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[Magiclysm] Adding more attunement spells (3/3) #49811
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The test failure isn't from this change. It's a random margin thing:
The result needed to be within 25 of 50. It was 26 away. |
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Definite progress!
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Manabomb/trap components.
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A few that seem to have gotten lost.
make it draft cause it still need some rewriting |
Yep, i thought about rewriting the alchemist spell, but of course it doesnt work in this case |
"min_damage": 1, | ||
"max_damage": 3, | ||
"damage_increment": 0.07, |
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what's the point in these numbers? you have 10,000 stamina when your stamina bar is full
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again, its for spawning more than 1 bomb using wonder mechanic (3 bombs at max)
"name": "Manafusion bomb", | ||
"description": "Oversaturates potion starter with mana to create a deadly mana explosion.", | ||
"valid_targets": [ "none" ], | ||
"flags": [ "SOMATIC", "WONDER" ], |
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wonder? i don't think so
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Wonder is for spawning more than 1 bomb per cast
"description": "Make a manafusion trap, stabilizing manafusion bombs and giving you some of the excess mana.", | ||
"//": "In perfect world there will be another spell that create already buried mine, making very effective trap in realtime. But not today.", | ||
"valid_targets": [ "none" ], | ||
"flags": [ "SOMATIC", "WONDER" ], |
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same as above
"min_damage": 1, | ||
"max_damage": 3, | ||
"damage_increment": 0.07, |
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same as above. if you really wanted this to be a placeholder it should have been an attack spell that does 0 damage...
"shape": "blast", | ||
"max_level": 35, | ||
"min_damage": -100, | ||
"max_damage": -3000, |
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30 seconds of a completely frozen enemy seems a bit extreme, doesn't it?
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for an attunement spell, on max level (its a bit lesser than 20 second on 20 lvl), and for one target - i dont think so, but i can reduce it if its necessary
"valid_targets": [ "hostile", "ground", "ally" ], | ||
"damage_type": "heat", | ||
"max_level": 35, | ||
"difficulty": 10, |
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i noticed all of your spells are very high difficulty and was wondering if you thought they needed to be high difficulty because they were attunement spells.
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in my tests the high magic skill and intelligence gradually reduce spell difficulty, so 5 lvl spell with difficulty 9 has 60% of fail on 5 magic level and 6 intelligence (which is pretty easy to get for endgame spells) (+1 magic skill level decrease it on 8%, when +1 intelligence decrease it on 30% ). in summary i think its not so big deal for so high level spells on the moment people can get them
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There are some changes that need to be made, and perhaps some (light) examination of the balance of a few of them, but I rather like horizon vortex a lot. Shouldn't be too hard to adjust.
Summary
Mods "Adding more attunement spells"
Purpose of change
Adding:
Wither mage "Life drain" spell (low damage stamina stealing attack)
Vulcanist "Pyroclastic flow" (high damage AoE spell)
Void mage "Final Grasp" spell (middle damage stopping dot)
Void mage "Horizon Vortex" spell (unmissable AoE with random damage) (and a lot of his subspell)
Alchemist "Manafusion bomb" ("magic" grenade from potion_starter) + grenade recipe for it
Alchemist "Manafusion trap" ("magic" landmine from manafusion bombs)
I planned to add spell to convert water to potion_starter, but it create water right in your hand, and it just spill to ground
Renamed Aura mage to Alchemist
Testing
I didnt test it yet, cause i did it a long time ago, but ill test if in few hourstestedAdditional context
Some of the changes that was maded by maintainers were lost, like some descriptions errors (sorry for that), so i hope someone can check them and some stuff that was added after content freeze that i didnt notice.
Also its not linted yet.linted