Post by l'Ancien on May 1, 2006 18:32:24 GMT -6
admin said:
lancien said:
This change sounds good. I'll download it and try it out.
Hmm. Going out on a limb here, but what if the fizzle was a "miniature inferno" with a radius of 1 or 2, the way spark works, but targeting friendlies in that range as well as enemies? That means that the mage will always take the normal expected damage (reduced by resistence, of course), although it might get any unit that is actually in melee combat against the mage as well, plus any escort still nearby. Also, with the chance of fizzle (especially if the fizzle still inflicts self-damage), would it be more balanced to reduce the casting time of the spell somewhat? I noticed that the original casting time of 6 has been increased to 30 or something. Maybe 15 would be a happy medium, although I'd rather see something around 10. Perhaps the casting time could actually equal the level of the caster. That way a small inferno by a low-level mage would go more quickly, but a full-power inferno would still take a fair warm-up time. The faster casting time reflects greater carelessness, and greater chance of (partial) failure also. A relatively long recovery makes perfect sense, perhaps equal to the potential damage inflicted (twice the level). I think that makes the fizzle much more exciting, instead of just "oops, failed to fire." It would also make it more likely to be cast only when enemies are actually closing (because then you'll still get someone, even if it fails), but that only makes sense if the casting time is reduced significantly, otherwise they'll be all over you.
This might even take it back closer to the spell legend, that it was invented by a Sorceress being overrun, casting a fast thoughtless spell, which turned out surprisingly effective.
I don't think I'll do what you have stated, but I am considering that perhaps on a failed cast, inferno only procs for 1X damage with resistance factored in 100%, and on a success remain 2X damage with resistance factored at 50%. Or maybe the 1X damage proc ignoring resistance. I don't know.
Inferno is a deadly spell, much more so than Tremor is. I think that the casting time and recovery time increase was good, as well as the additional chance for failure.
I feel like I am done with Inferno. I'm going to focus more attention on my latest achievement.
I like those ideas too, and they look much simpler to implement than mine. My preference would be 1X with resistance at 100%, just because a weaker spell wouldn't damage anyone as much. I like that idea better than the "no effect" and lose the mana idea. It still keeps you off-guard.
By the way, the synergy idea is cool. I haven't really thought of any ideas to add on those, though.
I'm starting to get ideas on how to implement my spell idea, but I haven't gotten the proof of concept yet.