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Heal Allies Spell


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#1 Learner

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Posted 24 June 2018 - 08:21 AM

With work done by Bluap to correct in issue with spell/buff timers he also found that one EL spell was missing. After doing checking I did identify that the code needed for the OldMagic system to use it was already in the server, but not Defined there.

A quick test on the Test Server after updating the servers Spell.def file did activate it and it appears to be working properly, but more testing is needed.

One change from EL so far ... it ca NOT be cast while in Melee/Combat. Another suggested change has been to increase the Ess used a little.

Thoughts, feedback, discussion ....

#2 Warlock

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Posted 24 June 2018 - 09:13 AM

Currently the spell goes by 20+MagLevel/3, rationality isnt a factor. From my quick tests last night it looks like it heals up to 4 players, in a 7x7 radius.

And if im not mistaken, if theres more than 4 players in that radius, the server will choose which ones get healed, and that wont change unless people exit the radius and new ones enter.

#3 Learner

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Posted 24 June 2018 - 09:16 AM

View PostWarlock, on 24 June 2018 - 09:13 AM, said:

Currently the spell goes by 20+MagLevel/3, rationality isnt a factor. From my quick tests last night it looks like it heals up to 4 players, in a 7x7 radius.

And if im not mistaken, if theres more than 4 players in that radius, the server will choose which ones get healed, and that wont change unless people exit the radius and new ones enter.
The server will skip over players at full health so which players can change with multiple heals, but the order it processes players in the 7x7 area stays the same. That means it's possible the caster may not get healed, and distance from the caster isn't a factor as long as you are with 7x7.

(7x7 is used to keep things simple and remind people it's a square not a circle, 7 steps in any direction from the caster, so technically 15x15 square is more accurate)

#4 Learner

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Posted 24 June 2018 - 04:53 PM

At this time, essence requirements are now:

4 HE
3 ME

#5 DueCE

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Posted 24 June 2018 - 07:34 PM

Seems like a great spell and nice addition to the healer's arsenal.  This spell seems like a great counter to the Irish lightning (gelatin bones) we fought last weekend, or other mobs alike that do damage to multiple players simultaneously.  

Without having ever actually using the spell (in EL or on test server), I can offer a couple suggestions

-Heal Allies spell equation should consider rationality (and eventually, magic-def); with current equation, everyone's HA will be more or less the same strength.. Therefore nullifying the need to build a support char
-For the proposed cost of 4HE/3ME (which seems fair to me), I envision HA healing power to be comparable, but not as quite as powerful as remote heal.  I view the spell as a supplement to other forms of healing and it should not overtake Remote Heal as the main method of single-target support-healing
-Spell should also heal members from allied guilds, and party members down the line
-If there's no way to "pick" the 4 targets healed (I.e prioritize teammates that have the lowest health), then I suggest raising this "max" to 5 or 6 players, otherwise people may avoid using this spell if there's any chance that the intended targets of the heal will be "missed"
-7x7 seems fair; as a hybrid healer/ranger I know that I am almost always within 7 tiles of my teammates.  Further testing needed on MAIN server (very hard to coordinate team events on test server) with this spell to be able to confirm this

*ive always wanted a sort of "last resort heal" type spell that is 1. very expensive to cast, 2. Very powerful, 3. Hits all allies within a LARGE radius (15x15?).. Basically a Heal Allies spell on steroids.  But for the time being, I think we can hold off on this extreme.. Curious to hear other people's opinions on what they think this spell should look like on the battlefield

#6 Learner

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Posted 24 June 2018 - 07:53 PM

Keep in mind that for the spell itself, at this time I'm just using the code from EL that was gathering dust, that as a side effect gained to ability to be limited to NoCombat only because of the previous work in NewMagic that's already affecting the OldMagic. No code changes were required in the Server to get this working as it is.

http://www.el-wiki.n...al_Allies_Spell

Keep in mind that with 20 + (MagLevel/3) it can do 50 pts for a Mag 90 char, on up to 4 players. That's a possible total of 200 health healed remotely by a single spell by one mage. And if multiple mages overlap that is a lot of possible healing group a group effort. If a player isn't hurt, it skips over that players and checks for more in the radius. Also note that it's EP needed is lower they you might expect for a spell of this power, even lower then Restoration by a point.

WL got a group together on test an confirmed it was acting as a 7 step radius, I was just trying to clarify that it's a full square centered on the Mage, not a circle.

#7 Kaddy

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Posted 25 June 2018 - 05:43 AM

lol at magic 90, your imaginary comments because you are not playing your game. Max magic is around 60s now and noone is going to bother for more levels coz 60s alone is goddamn hard and expensive to train with so little improvement.

It is not like sitting your ass afk and gaining exp like you got to 90+ afk harv level.

#8 ohmygod

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Posted 25 June 2018 - 06:00 AM

It is all for themselves when a horde rolls over the team and everyone including the mage is taking damage this to me is the best time for group heals to be used and because of this I would like to see it be able to be cast while in combat. Yes we can keep this in place and restrict it to the mage/healer use when in invis, but that kinda sucks imo.

If removed i envisage the team survival strategy in this situation would be to stay close packed together when this happens, to receive the benefit of the group heals being cast by anyone in the team (including the mage who normally would be focused on staying alive themselves in this very common situation in OL and the main cause of team wipes when clearing horde from boss) provided they have the mana, ess and required spell level to cast it.

As kaddy suggests level 90 magic level for a 50 heal is not that achievable so group heals being cast by different members of the team would vary and be only available until thier mana/ess ran out, which might not be long enough to keep the team alive anyway in a horde of rabid fluffies

#9 ohmygod

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Posted 06 February 2019 - 02:14 AM

I still reckon it could be cast in combat, but wait there is more......

Today a very brief mention regarding Learners EL "ants" today and what might need to happen in regards to CL and not getting stuck and suck, if they were introduced to OL.

We currently have Humanoid mobs that wander around looking pretty but actually not tasked to do anything very constructive. Having "ant" like AI would task them to do certain things gather/mix/fight/HEAL (to protect their patch/town/fields?). getting bit off topic, but imagine also if they "learned" to idenify individual players that have attacked them over time, and their starting neutrality towards the player/s changes to hate/enemy status. So no matter if you are walking innocently by or sitting harvesting in a field in that map, they will attack you if they spot you. Now AFK harvester that raided the town/village/farm several times previously gets butt kicked when they spot them and seek revenge... maybe? Town chests for player dropped loot or stash for the items being created by the villagers also comes to mind.  (might want to cap then reset skills if they given a capability to level skills over time like players)

Anyways....

Thinking about Assassins, Pirates and Guard NPCs now, which have been discussed or previously mentioned elsewhere in forums or chan #6. If players can have a dedicated healer/s or other player/s casting heals to help in taking down invasion mobs, why then don't we consider creating these new team mobs with a healer type NPC attached as well?  or even give them all ability to heal each other or them selves. "Assist boss/leader" thing comes to mind butt not sure if technical enough to allow assisting for healing?.

Imagine wanting to take out this NPC Humanoid group for loot , but finding that they are being group healed by a healer NPC/s in the group or other npcs in the group, try and take  out the healer and they all start casting AOE heal spells, trying to damage the Mob npc faster than it can heal may not be possible solo, so different strategies would need to be developed and fun learning what would work best might be fun. So many different strats to take down this group  i would like to try comes to mind immediately, but it would require a Player team with tanks healers and dps to try them out

NPC mage/healer: High mana pool (Ess free casting ability, but casting is limited by mana pool?) Main job to target its "allies" with remote heal to burst healing on leader or very low health members of its group, It may need to have the smarts to know when more than 1 allie in range of its Heal allies is taking damage and chose to cast it to heal up its group being attacked by player/s. or If taking a lot of damage itself then cast restore.

If.... heal allies were castable by player in combat, just imagine how much more challenging it would be to take down a group of humanoids with a healer or two or three attached to them being able to do the same thing.

#10 Hecate

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Posted 07 March 2019 - 01:26 PM

I agree that it shouldn't be allowed in combat. More to be used for mages and such




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