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ValguarneraWed 19-May-10 09:50 PM
Member since 04th Mar 2003
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#2387, "Several low-level offensive spell updates."
Edited on Wed 26-May-10 04:35 PM

          

A number of low-level offensive mage spells now have additional power and/or functions if the victim fails multiple saving throws. In general, these are designed to be more significant at lower levels, and not very significant near hero range, for two reasons:

1) The bonuses tend to be fairly flat, or at least scaling slowly.
2) Higher-level characters are more prone to actually wearing gear that helps saving throws, and thus less likely to, say, fail two or three in a row.

I modified nine in this batch, and may continue to do so as small projects as time allows.

Edit on 5/26: Another three or four went live a few days ago. All have effects that are obvious through gameplay.

valguarnera@carrionfields.com

  

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dudeWed 26-May-10 03:52 PM
Member since 10th Aug 2008
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#2391, "possible unintended drawback"
In response to Reply #0


          

i had pets fighting a mob while i was invisible and i failed weaken two or three times. the next time it did some damage and brought me into combat. not too big of a deal. just wanted to make sure it wouldn't happened to someone slept as well. not sure if you took care of that or not.

  

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ValguarneraWed 26-May-10 04:33 PM
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#2392, "Unintendedly awesome."
In response to Reply #1


          

1) That particular feature won't happen if the victim is asleep. Daevryn and I had a discussion about why some people insist on playing necromancers as "sleep or nothing" (which neither of us thinks is desirable), and we're generally more in favor of stand-and-fight necromancers getting a leg up there.

2) I'd be happy if offensive maledictions drew you into combat regardless of whether they dealt damage, so I'm OK with it. 9/10 of the time, it's free damage.

valguarnera@carrionfields.com

  

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