Magic Resistance Improvements

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gorboth
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Magic Resistance Improvements

Post by gorboth » 21 Mar 2014 20:44

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Hello all,

As you may have read from the Sparkle Board, today I've implemented a
method for acquiring resistance to every form of elemental magic that
exists in the game. I'd like to outline the way in which this design
has been created to pair as the opposite side of the coin from armour
class. There is not absolute parity and equality due to the very
different ways in which magic and melee exist in the realm, and function
thematically. However, the goal is to have equal opportunity for useful
protection available for pvp and other scenareos.

So, some information to consider:

  - Armour class (AC) reduces damage from melee (physical) attacks.
    Elemental resistance (ER) reduces damage from elemental (often magic)
    attacks.

  - Physical damage and physical armour are extremely common forms,
    found throughout the game in countless variety. Elemental magic
    is, relatively, much rarer, and does not occur naturally outside
    of magical creatures who may attack with it.

  - AC is extremely easy to acquire via the countless array of armour
    pieces that can be purchased in stores or won in battle. ER has
    been hard to come by in the past, existing only on select items
    for those who have knowledge of them, or who have spells they can
    cast on themselves to grant it. While still (thematically)
    rare, ER is now no longer difficult to acquire if you are willing
    and able to spend the money. This is a much-needed change for pvp
    between melee and spellcaster guilds to have any chance at parity.

  - AC is difficult to assemble completely, due to the fact that
    there are multiple hit-locations each of which need (often separate)
    armour pieces to cover them. Elemental resistance, once acquired,
    covers the entire body and all hit-locations with equal and
    effortless measure.

  - In the case of herbs and potions, ER messages are now provided
    to let you know that something interesting has happened when
    you <quaff> or <eat> them.

The above is true for all elemental resistance that can be gained using
any items/spells/whatnot in the game. Now, I will discuss specifics that
are true only to the new potions that have become available.

  - ER, once acquired, weighs nothing and covers all hitlocations. To
    balance this against armours, the ER potions themselves are fairly
    weighty to prevent mass-stockpiling for endless use. Once quaffed,
    the weight disappears with the potion.

  - Potions save upon quit, and armours do not. For balance, potions are
    designed to be "use or lose" within 24 hours. They will still save
    over quit, but will "expire" 24 hours after being mixed.

  - Potions come in three levels. The low level (dull) potions give ER
    equal to the damage reduction a low-grade, easily-acquired armour
    would produce. However, because ER protects across all hit-locations,
    price for low-grade ER is 5 plats per potion.

    Mid-grade (shiny) potions give damage-reduction equal to decent
    armour's AC - things you would need to fight to acquire or find
    in a reasonable guild droproom. Price is 25 platinum coins.

    High-grade (luminous) potions are very powerful, and are meant
    to serve a similar role as elite AC armour that is found on the
    more difficult npcs in the realm. They are priced at 100 pc.

  - Unlike physical damage, elemental damage is not the norm in combat
    unless you select to fight exclusively magical opponents. Magic is
    meant to be rare and not mundane. As such, the duration of the
    ER will wear off roughly 20 minutes after the potion is quaffed.

  - Potions of the same ER type cannot be stacked, but you can quaff
    potions of different ER types to stack different ER. So, you could
    quaff a fire and cold resistance potion one right after the other,
    but you could not quaff two fire resistance potions one right after
    the other. A cooldown of 30 minutes is put in place upon quaffing,
    such that a period of 10 minutes will need to elapse after a given
    ER has worn off before it can be acquired (through a potion) again.

  - ER of the same type *can* stack outside of potions. For example,
    if you have an amulet that gives water ER, and quaff a water
    resistance potion, the two ER values will stack nicely.

A few of you have already begun experimenting with these potions, and
reports have come in of use against various magical foes in the realms
being quite helpful. I would very much like to hear reports like this,
so if you use the potions please share with me your experiences via
mail or on the forum. As always, please report any bugs you find.

G.

p.s. We are looking at implementing ways to see what types of ER
     are currently active for you. Stay tuned.

Mmmmmm ... pie ...

Chanele
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Re: Magic Resistance Improvements

Post by Chanele » 21 Mar 2014 21:32

How about ER damage that are used against you? Will it be obvious in descriptions of spells or a message if the potion you currently have active works or will it be experimental knowledge?

Cheers on great job!!

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gorboth
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Re: Magic Resistance Improvements

Post by gorboth » 21 Mar 2014 21:34

No, it works exactly like AC. AC doesn't tell you when damage is reduced, you just notice that your hitpoints didn't go down very much from that last hit. This will work the same, only the last hit will have been a spell or dragon breath, or whatever.

G.
Mmmmmm ... pie ...

Draugor
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Re: Magic Resistance Improvements

Post by Draugor » 21 Mar 2014 21:58

So its basically that the spell just absorbs X% of damage?

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Kas
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Re: Magic Resistance Improvements

Post by Kas » 21 Mar 2014 22:45

Excellent work.
Might and Glory flaming for changing dawn, ancient power revealed of an iron crown, clear and cold and shining so far and bright, crush the world in one clash of your binding light.

Gû kîbum kelkum-ishi, burzum-ishi. Akha - gûm-ishi ashi gurum!

Jhael
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Re: Magic Resistance Improvements

Post by Jhael » 21 Mar 2014 23:43

gorboth wrote:No, it works exactly like AC. AC doesn't tell you when damage is reduced, you just notice that your hitpoints didn't go down very much from that last hit. This will work the same, only the last hit will have been a spell or dragon breath, or whatever.

G.
It sort of tells you by virtue of 'lightly bruise' verses 'beat'. I presume something like this is in place for ER, though?

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gorboth
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Re: Magic Resistance Improvements

Post by gorboth » 21 Mar 2014 23:51

Correct. Combat result messages are determined after damage reduction is taken into place. So, in the case of AC, the "lightly bruises" message was created after the damage had been brought down due to armour worn. In the case of ER, it might look like a "lightly scorches" or something, determined by the combat messages in whatever magic code is creating the text.

G.
Mmmmmm ... pie ...

Zar
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Re: Magic Resistance Improvements

Post by Zar » 22 Mar 2014 14:42

Great addition.

Karpath
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Re: Magic Resistance Improvements

Post by Karpath » 22 Mar 2014 16:52

Something added that protects against all forms of magic before recode of all magical guilds are done. Oddly it strikes me as if this is added due to the overwhelming whine that occured after the Mm was "finished".

Well done I suppose.
It is the fluttering of moths to the flame that amuses me.

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Kas
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Re: Magic Resistance Improvements

Post by Kas » 22 Mar 2014 17:37

Potent resistances through potions...hard to imagine a better way to accomplish this goal, and the issue with having to select different set of gear is entirely abolished.

Best of both worlds imho.

Being a caster, I should be slitting my wrists already, but I rather focus on the overall improvement of the game and think this addition is just _awesome_. My compliments to the chef(s).

Now, you have all the tools needed for the job, so go and kill those pesky mages! :D
Might and Glory flaming for changing dawn, ancient power revealed of an iron crown, clear and cold and shining so far and bright, crush the world in one clash of your binding light.

Gû kîbum kelkum-ishi, burzum-ishi. Akha - gûm-ishi ashi gurum!

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