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Dec 27 2005, 01:38 PM
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#1
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
Hello,
I'm closely looking at kits for my mod. I read somewhere that wizard slayers should receive 2% magic resistance per level, which seems logical (1% is somewhat useless) But about their special hit, ingame kit description: "for each successful hit on an opponent, 10% cumulative spell faillure is applied" I have made many tests and these are my conclusions: (by looking into the spl/eff too): - only melee hit apply the effect (ranged should do it also, but it doesn't) - it's not 10%, but 25% |
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Dec 29 2005, 09:27 PM
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#2
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Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
aigleborgne,
good job on that...I wouldn't think that 10% would be so bad though because think of a situation where a wizard has Stoneskin or other protective spells that reduce damage considerably. In that case, the Wizard Slayer would keep on hitting the wizard without really killing him but at least he would raise the chance that the wizard will miscast his spell... What sounds bad is the 60 seconds duration...It should be way much longer than that gamewise or else it's possible that the effect of the first strike finishes just when you're going to make it higher with another blow...60 seconds is too little...It should be somehow 10 times longer.... |
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aigleborgne Kit Wizard Slayer bug? Dec 27 2005, 01:38 PM
Avenger_teambg It is possible to fix the ranged effect, there is ... Dec 28 2005, 09:13 AM
aigleborgne Don't forgot also to replace 25% by 10%.
But ... Dec 28 2005, 10:53 AM
aigleborgne Well, I've finished my own mod on wizard slaye... Dec 29 2005, 01:37 PM
Seifer Has this been released yet, as a few RPG mods alte... Jan 5 2006, 11:49 PM![]() ![]() |
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