Spell changes

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Jimmy
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Post by Jimmy »

Darkovan wrote:yea so? you more or less said some of the same things i did.
sorry i didn't see it earlyer, check my number of posts, haven't been on dasaria long, and im sure im not the only one who miss it. :roll:
1. Dispels (this includes "lesser", "regular" and "greater" dispels) totally ignore SR, which shouldn't be the case.
2. The DC for me to dispel any of Cirrans buffs is 27 (11+castor level), with lesser dispel I was able to dispel one of his buffs everytime even though the dispel check could only be a max of 25 (1d20 +5). Therefore it should've a had a 0% chance of working.
With regular dispel my max dispel check was 30 (1d20 +10) meaning I had to roll a 17 or higher to successfully dispel. However each time I was able to dispel at least one buff.
With greater dispel my highest dispel check was 33 (1d20 +13, the 13 is cause I only have 13 levels of cleric). I was able to dispel at least one buff each time with greater dispel too even though I had to roll a 13 or higher.
what class/es is/was Cirrans, and what class/es where you, and what levels?
wich patch version did you do those tests in?
what casting feats did you have?
what was his total spell resistence?
what domains did you have?
None of that matters except for their levels, which I did tell you in my post (only castor levels are what matters with dispels).

Sorry Darkovan, I didn't mean to come off rude at all. I spose I was a little annoyed at the time of these posts and perhaps that was somehow transferred into my posts. I'm very sorry and I hope you weren't offended. I was only trying to help explain this stuff to you to help you understand. Once again, I'm sorry for the hard feelings.
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Darkovan
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Post by Darkovan »

None of that matters except for their levels
what about greater spell penetration, doesn't it add +4 character levels to caster level checks(or is that only vs spell resistence)?
I'm very sorry and I hope you weren't offended. I was only trying to help explain this stuff to you to help you understand.
thats np.
as far as i can see, there isn't much difference between my post and yours(except that yours shows some of the rolls), have i missed something?(other then my bad spelling)or just not getting it? you wanna point it out to me?

EDIT: cool, made yours apear.
Once was, still am, and always will be, Darkovan.
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Natures Best
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Post by Natures Best »

i can almost completly agree with these statements above of over powering spells. BUT im going to step on the box now and address healing spells. The raise dead and res scripts are finr harm is fine as well ( i think stun duration needs to be knocked down by a second or 2) but anyway. healing spells, healing spells are useful yes but what does a cleric get for taking healing domain other than healing more damage and gettign heal a spot sooner. if clerics take the healing doman to me it eables them to heal wisly not completly draining them physically or mentally. my sudgestion is if you have taken the healing domain as a cleric there is no stun for using the heal spell as of right now i have a cleric right now that took healing domain and to me quite frankly it's useless the extra 20 damage healed from it and i dont even use heal spells any more because your almost guaranteed to die. you could also cap heal and mass heal at 150hp healed, alot of even pw servers have gone that route. for other spells such as raise dead resurection and harm i have no problem with. but maybe if possible if a cleric has healing domain there is no stun... if this would be possible it wouldnt make healing as bad as it seemed right now i agree with an above pst stating clerics arnt needin in a party as much. by some healing kits it heals as much damage as a cure serious wounds. (( if i had of know i would be penalized for heaing i would have taken travel domain. ))

steps off box...
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Post by Oosey »

Darkovan wrote:Im not going to have a "who's dicks bigger" competition with you Jimmy.
Can't see how Jimmy was flaming, but that's just me *shrugs*.


And yeah, Dispell is still bugged. When a fully buffed mage can be stripped of everthing with three dispells, you gotta think something isnt right. But at least the dispells don't get rid of everthing now ^^

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Jimmy
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Post by Jimmy »

Natures Best wrote:i can almost completly agree with these statements above of over powering spells. BUT im going to step on the box now and address healing spells. The raise dead and res scripts are finr harm is fine as well ( i think stun duration needs to be knocked down by a second or 2) but anyway. healing spells, healing spells are useful yes but what does a cleric get for taking healing domain other than healing more damage and gettign heal a spot sooner. if clerics take the healing doman to me it eables them to heal wisly not completly draining them physically or mentally. my sudgestion is if you have taken the healing domain as a cleric there is no stun for using the heal spell as of right now i have a cleric right now that took healing domain and to me quite frankly it's useless the extra 20 damage healed from it and i dont even use heal spells any more because your almost guaranteed to die. you could also cap heal and mass heal at 150hp healed, alot of even pw servers have gone that route. for other spells such as raise dead resurection and harm i have no problem with. but maybe if possible if a cleric has healing domain there is no stun... if this would be possible it wouldnt make healing as bad as it seemed right now i agree with an above pst stating clerics arnt needin in a party as much. by some healing kits it heals as much damage as a cure serious wounds. (( if i had of know i would be penalized for heaing i would have taken travel domain. ))

steps off box...
By choosing the healing domain you already get the "heal" spell as a lv 5 spell instead of a lv 6 spell and also all "cure wound" spells are automatically empowered. But the idea of "heal" not having it's stun if you chose the "healing" domain I think is great.
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jekyl81
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Post by jekyl81 »

I know this is a debate about the new spell updates, but i have to say that why would the immunitys regarding magic bee removed from high LV enemys when for example a rogue still has a geat deal of trouble taking on a greater enemy because of the most common immunity to sneak attacks? i know that rogues can really have a clean chance of killing with a single blow if you sneak and hit the target, or does someone have the nerve to say that they can actualy take a direct hit from a good sneak attack (from a high LV rogue or combination asassin)? i'm just curius that should the immunitys removal affect rogues as well? not to say that the undead wouldent still have the immunity, not at all they are supposed to have it, but most of the bas ass bosses do have it too.

comments?
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Vashan the Hunter
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Post by Vashan the Hunter »

This whole discussion angers me. No one has mentioned that fighters still live!

Unless my lesser dispell knocks Meldvion unarmed and into a speedo IT ISN'T DOING ENOUGH!

For that matter, True seeing should not only reveal a rogue's where abouts, it should make him drop his entire inventory!

This is all blatantly unfair!

And I'm gonna whine about it here in as poor grammar as I can muster!

Yeah.
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Kell
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Post by Kell »

Vashan the Hunter wrote:For that matter, True seeing should not only reveal a rogue's where abouts, it should make him drop his entire inventory!
Yeah... not to be too silly or so, but that would solve problems 8) You could actually find out then whether a rogue had stolen something or not. Right now the only thing to find out is to get caught by a failed roll and get caught because the machine tells you you got caught. And there's no way you can check out others invent :P

But... I suppose that's making more out of a sarcastic joke then was planned, rogues are rogues and you gotta love em, eventhough they strip you clean 8)

*goes off to find Loki and Judas to see if they are up to something*
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Trinny
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Post by Trinny »

I was just wonderin'

Have any druid spells been tweaked in the last couple of months?

'cause spike-growth now only appears to inflict 1d4 hits per round for the first round it is cast or on-entry to the AoE (I think it is also on enter to the AoE, not sure on that), and not subsequent rounds if you stay within the AoE.

Hmm?
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Fate_Aki
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Post by Fate_Aki »

((I noticed that too. Also the Drown and Inferno are not working as described. Inferno seems to be very short in Duration and Drown is supposed to do damage even on a successful save. It doesn't. For a lvl 8 spell it is weaker than Slay Living.

Pretty Soon all casters will have is fireworks to entertain there foes to death.))



Deeta: in response to the above.

Ewh! Pretty...*Stares for days and dies of starvation*

(( I could happen. ))
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