About: Buffing Improvements   Sponge Permalink

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  • Buffing Improvements
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  • 25(xsd:integer)
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  • Fellowship Spells
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  • The charts below show the proposed difficulty and mana usage for casting Multi-Stat Spells:
  • Hunting in Asheron’s Call requires certain safety precautions: a skill that allows you to kill your foes, the defensive skills to avoid harm from your foes and powerful magic to lessen the damage that your foes can do. As we have added more difficult challenges and creatures to the game we have introduced higher-level spells and increased spell durations on critical buffs. These changes, while positive, did nothing to lessen the amount of time that was taken for hunt preparation. In fact, the inclusion of harder-hitting monsters and more powerful spells increased the amount of spells that some felt was necessary for hunting; as a result, Item spells were added to buffing queues and the wind up time on level seven spells lengthened the buffing process. Based on our analysis as well as player feedback, we’ve realized that something indeed needs to change. Thus, we have come up with the following document to present the future of buffing to all Asheron’s Call players.
  • This change is currently in testing for release in the April update.
  • * Increase the value of having the magic school trained. * Remove the tedium from buffing your character to start hunting.
  • Instant-Cast Self Buffs
  • Multi-Stat Spells
  • Multi-Stat Spells: Difficulty
  • The first major change comes in April’s update. Self-cast Creature and Life Magic spells have had casting timers shortened, they will now cast as if they were a level one spells at all levels. There are a couple of reasons for this change:
  • The second big change is the inclusion of Fellowship spells. These will be released over time and will be a boon to players that enjoy hunting and buffing in groups. The current plan is to introduce Fellowship Spells for all Creature and Life spells, with the possibility of some Item spells as well.
  • Fellowship spells are slated to be released over time and will eventually include all Life and Creature Buff spells and possibly Item Magic buff spells, including portal spells. At the moment, the thought is to release these slowly through quests rather than include then as part of the random loot generator, as they are more specialized spells. They will all have unique names and will likely only be made available for level four through seven spells.
  • So how will I be able to learn these new spells? Good question.
  • Our current design includes these spells for level one through seven spells and is currently restricted to Creature and Life Magic schools. There are considerations being made for Item Magic, see the section on Item Magic later in this document.
  • Multi-Stat spells are spells that affect multiple character statistics at once.
  • The difficulty for fellowship spells is 25 higher than the corresponding non-fellowship spell. The base mana cost for each fellowship spell is the same as that of the corresponding non-fellowship spell, but each additional target costs an extra 10 mana. So if you cast a level 7 spell on a fellowship of 8, it will cost 140 mana .
  • There is a possibility that we’ll also be introducing Fellowship healing spells at some point, but we need to take the proper time to balance such spells as they could have serious negative impact in Player vs. Player play.
  • Portal spells are also under consideration, though it is too early to tell what existing portal sending spells will be given a fellowship variant.
  • With these spells it would be possible to increase up to three statistics at any one time. Thus you could cast a spell that would affect your Endurance, Strength and Quickness with just one spell.
  • While this change will decrease the overall time that it takes to prepare for hunting it does not address the need to go through the keystroke motions necessary to cast spells. Changes to reduce that tedium will continue to be worked towards for the future.
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  • Buffing Improvements
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