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Article #302781

Re: Spell caster items--proposed rune words

#302781
From: Gizmoduck
Date: Sun, 08 Jul 2001 19:47
73 lines
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On 8 Jul 2001 12:18:18 -0700, Wch...@hotmail.com (BillChin) wrote:

>I looked over the rune word list at the Lurker lounge.
>
>http://spirea.lurkerlounge.com/Rune_Words.shtml
>
>Many, many seem combat oriented.  Blizzard can add Rune Words with
>each patch, so I'd thought it be interesting to start a thread about
>what spell casters might want.
>
>Here are some suggestions:
>Add damage to spells.  Combat characters have charms, deadly strike,
>crushing blow, enhanced damage, mods all over the place.  This is a
>glaring omission in the game.  You could break up spells into various
>categories:
>+1 fire damage to all fire spells (maybe up to +5 max)
>+1 lightning damage
>+1 bone spell damage
>+1 holy spell (holy bolt, fist of heavens, blessed hammer)
>+1 wind spell damage (twister, hurricane)
>+1 to poison spells
>Instead of +1 damage for cold spells, maybe increase cold duration
>20%, or maybe have both.
>
>You could add these mods to rune words to staves, wands, scepters and
>orbs (and maybe clubs for druids).  These could also be charms, though
>the coding may be a bit hairy at this point in the release cycle. 
>Note that this above and beyond adding +1 skills to a certain type of
>spell.  +1 skill charms might be a bit unbalancing.  Adding damage is
>something spell casters need with the much tougher monsters.
>
>As a parallel to deadly strike, have something like deadly spell. 
>This could be the same, doing double damage, but maybe a more
>interesting concept is MAX DAMAGE.  So a staff with 25% deadly spell
>enables the caster to do max damage on any spell 25% of the time. 
>Great for stuff like Fist of Heavens or Chain lightning.  I think this
>would be relatively easy to implement and have low risk of unbalancing
>the game.  Deadly strike is a useless mod for a spell caster.  They
>can't hit anything later in the game, and even if they do, double 10
>points of damage from a wand, is 20 points.  Like that helps you.
>
>As a parallel to spells going off when you hit a monster, how about
>spells going off when you cast.  Something like 5% of casting frost
>nova when you cast any spell.  Now that would a LOT more useful than
>5% when you get hit.  As the game progresses a spell caster can only
>take two or three before dying, so these when you hit mods are
>basically worthless to a non-melee character.
>
>Another possible mod, 25% chance of a free spell, meaning a spell
>costs no mana to cast 25% of the time.  How much would that mod be
>worth to you?  To max this value, have it work even if you don't have
>any mana.  That would be worth a lot against mana drain monsters, and
>not mean instant death as it often does now when that blue ball
>suddenly goes empty.
>
>Let's me hear you ideas or comments about the ones I thought about.  I
>hope Blizzard can implement some of these ideas in the future.
>- Bill

a lot of good ideas, i like the idea of "deadly spell", now we just
need a way to make blizzard implement them in the game ;)

--

Gizmoduck


"I feel like I'm on pins and needles 
How many bands can rip-off the Beatles? 
And every day there is another 
Band that gets big by playing a cover"

Suicidal Tendencies "Pop Songs"
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From: Gizmoduck <gizm...@nospamworldonline.dk>
Newsgroups: alt.games.diablo
Subject: Re: Spell caster items--proposed rune words
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