Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:16 AM CDT
>>I have of course read your posts where you say because of the complexity of higher level magic, it is easier to forget... if that may be true, why do other spell hindering effects not have an equivalent bias? And, as well, why is what you forget based on the ATTACKER's magic, than your own?

While we try to keep certain RP aspects to certain realms of magic, in the end the RP interpretation is irrelevant. The mechanics is what's important. We wanted a spell that prevented high level spells only so it forces casters to use their lower level spells. And, again, this is 99.9% of the time going to be players casting on creatures.

>>Now, I get the fact that you don't want this ability, to use 1708, to be pure only. It is obvious, might as well be explicit about it, you want rogues and warriors to get use out of this spell.

We've never said we don't want any Warriors or Rogues using Arcane spells. We said that they're not meant for them to be the best at them. We're tying Arcane Symbols and Magic Item Use skill to the spells to encourage training in those two skills by any and all professions and the end result is that pures are the ones who can cast these spells to the most powerful effect.

>>I can't think of any equivalent game system.

Sounds. Powersink.

= - GM Oscuro - =

Rogue Team
Cleric/Empath Team
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:19 AM CDT
There seems to be a lot of emphasis on scenarios where one player locks down another player's spell-casting ability. In general, we don't balance spells with Player vs. Player scenarios in mind. The situation described, where a warrior with a paltry eight ranks of Magic Item Use and, presumably, sufficient levels to actually succeed locks down a ranger and prevents Nature's Fury from being cast, isn't a concern for the design of the spell. Frankly, if you're concerned about being locked down by another player, I question why you are playing this game, which isn't even remotely PvP friendly and certainly not designed to be a PvP battleground.

That aside, the spell is certainly targeted for use by any character of any profession who has devoted significant training points into either Magic Item Use or Arcane Symbols. That an important distinction from strictly considering high level pure professions. In either case, it allows such characters to lock down lower level spells which are what creatures actually cast.

As for the conceptual underpinnings of the spell, it makes complete sense to me, and I had nothing to do with its design. The easiest way to prevent or block something is find its point of weakness or a bottle neck. Conceptually, the spell makes preparing spells difficult or impossible, which is the weak spot or bottle neck of the spell-casting process. Remember, Sounds can pretty easily distract a character and ruin a spell, regardless of how long it took for that character to learn it. Presumably, higher level spells are more difficult and complex to cast, and as a result more easily disrupted and ruined.

--

TLDR; It's a neat spell and isn't the end of the world.

--
Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:39 AM CDT
>I question why you are playing this game, which isn't even remotely PvP friendly and certainly not designed to be a PvP battleground.

See shattered, for one.

For two, again, for the umteenth time, if it isn't meant to be used against players, why the duration that is longer than the lifespan of a critter?

>That aside, the spell is certainly targeted for use by any character of any profession who has devoted significant training points into either Magic Item Use or Arcane Symbols.

60 ranks of CM to master disarm for a wizard or sorcerer is a significant tp investment.

8 ranks in MIU by a square, notsomuch.

Nevermind the ancilliary issue of high training point burden and the side effects of mental:physical TP conversion that plaques true pures, making the TPs arguably more valuable to the professions that need to spend more of them.

I would call 8 ranks of MIU for a square to be a minor, paltry, or slight investment.

Virilneus
Fix Sorcerer Training Costs
http://www.virilneus.com/blog/2009/05/14/sorcerer-training-costs/
Math Doesn't Lie.
Give Sorcerers Minor Mental
http://www.virilneus.com/blog/2009/07/05/give-sorcerers-minor-mental/
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:42 AM CDT
>As for the conceptual underpinnings of the spell, it makes complete sense to me, and I had nothing to do with its design.

Does it make sense to you that all casters of equal level, regardless of all individual traits concerning skills and stats, are equally vulnerable to this? For an analogy, that while under the effect of this spell, a person who theoretically spends 10 hours a day practicing his spells by rote, has no better chance of overcoming it than someone who spends no time doing same?

That certainly makes no sense to me.


Virilneus
Fix Sorcerer Training Costs
http://www.virilneus.com/blog/2009/05/14/sorcerer-training-costs/
Math Doesn't Lie.
Give Sorcerers Minor Mental
http://www.virilneus.com/blog/2009/07/05/give-sorcerers-minor-mental/
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:42 AM CDT
>Naos on PVP

I'm not concerned with being locked down by another character/player.

I just don't think it should be possible for magically impaired warrior with insignificant MIU training to lock down all high level spells on magically incredible mage without ANY chance of failure.

Regardless of intent or design, this should not be possible.

>Sounds can pretty easily distract a character and ruin a spell, regardless of how long it took for that character to learn it

Sounds does not 100% slam any chance of casting level 18 or higher spells for 3 minutes. In fact, when those ranger things in the Rift cast Sounds at me, it rarely even prevents me from casting a spell twice in a row. This is not even on the same playing field.

Sounds is also a profession specific circle and requires dedication. It should be better than 1708, right? Not hugely inferior.

>Presumably, higher level spells are more difficult and complex to cast, and as a result more easily disrupted and ruined.

If my mage can concentrate well enough to cast 435 in the same room as a wandering void sucking all the air out of the room, I'm pretty sure she can concentrate well enough after a warrior with 8 ranks of MIU waves a wand at her.

>It's a neat spell and isn't the end of the world.

I don't think it's neat, because I don't like it. However, it is definitely not the end of the world. It's just sucktastic and not even close to logical, even in a realm of magic.

I'm going out for dinner now.



Mandy
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:49 AM CDT
<< See shattered, for one. >>

I doubt this will change how we design spells. If you're playing in the Shattered instance, then you better be ready to deal with griefers.

As for the duration, I don't rightly know.

<< 60 ranks of CM ... 8 ranks in MIU >>

I don't think this is a good comparison.

Locking down high level spells isn't nearly the same handicap for a spell-caster as entirely removing a weapon from a weapon-user's hand. Losing a weapon can effectively neuter the offensive capability of a warrior at lower levels, and is still a pretty big hindrance at higher levels where one might have access to more combat maneuvers. Not being able to cast level 20+ spells is unlikely to make a pure so much as bat an eyelash, even 10+ isn't a deal breaker.

--
Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 11:57 AM CDT
<< That certainly makes no sense to me. >> ASPEN

We have differing opinions; there's nothing wrong with that.

<< I'm not concerned with being locked down by another character/player. >> RICEA3

In that case, what is the problem? Is it merely conceptual? If so, I'll go ahead and say that mechanics win out over concept 99% of the time in game design. This is a game we're playing, and sometimes the better answer makes less sense.

<< Sounds >>

Disrupting spells is not the primary purpose of the spell. If it were, then I would argue that it is underpowered compared to the new arcane spell.

<< If my mage can concentrate well enough to cast 435 in the same room as a wandering void sucking all the air out of the room... >>

Perhaps Implosion could use a buff to have such an effect. This could be a good idea to bring up in the Sorcerer category.

<< I'm going out for dinner now. >>

...aaaaand now I'm hungry. :T

--
Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 12:02 PM CDT
a warrior need not wait 3 min if disarmed naos, merely type "get backup sword"

can i type "get backup memory'?


Virilneus
Fix Sorcerer Training Costs
http://www.virilneus.com/blog/2009/05/14/sorcerer-training-costs/
Math Doesn't Lie.
Give Sorcerers Minor Mental
http://www.virilneus.com/blog/2009/07/05/give-sorcerers-minor-mental/
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 12:40 PM CDT
<<For two, again, for the umteenth time, if it isn't meant to be used against players, why the duration that is longer than the lifespan of a critter?>>

I know this is going to be a shock, but some of us have actual roundtime - and don't just instantly vaporize critters with a single cast, loot it with no time waited, and move on. Sometimes, get this, cause this is really out there, slightly more than 20% of the time actually - our first swing doesn't kill the critter and we have to take even longer to kill something.

-Keleborrn.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 12:43 PM CDT
*20% varies by training, void where prohibited.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 12:51 PM CDT
"there aren't spells that would defend against Arcane TD specifically like there are versus ETD, STD and, eventually, MTD." -- Oscuro, emphasis mine

Well, there's always 104. (And 113, if you're actually afflicted.)
But, of course, the best solution is complete abstinence or--at the least--a selective choice of partner....
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 01:18 PM CDT
>I know this is going to be a shock, but some of us have actual roundtime - and don't just instantly vaporize critters with a single cast, loot it with no time waited, and move on. Sometimes, get this, cause this is really out there, slightly more than 20% of the time actually - our first swing doesn't kill the critter and we have to take even longer to kill something.

At 180 seconds, if your swing RT was 6 seconds, you could swing 30 times.

To quote Estild, if you're taking 30 swings to kill something, you're doing it wrong.




Virilneus
Fix Sorcerer Training Costs
http://www.virilneus.com/blog/2009/05/14/sorcerer-training-costs/
Math Doesn't Lie.
Give Sorcerers Minor Mental
http://www.virilneus.com/blog/2009/07/05/give-sorcerers-minor-mental/
Reply
Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:07 PM CDT
>>Not being able to cast level 20+ spells is unlikely to make a pure so much as bat an eyelash, even 10+ isn't a deal breaker.
Apparently you don't play an empath. Both of my crowd control spells are guaranteed to be hit by this - web and Sympathy. My staple bolt spell for tough creatures - web bolt - is also guaranteed to be affected by this. I now also can't use any of my 'oh shit' spells - 140, 240, 1150. And if we go down to 10+ that takes away all my bolt spells, Wither, and my ability to sanct. That leaves me with... bone shatter and harm, and those are far from enough to hunt with reliably. Like I said in my earlier post, the impact this has at mid-level is far different from the impact this has at high level.


>>Disrupting spells is not the primary purpose of the spell. If it were, then I would argue that it is underpowered compared to the new arcane spell.

No, Sounds is meant to interfere with DS, a penalty along with a chance to prevent casting. Make this a penalty to CS and I'd still have a problem with it but I'd find it more palatable.

>>How am I able to prevent this? The splendor of an 8th level arcane circle and my 15 MIU ranks are that awesome? It just doesn't fit.

>>I am not trying to negate the fact that a lot of effort and thought has gone into these releases. I know you guys don't just release whatever crap you want, spur of the moment. I honestly do not understand how this concept got through.

This. A simple level 8 spell that prevents all 'complex' magic from working doesn't fit at all in the gemstone world, and I'm at a loss how anyone could think otherwise.

>>It's a neat spell and isn't the end of the world.
We have very different ideas of 'neat'. I don't think the idea should have even made it through QC.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:09 PM CDT
>>This. A simple level 8 spell that prevents all 'complex' magic from working doesn't fit at all in the gemstone world, and I'm at a loss how anyone could think otherwise.

But a level 3 spell that prevents all magic, i.e. Corrupt Essence, is fine.

= - GM Oscuro - =

Rogue Team
Cleric/Empath Team
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:19 PM CDT
>>But a level 3 spell that prevents all magic, i.e. Corrupt Essence, is fine.

for 15 seconds, with a warding roll.. it's like a hiccup, a forced stumble while walking that takes a few seconds to recover from. Quite different, so yes corrupt essence is fine.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:19 PM CDT
Corrupt essence...

A. requires a warding roll
B. only lasts 15 seconds

If this spell merely had one of those two features, I wouldn't have made a peep.

Virilneus
Fix Sorcerer Training Costs
http://www.virilneus.com/blog/2009/05/14/sorcerer-training-costs/
Math Doesn't Lie.
Give Sorcerers Minor Mental
http://www.virilneus.com/blog/2009/07/05/give-sorcerers-minor-mental/
Reply
Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:21 PM CDT
>>If this spell merely had one of those two features, I wouldn't have made a peep.

I'd even be fine if you left it unresistable and made the duration 15-30 seconds.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:22 PM CDT
<<At 180 seconds, if your swing RT was 6 seconds, you could swing 30 times.>>

It was stated pretty clearly that the goal was 1 charge used per critter. The duration is obviously set with that in mind.

Don't forget hiding time too. And things that don't crit can take 10+ swings easily.

-Keleborrn.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:28 PM CDT
>>I'd even be fine if you left it unresistable and made the duration 15-30 seconds.

15-30 seconds is entirely too short considering its level and reduced subset of spells it affects. We might consider basing the duration off of MIU/AS ranks, though...

= - GM Oscuro - =

Rogue Team
Cleric/Empath Team
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:30 PM CDT
And things that don't crit can take 10+ swings easily


And some things take more than one or two casts, as well, which is why I think 703 is under-durationed. But I got told to take that to the sorcerer folder.


-Taakhooshi, and Me
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 02:48 PM CDT
Dinner was good. I had chocolate cake, after.

>Is it merely conceptual? If so, I'll go ahead and say that mechanics win out over concept 99% of the time in game design. -Naos

Yes, it is just conceptual. My mage brain does not like the idea that some dumb warrior can impair high level spells (with no chance for failure) that I have spent months or years learning, with his 8 MIU ranks he picked up last level. It's absurd.

>Perhaps Implosion could use a buff to have such an effect. This could be a good idea to bring up in the Sorcerer category.

I will in my next post. God knows that sorcery can use all the buffs it can get, at this point. This does not in any way negate the fact that my mage can concentrate under way more stressful situations than weeny rogue waving a wand.

>But a level 3 spell that prevents all magic, i.e. Corrupt Essence, is fine. -Oscuro

As pointed out by Kithor and Virilneus, 703 requires warding AND lasts for nowhere near that timeframe. If 1708 required warding and lasted for 15 seconds, nobody would be complaining. That comparison was not even close.

You also have to continuously dedicate a ton of TP's in the sorcerer spell circle if you want to continue to use 703. Again, any profession with 8 ranks of MIU is set up with no failure, so long as they stay close enough in level to the target. And they are set up for a full 3 minutes, on top of that.

Mandy







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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 04:15 PM CDT
>>15-30 seconds is entirely too short considering its level and reduced subset of spells it affects. <<

This logic sums up why many of the spells in the game need to be revamped. The max duration for sympathy, a 20th level spell and the only crowd control spell available to empaths, doesn't have this duration possible. Sympathy also does not affect many creatures without a significant investment in lore training.

To be honest, this statement upsets me a little because players have been making arguments against spells' percieved impotency for years based on this logic. These arguments are generally refuted in the name of game balance. I don't disagree with the logic of the original statement, there are just many spells within the game that this logic is not currently applied to.

Wil
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 04:23 PM CDT
>>This logic sums up why many of the spells in the game need to be revamped. The max duration for sympathy, a 20th level spell and the only crowd control spell available to empaths, doesn't have this duration possible. Sympathy also does not affect many creatures without a significant investment in lore training.

Sympathy's effect is far stronger than this one. Not only does it affect multiple targets and prevents creatures from attacking you, but they also then attack their allies. This merely causes one creature to be incapable of using a subset of its spells. The creature can still take other actions and cast other spells. They're hardly comparable.

>>To be honest, this statement upsets me a little because players have been making arguments against spells' percieved impotency for years based on this logic. These arguments are generally refuted in the name of game balance. I don't disagree with the logic of the original statement, there are just many spells within the game that this logic is not currently applied to.

It absolutely applies. Stronger effects typically have shorter durations. This effect is extremely weak compared to most other disabling spells. Its strength is its duration and its ease to hit.

= - GM Oscuro - =

Rogue Team
Cleric/Empath Team
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 04:29 PM CDT
>This effect is extremely weak compared to most other disabling spells. Its strength is its duration and its ease to hit.

I don't think it's extremely weak at all. Can this be the new 502? How about 504? 512? All of these are underpowered in comparison.

Mandy
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 04:38 PM CDT
I don't really have a problem with this spell. People who are arguing compare it to spells in professional and common spell circles. But it's in the arcane circle, and so doesn't have to be controlled as much because it's already controlled by availability.

Still,
>We might consider basing the duration off of MIU/AS ranks, though...

This seems more reasonable. 3 minutes is high with no way to compensate for it. A comparison between the users MIU/AS vs the target's known spells would seem very reasonable.

In general, though you don't make decisions around PvP, it should be important enough to make secondary adjustments. I mean, forget griefers, it affects roleplay too.

- Greminty
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 04:48 PM CDT
>>Sympathy's effect is far stronger than this one. Not only does it affect multiple targets and prevents creatures from attacking you, but they also then attack their allies. This merely causes one creature to be incapable of using a subset of its spells. The creature can still take other actions and cast other spells. They're hardly comparable.<<

>>It absolutely applies. Stronger effects typically have shorter durations. This effect is extremely weak compared to most other disabling spells. Its strength is its duration and its ease to hit.<<

Sympathy has significant restrictions based on lore training in order to reach it's maximum effectiveness. What you get from that is basically the critter attacking other critters in the room ONCE, assuming the creature attacks while under the spell's duration. In my experience hunting my empath, this rarely results in any significant effects above level 50 or so. The effect is absolutely underwhelming compared to almost every other crowd controll spell in existence, all of which are a considerable LOWER level, with considerably less lore requirements.

You're correct, these spells are NOT comparable. Sympathy has a higher mana cost, more restictions, and more training requirements, for the effect of the critters in the room swinging at each other once or twice if you're lucky. 1708 has very few training requirements for absolute success and a significant duration, giving GUARANTEED prevention of any high level spell for a substantial period of time. That doesn't strike me as a weak effect, and to me being prevented from casting regenerate or nature's fury is a MUCH stronger effect than my enemy taking a single swing at another critter in the room, especially when you take away any chance of failure. That's the sort of disabling effect that significantly impairs a caster, and can end or significantly impact a hunt.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 05:00 PM CDT
>Corrupt essence...

>A. requires a warding roll
>B. only lasts 15 seconds

Requires a much-easier-than-normal warding roll, you mean. And while it may only last fifteen seconds, it's level three, and prevents all spells. I don't have a big problem with 1708 either mechanically (prevents a subset of spells, for longer duration, with level-based rather than warding-based checks) nor conceptually (I've read a lot of posts asking why this spell affects only the caster's most powerful spells but it's only reasonable to conclude that because they are more powerful they also require considerably more effort, training, and skill on the part of the caster and thus are more easily subject to interference from outside forces, same way it would be much easier to distract me into a mistake playing "La Villa Strangiato" than it if I were playing "Louie Louie".)

--Hal
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 05:09 PM CDT
>because they are more powerful they also require considerably more effort, training, and skill on the part of the caster and thus are more easily subject to interference from outside forces... -Hal

If we are so easily distracted, why can you cast while missing a leg? Wouldn't that impact concentration quite a bit? How about with 10 creatures in the room, each taking a swing, casting or in general moving around? How about again, with a void ripped open above our heads?

This whole concentration bit is not buyable, considering all the other impairments we can still cast under.

Mandy
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 05:13 PM CDT
>A comparison between the users MIU/AS vs the target's known spells would seem very reasonable. -Greminty

I would be good with this.

I would be even better if in addition to this logical comparison for duration, the success was not 100% guaranteed at close level ranges.

Mandy
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 05:17 PM CDT
>If we are so easily distracted, why can you cast while missing a leg?

You shouldn't be able to. Its just that taking away the ability to cast from a legged critter would make the game too easy for rogues.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 05:23 PM CDT
>>We might consider basing the duration off of MIU/AS ranks, though...<<

I, personally, think this is a good idea. A sliding scale with benefits that echo the investment of the user. That is not unlike the paradigm that 1750 was set up to (and yes I realize they are entirely different spells), and I think it is something most of the arcane circle should be geared towards. Benefits from being familiar with the arcane, nominal effects for being unfamiliar.




27 authors on ignore and counting.

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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 05:31 PM CDT
>>I, personally, think this is a good idea. A sliding scale with benefits that echo the investment of the user. That is not unlike the paradigm that 1750 was set up to (and yes I realize they are entirely different spells), and I think it is something most of the arcane circle should be geared towards. Benefits from being familiar with the arcane, nominal effects for being unfamiliar.

That design paradigm is already achieved with 1708 since the number of spells it affects is profoundly based on those skills. It's a matter of if we want to proliferate that to every aspect of the spell, and we previously decided it was unnecessary.

= - GM Oscuro - =

Rogue Team
Cleric/Empath Team
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 06:12 PM CDT
True, and fair enough.




27 authors on ignore and counting.

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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 06:23 PM CDT
So, I'm just curious. . .

How much real experience do we have against creatures with this spell, to date?

I ask because I'm initially of the impression that the spells are good ones, and I didn't trigger on some of these points initially. Yet, I can see they are specifically (and quite passionately) defended in theory.

But I want to know what real experience we have. I'm actually digging on the fact that Dionket might be able to flip the proverbial elemental bird to the vaespilon / sentry crew. And might maybe stand a small chance against liches.

Nice, I say! Now I just need to get the elf to screw down the courage enough to try it.

Your mileage may vary.

Doug

P.S. Please don't remove these spells from the game based on the commentary until we've seen sufficient use?
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 07:15 PM CDT
>>How much real experience do we have against creatures with this spell, to date?

Against creatures with this spell or with this spell against creatures?

No creatures have the spell as of yet, so none to the first. And insufficient for the amount of complaining in this folder for the second.

- Andreas

EES Website: http://www.gsranger.net/
Foraging Galore: http://www.gsranger.net/guides/foraging/
PRO Resources: http://www.gsmeetinghalls.com/

Don't feed the troll, it only makes him worse.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 08:39 PM CDT
>And might maybe stand a small chance against liches. <Doug>

Aren't liches immune to all spells below level 10?
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 08:56 PM CDT
Yep! So I hear.

That doesn't mean I don't believe the elf wouldn't try it.

There is precedent (whether it actually works this way or not, in GS) in the predecessor gaming system (ICE) where arcane spells had differing restrictions. The reason why:

1) The three spheres, elemental, spiritual and mental (or their equivalents in ICE), operated on fundamental rules and were well ordered.

2) Arcane magic was an older, more mercurial magical 'oversphere', where restrictions were halved, penalties were doubled, and death was virtually assured in even of an error.

If that concept were extended here, it could be possible within the overall framework we live under that liches are immune to 9th level and below spells for the normal spheres, and 7th and below (or 5th and below, or doubly susceptible to!?) arcane magics.

Now -- don't get me wrong, I know, I know.

But it is a fantasy land, after all, and actually would be a huge boon especially for the arms classes. Maybe, just maybe. . .

So yeah, the elf would test.

Doug
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/28/2010 09:41 PM CDT
>>We might consider basing the duration off of MIU/AS ranks, though...

A straight duration based off MIU/AS ranks I would not be for, as I explained before I mainly see this spell being a problem MvC at higher levels because that's the point where it affects spells a player will be regularly using at that level. Making the duration longer in the areas it hurts the most is just adding insult to injury.

Make the duration based on the runestaff defense of the defender: the more the defender knows about overall magic skills the more able they are to concentrate on their use of magic and resist the effect. I don't know how fleshed out a creature's skills are to know how well this would work though, but you can cap the duration at the current 3 minutes so it wouldn't affect the 'intended use' at all.
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/29/2010 08:09 AM CDT
Actually, Doug, in RM the Arcane spellcaster (there was only one, from RM Companion... maybe #3, I think?) was the ArchMage. And he was a hybrid spellcaster of all three Realms (Essence/Elemental, Channeling/Spirit, and Mentalism/Mental), in the same manner that the Sorcerer was a hybrid of only two.

I'll be honest, I don't remember anything about his spell lists. :(
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Re: New Arcane Spells: Mystic Impedance (1708) and Arcane Barrier (1720) 04/29/2010 10:22 AM CDT
>Actually, Doug, in RM the Arcane spellcaster (there was only one, from RM Companion... maybe #3, I think?) was the ArchMage. And he was a hybrid spellcaster of all three Realms (Essence/Elemental, Channeling/Spirit, and Mentalism/Mental), in the same manner that the Sorcerer was a hybrid of only two.

Fascinating... so... the system this game is born from actually had a class that was hybrid of three realms.... hmmm... how could we do that here? ahem


Virilneus
Fix Sorcerer Training Costs
http://www.virilneus.com/blog/2009/05/14/sorcerer-training-costs/
Math Doesn't Lie.
Give Sorcerers Minor Mental
http://www.virilneus.com/blog/2009/07/05/give-sorcerers-minor-mental/
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