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BatMUD Forums > Guilds.squire > Re: Ideas on 'Spell parry'

 
 
#1
24 Sep 2014 16:27
 
 
Every guild should have some core skill, either def or off that makes it
unique, like beastmasters have guide strike, liberator has ghost slash, and i
believe spell parry has the portential to be one of these, there are some
suggestions about how to make it better.

Spell parry syntax improvement
==============================
Spells list is hard to change now, i believe everyone whoever used this
skill will find it not user-friendly to switch between different spells. You
have to prepare long time and the benefit is limited.

Now we have a clear all syntax for spell parry, so why not make it even
better! My suggestion is change add syntax to something like ‘use spell
parry at ‘chant 1’, ‘chant 2’, ‘chant
3’;’ In this way, we can change our spell list in two skill
uses other than 4~5 or even more uses. This will make it much easier to switch
spells.

Parry & spell parry
===================
I think that a skill do all job is overpowered, so i think the parry ratio
for spell parry is ok, but there are still spaces for us to improve this skill.
Like ghost slash is related to many other basic skills. We can also relate
spell parry to other skills like ‘parry’.

‘Parry' is described as defecting blows, ‘spell parry' is to
deflect spells, its reasonable enough to connect both together since a knight
need a weapon with same damage type to deflect spells, there must be some
physical contact between his weapon and the spell. Therefore, a soldier skills
in parry should parry spells better. So my opinon is to make rate of spell
parry should also be affected by parry. Set parry from 0 to 51 to make spell
parry more effective.

Liberator ghost & spell parry
=============================
Liberator/knight makes more possibilities for spell parry. for example,
ghost sword does magic dam, ghost chill do psi&cold dam, both will help
knight parry more spells.

Therefore i wonder if we can make it even better? Like a liberator can
ghost channeling an armoursmith ghost to help him avoid incoming physical
attacks(critical attacks), a liberator who masters both the art of ghost
channeling and parrying spells should be able to make ghost help avoidng
magical attacks. Channeling a magician ghost to help him detecting incoming
spells, thus gives a short period burst to parry rate. And a better magician
ghost means better improvement. The syntax can be ‘use ghost channeling
at spell parry’.

Similar ideas can be applied on aura of templars, but i am not familar with
templar, i should leave this for further discussion.

Summary
========
I know since two guilds are maintained by different wizards, which makes it
hard to cooperate on guild building. But I really hope to improve this guild by
giving my own idea and thoughts, hoping wizards to take a look at this thread.
To other players, thanks for your patience, if you like the idea please feel
free to hit +1.

 
Rating:
4
Votes:
4
 
 
Lanaya
114d, 8h, 53m, 2s old
Level:
77
 
 
#2
23 Sep 2014 15:08
 
 
About spell parry:
I'd like to be able to parry some or all of the damage towards me from area
and touch spells.

 
 
 
Lyriikka
2y, 174d, 3h, 37m, 13s old
Level:
99
 
 
#3
25 Sep 2014 20:07
 
 
Okay, so, spell parry. Few things.
-- First, you had some idea about syntax, but I could not read it. It got
eaten by some...b's. I'm going to need you to try again. Syntax adjustment is
something I'm completely ok with.
-- Blocking "touch" or harm spells is not to be done lightly. As many of you
already know, harm spells have a built-in miss chance, but what you don't know
is, it's not affected by the victim's parry skill at all. Why? Well, from an
RPG standpoint, touching the target's weapon or shield still sets the spell
off. From a non-RPG standpoint, harm spells are unique because of how hard
they are to resist. Most players and most creatures don't have the ability to
take reduced harm damage. Adding them to the list might be possible, but it
won't be done lightly. If nothing else, having your weapon/shield doing "harm
damage" necessary to block the spell is going to be a challenge.
-- Parry % already affects spell parry chance. I don't see the need to have
parry 0-51 affect it further.
-- There is a knight ability already in the game that reduces some area spell
damage. It's called mighty charge.
-- I am open to the idea of cross-guild synergy, such as templar-knight
hybrids being able to do something special others cannot. The suggestion about
liberator ghosts sounds pretty complex, and I'm not doing it without liberator
coder support.

 
 
 
Shinarae
A r c h w i z a r d
3y, 15d, 7h, 32m, 34s old
Level:
200 [Wizard]
 
 
#4
28 Sep 2014 13:28
 
 
Shinarae wrote:
Okay, so, spell parry. Few things.
-- First, you had some idea about syntax, but I could not read it. It got
eaten by some...b's. I'm going to need you to try again. Syntax adjustment is
something I'm completely ok with.
-- Blocking "touch" or harm spells is not to be done lightly. As many of you
already know, harm spells have a built-in miss chance, but what you don't know
is, it's not affected by the victim's parry skill at all. Why? Well, from an
RPG standpoint, touching the target's weapon or shield still sets the spell
off. From a non-RPG standpoint, harm spells are unique because of how hard
they are to resist. Most players and most creatures don't have the ability to
take reduced harm damage. Adding them to the list might be possible, but it
won't be done lightly. If nothing else, having your weapon/shield doing "harm
damage" necessary to block the spell is going to be a challenge.
-- Parry % already affects spell parry chance. I don't see the need to have
parry 0-51 affect it further.
-- There is a knight ability already in the game that reduces some area spell
damage. It's called mighty charge.
-- I am open to the idea of cross-guild synergy, such as templar-knight
hybrids being able to do something special others cannot. The suggestion about
liberator ghosts sounds pretty complex, and I'm not doing it without liberator
coder support.
What i mean is can we memorize multiple spells in one time like use spell parry
at chant1, chant2, chant3... This can be very helpful when combine with the new
spell parry clear syntax.

Never played a templar so cant give any good suggestions :P. liberator ghost is
the only thing i can think about tho.

 
 
 
Lanaya
116d, 18h, 57m, 39s old
Level:
77
 
 
#5
11 Sep 2019 06:26
 
 
"use spell parry at gztz zur feh,gwwwwaj"?

That'll take some non-standard setup. Spell chants, unlike names, can have
bizarre symbols like # in them. Give me a bit to think of a decent way to
split up the lines.

Shinarae Lluminus

 
Rating:
2
Votes:
2
 
 
Shinarae
A r c h w i z a r d
3y, 16d, 20h, 3m, 52s old
Level:
200 [Wizard]
 
 
#6
11 Sep 2019 06:26
 
 
Ok, at reboot, you should be able to "spellparry <chant>" as a command, which
should work in most ways as "use spell parry at <chant>". This way, you can
use such things as commands/aliases and switch a bunch of spell chants all at
once. The downside? You can't use this ability in combat.

You will still be allowed to "use spell parry" as normal, if you feel the need
to, say, switch spell chants in combat. The EP cost has been greatly reduced.

Shinarae "zot zur sanc" Lluminus

 
Rating:
3
Votes:
3
 
 
Shinarae
A r c h w i z a r d
3y, 18d, 2h, 6m, 4s old
Level:
200 [Wizard]