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Article #302782

Re: Spell caster items--proposed rune words

#302782
From: fuji2390
Date: Tue, 25 Dec 2012 20:37
60 lines
4388 bytes
Hi can you help me?
I want to get back my baby's father. He has a girl righ now. I want to broke their relationship? pls help me...

On Monday, July 9, 2001 3:18:18 AM UTC+8, 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
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Subject: Re: Spell caster items--proposed rune words
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