could find a nice, fast-casting ice spell with a little stun on it to help me get a root off.

Anyway, looking through my Shadowknight's spell list, I came across these gems...

Aura of Pain: Spell description states a duration of 0:00:00. While the DD itself is indeed instant, the recourse spell that gives you armor class in exchange for the DD lasts 0:01:12.
Suggested Description: "Invokes severe pain in your target, causing 200 damage, and then uses that energy to greatly increase your armor class for 0:01:12."

Drained Soul: Spell has no description.
Suggested Description: "Drains your target of life energy, siphoning between (MINIMUM) and (MAXIMUM) damage."

EDIT: Going through wizard spells again, found another one...

Storm of Chaos: Spell lacks a description.
Suggested description: "Produces a storm of chaotic flames around the user, causing 4500 damage."

Revenge of the EDIT: Couple more from the wizard spell list.

Protection of Calrena: Spell description states that the spell consumes a peridot when cast. It doesn't.
Suggested description: Remove the line about consuming a peridot.

Manaskin: Spell description states that the spell consumes a peridot when cast. It doesn't.
Suggested description: Remove the line about consuming a peridot.

Diamondskin: Spell description states that the spell consumes a peridot when cast. It doesn't.
Suggested description: Remove the line about consuming a peridot.

Steelskin: Spell description states that the spell consumes a jasper when cast. It doesn't.
Suggested description: Remove the line about consuming a jasper.

Leatherskin: Spell description states that the spell consumes a bloodstone when cast. It doesn't.
Suggested description: Remove the line about consuming a bloodstone.

Shieldskin: Spell description states that the spell consumes a cat's eye agate when cast. It doesn't.
Suggested description: Remove the line about consuming a cat's eye agate.

Spellshield: Spell description states that the spell consumes a peridot when cast. It doesn't.
Suggested description: Remove the line about consuming a peridot.

Ether Ward: Spell consumes a peridot, but the spell description makes no mention of it.
Suggested description: Add the sentence, "Consumes a peridot when cast."

NOTE: Lots of oddities here with spell descriptions. Most of these spells state they consume some sort of gem when cast, but there are a few spells of the same line that do not say they consume anything. In reality, only one spell of these lines actually consumes a gem; Ether Ward.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

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yaeger
Posts: 134

Re: Spell Descriptions to fix.

Post#13 » Thu Aug 11, 2011 12:56 pm

A couple level 70 custom Beastlord spells have no description:

Wild Cat I
Call of the Beastmaster

The lvl 70 Beastlord spell Animalistic Fury Rk1 has "increasin" instead of increasing

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Micah
Posts: 921

Re: Spell Descriptions to fix.

Post#14 » Sat Aug 20, 2011 2:03 am

I have taken over this project and I will be updating the spell descriptions as time allows.

Please let me know of any that need to be changed. Remember you need to have the latest files.

While the project is underway some of the descriptions might change to "Unknown DB String" until a new dbstr_us.txt file is released.

Thanks for the input.

~Micah
THF GM and "Let's keep OOC clean!" Enforcer
Please read the Server Rules

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Nerva
Posts: 238

Re: Spell Descriptions to fix.

Post#15 » Mon Aug 29, 2011 10:22 pm

Is that so? Well then. First, congratulations, and thanks for giving this subject a little care and attention. Second, I gots more work for ya.

Here's a few gems from the Necromancer spell list. Fair warning, big post incoming.


Necromancer Skeleton Pet spell line
Virtually all of these incorrectly state that they use a bone chip when they don't, with the sole exception of the highest-levelled ones. I have confirmed that this affects the following spells (list may be updated as I level my necro further, watch this space).


In all cases here, the description should be edited to remove the line about consuming a bone chip when cast.


Necromancer Gradual Health-to-Mana/Undead Transformation spell line
For all of the following spells, the description does not make any mention of the fact that your image will change when they're used, nor do they mention that your vision type may change. I have confirmed it to affect the following spells (list may be updated as I level my necro further; watch this space).

  • Call of Bones (Skeleton transformation, Ultravision)
  • Lich (Skeleton transformation, Ultravision)

In each case, the description should mention that the spell changes your appearance and adds additional effects other than the gradual HP-to-Mana conversion.


Banshee Aura spell line
All spells in the Banshee Aura spell line have, as part of their description, "Requires, but does not consume, a pearl when cast." This is false - none of these spells require nor consume anything. I can confirm that this affects the following spells:


The description for these spells should have the line regarding a pearl removed.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

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Micah
Posts: 921

Re: Spell Descriptions to fix.

Post#16 » Tue Aug 30, 2011 3:21 pm

Thanks a lot, please keep them coming. :)

AFAIK no spells here use a component, so for the time being I am not going to change any description that includes the "uses a ___" as I want to concentrate on other description issues.
THF GM and "Let's keep OOC clean!" Enforcer
Please read the Server Rules

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Nerva
Posts: 238

Re: Spell Descriptions to fix.

Post#17 » Tue Aug 30, 2011 3:35 pm

There are actually spells that do use components - or at least, that's what the 'clone says, as I haven't owned/tried any of the spells below myself. Examples would be Legacy of Zek and Dark Assassin from the Necromancer Skeleton Pet line, the spells Lesser Summon Corpse, Summon Corpse, and Conjure Corpse of the Remote Corpse Retrieval spell line, and Sacrifice.

If the components on these spells and others are in fact bugs/oversights, let me know and I'll go slap up a different thread about it. I noticed that the two necro-skeleton spells I linked are the only ones that retain their requirement for a bone chip.

EDIT: Just tried one of these, just to check. Sacrifice does consume an emerald. Other than that, though, it doesn't seem to work.

EDIT AGAIN: In order to keep from derailing this thread, I just went ahead and made a new thread on the subject with a link back to your post. If you're right and no spells are supposed to have reagents, then the devs will have a nice list of all the remaining spells that do in that thread.

If not, then they'll probably tell me so shortly. Even so, I hope it helps them spot a few spells where they meant to remove reagents, but left them in due to oversight.

EDIT the THIRD: Back on topic,
Micah wrote:... for the time being I am not going to change any description that includes the "uses a ___" ...

Should I keep listing them? Or should I just ignore 'em until you're ready to fix 'em?

It came from the EDIT: Here's another couple for you.

Soul Theft I: Totally lacks a description.
Description Suggestion: "Rips away a piece of the target's soul, inflicting <DAMAGE> damage, and then summons a temporary Spectre. The Spectre will attack the target relentlessly for a brief period of time, or until it or its victim is destroyed."

This also applies to the rest of the Soul Theft line.

Renewal of Chaos: This spell states that it renews the health of an elemental pet, when in fact it works upon any pet and can be learned by classes other than mages.
Description Suggestion: Simply remove the word "elemental" and it's fine.

Totally Powerful from Shield of the Sleeper: This spell has no description. It's a 15,000 damage Fire nuke, on a 20-minute recast delay.
Description Suggestion: Crushes the target under immense power, causing 15000 damage.

True Enhancement from Pure Order Band and others: This focus effect states that it increases the duration of beneficial spells up to level 0. It should state that it increases the duration of beneficial spells up to level 70.

Brilliance of the Elder from Aged Emerald Adorned Brood Ring and others: This focus effect has no description. It boosts detrimental spell damage by 10% for spells up to level 70.
Description Suggestion: Empowers your detrimental spells up to level 70, improving the damage they do by 10%.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

Leoben
Posts: 30

Re: Spell Descriptions to fix.

Post#18 » Thu Dec 29, 2011 12:37 am

All files up to date.
Shadowknight:

Level 68 Theft of Pain:
"Invokes severe pain from your target, causing 500 damage, and uses that energy to greatly increase your armor class for 0:00:00."

It needs an inclusion of time and another effect to self-buff AC (or removal of that text, though it is listed under "Power Taps").


Level 70 Theft of Hate
"Invokes severe hatred from your target, causing 500 damage and using that energy to greatly increase your attack rating."

Spell effects in Alla Clone:
7 : Effect type : Decrease Hitpoints by -500

This spell should be an alternate/upgraded version of hte level 68 spell. Hate and a Stun effect would be nice.

Also:
Both of these spells have ridiculously long recast times that are not in line with the previous Power Taps. Would it be possible to get their recast lowered to the typical 6s?

Thanks!

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Grey
Posts: 1101

Re: Spell Descriptions to fix.

Post#19 » Sat Mar 03, 2012 3:21 pm

ID: 9676 Guardian's Sheild
Misspelled perhaps?

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arc
Posts: 85

Re: Spell Descriptions to fix.

Post#20 » Thu Mar 29, 2012 5:26 pm

kiss of life I doesn't actually heal group
Partial ° Toxxulous ° Teta° Sundaze ° Tashi ° Ebonybrown

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