Magic Testing 7/24/2016
Posted 24 July 2016 - 02:57 PM
We just ran through remote spells on test and here are the issues we found. Note, if you are bored and want to help out, feel free to log on test and try breaking magic more! Just make sure you post here if you find something new.
1. Equations still need tweaking (and catch for minimums e.g. life drained a beaver for -1).
2. Offensive magic works against allied guilds (but not your own guild).
3. Using alt+click and ttr will only auto attack if you are within normal click to attack combat range. This may be intended but I figured we would mention it.
4. Potion of magic does not increase remote restore amount.
5. Poison damage is high (10-11) but does not stack. Maybe reduce to 2-3 damage but allow 5-10 stacks based on magic level?
Posted 24 July 2016 - 03:31 PM
*Spell cooldowns (at least for MD, LD, remote heal; presumed all spells that have a wand icon) now apply to the END of the spell
*BUG - Can use offensive spells on allied guilds in PvP
Teleport to Range
*Reagents/mana is consumed upon casting the spell (not upon clicking on your destination).
*If you try to teleport to range to a valid tile and outside the max reach, nothing happens (no message, character doesn't move; only outcome is lost ess).
*If you try to teleport to an invalid tile anywhere, you get the "Invalid teleport, select another location" message.
*If you try to teleport into combat (i.e. by alt+clicking on an opponent while the spell is queued), so long as you are outside the attack distance (max distance that you can normally engage in combat), you will teleport right next to them but not automatically engage in combat.
*Try it out - Open up the old school magic window (by clicking on the small square near the top right hand corner of the window) and add the reagents (in order): Global, Restore, Life
*Unaffected by magic potion (apparently, though with 50 rationality and 60 magic, my remote restore was consistently 96 despite using a magic potion)
*Unaffected by equipment modifiers and magic protections (as it should be )
*Range is longer (longer than LD, not as long as Remote heal)
*Equation now has some RNG/variance... though does not seem to be as much as LD/MD.
LD/MD will require a bit more testing, but appear to be in working (bug-free) order (other than being able to cast on allies). They seem to be nerfed for now, as achi mentioned (but we're not concerned with tuning really right now)
Edited by DueCE, 24 July 2016 - 04:29 PM.
Posted 24 July 2016 - 03:35 PM
*If you try to teleport to range to a valid tile (but outside the max reach), nothing happens (no message, character doesn't move; only outcome is lost ess).
happens on main too.
Posted 24 July 2016 - 04:11 PM
Posted 25 July 2016 - 09:40 AM
Posted 27 July 2016 - 02:42 AM
Edited by DueCE, 27 July 2016 - 02:42 AM.
Posted 27 July 2016 - 11:13 AM
Isn't it a little bit ummmmm harsh?
After a point, it gets REALLY hard to get magic levels and not only that, but also you make it stop us from gaining additional benefits because people spend MORE on magic?
I think it should be completely opposite.
The effect of leveling up from 30 to 31, should be LESS than leveling up from 60 to 61. Or vice versa.
That's how you keep people spending money on gold coins which you want to take out of game..... But your actions and even telling us this is completely ridicilious.
Posted 27 July 2016 - 01:25 PM
Posted 02 August 2016 - 11:34 AM
Posted 03 August 2016 - 12:45 AM
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