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Rod Prob's
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Topic: Rod Prob's (Read 903 times)
FLANDRY
Hobgoblin
Karma: +0/-1
Posts: 40
Rod Prob's
«
on:
September 15, 2008, 07:30:18 am »
I just bought a new Lightning Rod lvl 104 from Deadfrozen , after equiping it and using it i noticed the damage was not the same as what DF said he was getting from it . The damage i was able to do was 291 per use , DF said he was getting 386 per use . I also had Ddhanna help me with it and he was able to get 363 regularly while i'm still getting only 291 . I my MD lvl is 105 and I try'd various combo's or removing items to see if the interfered with the damage and even took all mt gear off and just used the rod and it still did 291 damage . Any help or ideas on how to get the damage corrected would be appreciated . Thank you
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longir
Administrator
Karma: +26/-4
Posts: 2985
Re: Rod Prob's
«
Reply #1 on:
September 15, 2008, 07:49:07 am »
The fixed attuned code applies to MD's though it shouldn't. Attuned elemental ring will increase the damage as will not using a denied elemental ring.
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DM
Dev Team Member
Site Admin
Mostly retired from playing
FLANDRY
Hobgoblin
Karma: +0/-1
Posts: 40
Re: Rod Prob's
«
Reply #2 on:
September 15, 2008, 08:49:16 am »
I just equip'd my RoGS <+20% elc dmg add> and had no change in damage output , still 291 .
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Lippy
Fire wyvern lord
Karma: +10/-1
Posts: 337
Re: Rod Prob's
«
Reply #3 on:
September 15, 2008, 08:59:51 am »
Depends if that RoGS is from beta 3 or not. The beta 3 version is slightly bugged. A regular RoGS should have attuned elemental, which is what increases the elemental spell damage. If it has attuned energy instead, it's from beta 3, and won't affect elemental spell damage.
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Current Project: Dynamic Widget Client (M1)
FLANDRY
Hobgoblin
Karma: +0/-1
Posts: 40
Re: Rod Prob's
«
Reply #4 on:
September 15, 2008, 09:23:43 am »
Aye its B3 RoGS so maybe not a good test , i guess i will have to get ahold of the newer version to raise the damage then . I will have to see what Ddhanna or DF used to raise the damage that much .
SPOILER REMOVED: Devs will not answer such questions one way or the other. Please keep spoilers to
Community > Main server > Spoilers
-- Smacky
«
Last Edit: September 15, 2008, 09:45:38 pm by smacky
»
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zrubavel
Writers' Guild
Karma: +21/-7
Posts: 192
Re: Rod Prob's
«
Reply #5 on:
September 15, 2008, 03:03:56 pm »
Umm shouldn't somebody change the above post so it does not mention the drop spot explicitly...
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FLANDRY
Hobgoblin
Karma: +0/-1
Posts: 40
Re: Rod Prob's
«
Reply #6 on:
September 15, 2008, 10:41:56 pm »
Opp's , sorry my bad
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FLANDRY
Hobgoblin
Karma: +0/-1
Posts: 40
Re: Rod Prob's
«
Reply #7 on:
September 16, 2008, 11:31:01 pm »
Recently try'd the Rod with the B4 RoGS thanx to Boruta loaning me 1 and it increased the damage output to what everyone else is getting . Thank you for the explanation
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Nite*Star
Ethereal demilich
Karma: +10/-27
Posts: 548
Re: Rod Prob's
«
Reply #8 on:
September 24, 2008, 02:55:00 am »
Why shouldn't elemental rings give better control over wands/rods/horns that spell? You're still using a spell just instead of using innate magical ability you're using a MD. It's still a spell, so the ring should still give you greater control over its element in the spell, regardless of where it comes from, no?
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subaru
Contributor
Karma: +32/-4
Posts: 538
Re: Rod Prob's
«
Reply #9 on:
September 24, 2008, 04:14:52 am »
im a bit confused by your post nite*star. ill go ahead and attempt a reply :]
what i believe you said was basically why doesn't magic devices damage go up since a regular spell's damage can be increased? well in my opinion humans have infinite potential and casting a spell can be improved (in this case by leveling up/equipment) the magical device has no potential, because it is a object, man-made object. the object itself can be improved if the humans can build a better version, but you shouldn't be able to amplify a object that already is being used to its full potential.
of course im a b3 player and im not up to date
at all
so dont consider my answer the right answer, because in all honesty it probably isn't. just my simple opinion :] i hope i understood your post correctly also.
~missy
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~*~Whats important is not how you start, but how strong you finish~*~
funny quote from ellwoodblues: "and to keep Subaru from wanting to hunt you down with her specially made "Beating Stick +1 of Kneecaping Double Posters.""
Nite*Star
Ethereal demilich
Karma: +10/-27
Posts: 548
Re: Rod Prob's
«
Reply #10 on:
September 24, 2008, 04:42:33 am »
Quote from: subaru on September 24, 2008, 04:14:52 am
the magical device has no potential, because it is a object, man-made object. the object itself can be improved if the humans can build a better version, but you shouldn't be able to amplify a object that already is being used to its full potential.
Why not? A human (elf, dwarf, half-elf, etc.) has to have skill in MD in order to USE the device. Why wouldn't a human be able to improve his or her skill in MD, and use artifacts that can increase their control over the elements, to better control elemental spells that are shot from MDs? Just makes sense to me that, regardless of WHERE the source of energy is coming from, if it's elemental, then as long as the magic user has an artifact that gives him/her greater control over such element, then that should also affect any and all spells of that element, regardless of whether the spell is using the caster's energy or the magic device's energy. Make sense now?
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subaru
Contributor
Karma: +32/-4
Posts: 538
Re: Rod Prob's
«
Reply #11 on:
September 24, 2008, 09:08:46 am »
correct me if im wrong (i probably am, i never was a rod baby) but you increase your skill to be able to wield the magic device. once you have enough skills to wield it the damage it deals never changes, at least that's what i believe can someone confirm or deny this? anyway ill assume it doesn't change for now. once you can wield the object you can use it to its fullest potential. it would make sense to improve your element in order to amplify the devices power (sounds very appealing to me) but since the rod has its limits whereas humans can excel further, to me it would make sense for the rod's damage to be capped, as its just an object. also take into consideration balancing issues. if you could make the rod hit for more then its maximum damage, then you would have to balance that with the spells, other skills, hitpoints, maybe even added damage adds more exhaust time?
i get what your trying to say and it sounds logical, but to me i think my view is a little logical as well, of course im typing this at 4:07am and im very tired so i wouldn't even know if this post makes sence, but i hope it does :]
~missy
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~*~Whats important is not how you start, but how strong you finish~*~
funny quote from ellwoodblues: "and to keep Subaru from wanting to hunt you down with her specially made "Beating Stick +1 of Kneecaping Double Posters.""
Anchakor
Multi-headed dragon
Karma: +13/-8
Posts: 678
Re: Rod Prob's
«
Reply #12 on:
September 24, 2008, 02:28:29 pm »
I think Nite*Star's point of view is more logical... the artifacts increase the wearer's control over elements, not his/her mind skill of casting spells...
Of course there is game balance issue - which is what I believe Subaru was implicitly trying to address - we do not want to overpower MDs again...
I think MDs should be very different from normal magic, creating another class... like this class would not entirely be unable to use magic like warriors should be, but should be somewhat restricted, as should be normal wizards skill with MDs as well...
Also detailed description how magic works in Daimonin world should be written by the world modellers...
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- best system I've ever had pleasure with
grommit
Administrator
Karma: +28/-3
Posts: 2529
Re: Rod Prob's
«
Reply #13 on:
September 24, 2008, 02:48:34 pm »
I agree - a rod is a mechanical item which delivers its spell according to the manufacturer's specification. Obviously the more powerful a rod is, the more skill the player needs to have in order to handle it safely, but the player's skill level can have no effect on what the rod delivers.
Maybe we should add a range of skills between the level you need to pick it up at all and the level you need to use it safely, where there is a chance of the rod back-firing and injuring the player instead of the target. The closer you get to the 'safe' level, the less chance of a backfire.
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ThePlaneskeeper
Administrator
Karma: +51/-23
Posts: 1294
Re: Rod Prob's
«
Reply #14 on:
September 24, 2008, 04:32:00 pm »
I also have to state here in agreement with many others:
A Rod is just a manufactured magical capacitor, which is constantly drawing energy from the weave around it.
A Wand is a magical battery, which was infused with energy at creation.
Now for what i disagree with: being that a wand is a battery, it should not be affected by "no spell zones", as it harbors its own energies, and does not rely on the magic around itself.
And when considering augmenting items (RoI, RoF, etc.): Augmenting items only affect those items which your mental perspective creates, therefore they do not work on rods/wands/etc.; as these augmenting items attunes your mental perspective/ body energies to better harbor these energies, and their flow. It does nothing for fixed objects like wands, rods, and horns.
Now on the flip side: i would like to at some point see a new class of "rods" that every time you use, takes a small amount of mana (or a skill that allows you to put a small ammount of mana into a Rod use); thus allowing you to augment a Rod's power. This in effect would then be affected by atunement, but to a lesser degree.
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