Custom Spells

Got some?
omgwtfh8
Posts: 6

Re: Custom Spells

Post#91 » Mon Sep 28, 2009 11:54 pm

The ranger aa's flaming / frost arrows are currently working, but fairly useless. They cost 3/6/9 aa's, and they grant the buffs flames / frost of kesh'yk i-iii. they do -10 mana regen and add procs for 25/50/75 damage on bow attacks at a moderately low proc rate, in addition the flames has a dot for a couple tics of the same damage and the frost has a 1 second stun.

It seems to me that if the damage were improved it would be a good way to make up some of the dps rangers lose from panther type spells, and make ranged combat for rangers more comparable to melee combat.

At the current proc rates something on the order of 150/300/450 might be appropriate, considering you will get far more chances to proc in melee combat with double attack and 2 weapons.

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Tyler
Posts: 4365

Re: Custom Spells

Post#92 » Tue Sep 29, 2009 10:35 pm

Just checked.

Rank I now has a -15 resist
Rank II has a -30 resist
Rank III has a -50 resist check now

There are 3 types, Lightning, Fire and Ice. I suggest you cast Lightning or Fire for DPS :)
All 3 have been upgraded.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

omgwtfh8
Posts: 6

Re: Custom Spells

Post#93 » Wed Sep 30, 2009 2:43 am

i think that the lightning ones have spells but no corresponding aa's so are impossible to access currently. Thanks =)

omgwtfh8
Posts: 6

Re: Custom Spells

Post#94 » Thu Oct 01, 2009 9:24 pm

has the improvement to flaming arrows been implemented yet? perhaps a new spell file is needed before the change takes effect.

At rank 3 its procing for 75 damage with a 123 dmg dot (i think the dot is getting a focus effect). In its current state its adding less than 20 dps on average, hardly worth the mana drain let alone the aa's hehe.

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Tyler
Posts: 4365

Re: Custom Spells

Post#95 » Thu Oct 01, 2009 9:47 pm

As with all spell related issues, a reload and most of the time also a new spellfile is needed.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

sarcon
Posts: 257

Re: Custom Spells

Post#96 » Thu Oct 01, 2009 10:17 pm

not so much a request but more a inquiry, in the spell coding as of now is it possible to create a dmg % reducing debuff?

I.E. a improved cripple spell that reduces the foes damage by 3%?

also for foes something new you could try is maybe a replenishing rune (IE you gotta surpass X dps on the mob whos rune replenishs every 10 seconds or so).

just curious more than suggesting is all.
Sarcon -Evolution Officer-

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Tyler
Posts: 4365

Re: Custom Spells

Post#97 » Fri Oct 02, 2009 6:56 am

Dont think so Sarcon - but maybe our coders can code something!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

sarcon
Posts: 257

Re: Custom Spells

Post#98 » Fri Oct 02, 2009 7:33 am

just trying to keep my mind open to brainstorm for new interesting things.
Sarcon -Evolution Officer-

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Tyler
Posts: 4365

Re: Custom Spells

Post#99 » Fri Oct 02, 2009 8:25 am

yup - brainstorm is good ;)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Shin Noir
Posts: 380

Re: Custom Spells

Post#100 » Fri Oct 02, 2009 8:48 am

Sarcon - I don't know there's a special effect with that component added, so it'd have to be custom. If you didn't notice the druid epic click (makes mob more vulnerable to damage by a percent) wasn't in game, but I coded it in and it's waiting to be implemented.

When I coded it in, I wrote a new function called FindTypeValue(). This function could be used along with a unique spell effect ID to establish what you're looking for, just find out where the attacker's damage is factored, and after all is discovered do a reduction if this effect is on.

Yeah, it's possible. :P
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