🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.diablo
9 messages
9 total messages Started by Wch... BillChin Sun, 08 Jul 2001 19:18
Spell caster items--proposed rune words
#302775
Author: Wch... BillChin
Date: Sun, 08 Jul 2001 19:18
56 lines
3431 bytes
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
Re: Spell caster items--proposed rune words
#302776
Author: Mufasa
Date: Sun, 08 Jul 2001 19:38
67 lines
4549 bytes
"BillChin" <Wch...@hotmail.com> wrote in message
news:3af9848e.0107081118.69254f49@posting.google.com...
> 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

Considering just how obscenely powerful the sorcs got in the xpack, the last
thing they need is a way to do even more damage. And really, +1 to fire
damage? When firewall for instance can do 4,000 damage a second, +1 more
isn't even a drop in the bucket. Necros and perhaps elemental druids can use
something of a boost, but it would be rather hard to boost them without also
boosting the sorc. Most people now are calling for nerfs to the sorc(I
personally don't agree with them, but then again I disagree with the very
concept of nerfing), not a way to make them even more powerful.
Re: Spell caster items--proposed rune words
#302781
Author: Gizmoduck
Date: Sun, 08 Jul 2001 19:47
73 lines
4157 bytes
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"
Re: Spell caster items--proposed rune words
#302777
Author: Gizmoduck
Date: Sun, 08 Jul 2001 19:50
87 lines
5142 bytes
On Sun, 08 Jul 2001 19:38:18 GMT, "Mufasa" <muf...@optonline.net>
wrote:

>"BillChin" <Wch...@hotmail.com> wrote in message
>news:3af9848e.0107081118.69254f49@posting.google.com...
>> 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
>
>Considering just how obscenely powerful the sorcs got in the xpack, the last
>thing they need is a way to do even more damage. And really, +1 to fire
>damage? When firewall for instance can do 4,000 damage a second, +1 more
>isn't even a drop in the bucket. Necros and perhaps elemental druids can use
>something of a boost, but it would be rather hard to boost them without also
>boosting the sorc. Most people now are calling for nerfs to the sorc(I
>personally don't agree with them, but then again I disagree with the very
>concept of nerfing), not a way to make them even more powerful.
>
powerful? yeah ok firewall is powerful...except when the enemy is fire
immune, and 4000 dmg at what lvl is that? 25? the highest i have any
spell is 12 (thunderstorm) and i take forever to kill anything in a
8player nm game...but generally the sorcs aren't that powerful...

--

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"
Re: Spell caster items--proposed rune words
#302778
Author: Tom Flanigan PGNH
Date: Sun, 08 Jul 2001 22:47
42 lines
2944 bytes

Gizmoduck wrote:

> powerful? yeah ok firewall is powerful...except when the enemy is fire
> immune, and 4000 dmg at what lvl is that? 25? the highest i have any
> spell is 12 (thunderstorm) and i take forever to kill anything in a
> 8player nm game...but generally the sorcs aren't that powerful...
>
>

I would not describe my sorc build as "uber" but merely powerful (she's designed
more to be unkillable than to wreck the kind of elemental fury that some sorcs
can), and I have yet to see very many characters (aside from other sorcs) in any
game that I've been in that I would consider more effective than my sorc (this
is in A5 Hell).

As I see it, sorcs have the advantage of not being _too_ equipment reliant. As
such, they're better right now when few melee classes have all that great
equipment.

The other day I saw a barbarian that absolutely ruled, but he had the skill and
the equipment. He had most of immortal king's set, except the armor and the belt
(I don't know what he was using for the belt, but he was using naj's light plate
for armor). He used a lot of ww, and a lot of berserk. When we partied together,
I pulled my weight, but I would say he did the majority of the killing. It was
enough to make me consider scraping my frenzy barb and instead go with berserk
(berserk rolls right past the -50% phsyical damage penalty on Hell... it really
is very powerful now). He also had an awe inspiring battle orders (although he
completely ignored the other warcries, perhaps for simplicities sake).


--


---------------
Tom Flanigan

"It is necessary for the welfare of society that genius should be
privileged to utter sedition, to blaspheme, to outrage good taste, to
corrupt the youthful mind, and generally to scandalize one's uncles."
                -- George Bernard Shaw
Re: Spell caster items--proposed rune words
#302780
Author: Steve Linberg
Date: Mon, 09 Jul 2001 01:22
14 lines
1665 bytes
In article <KE227.95738$2W4.15...@news02.optonline.net>,
 "Mufasa" <muf...@optonline.net> wrote:

> Considering just how obscenely powerful the sorcs got in the xpack, the last
> thing they need is a way to do even more damage.

Depends on your setup, I guess; I had a lvl55 Sorceress that went all 
the way through Hell relatively easily; she was built around warmth and 
Blizzard, maxxed at 20.  She waded through the tough stuff by throwing 
four or five blizzards in rapid succession and running in circles.  Now, 
with the casting delays in Blizzard, she gets her ass kicked.  It's too 
slow to take effect and the monsters rush her.  If the 
"pummel-eveything-with-mega-blizzards" strategy still works somehow, it 
escapes me how.
Re: Spell caster items--proposed rune words
#302779
Author: Wch... BillChin
Date: Mon, 09 Jul 2001 03:50
36 lines
2731 bytes
+1 to fire damage would be a like a character level 5 mod.  At that
point in the game a sorceress would be very happy to have it.  Maybe
scale it up one point per five levels, so +10 for character level 50. 
No, not a huge big deal, but nice on some spells.  Like having a
poison charm that adds damage, not a big deal, but nice to have.

The vast majority of the players play fairly low level characters. 
I'd guess that only about 10% of the people that own the game, have
the 70th level super characters doing 4000 damage per melee hit, or
per spell.

What I am saying is that there are so few useful mods for sorceresses,
and so, so many for the combat classes.  Ok, so tone down the damage
on spells a bit, they just upgraded the damage for version 1.08e, and
put some useful items in.

Who wants to see another staff with +1 to 20 lightning damage when you
swing it?  Or a wand, or an orb?  Or another spell caster item with
deadly strike or some other useless mod that just makes it worth more
money, so other people run to pick it up.  A staff with something like
+2 to lightning damage on spells would be far more useful and make the
game more interesting for the players.

The way I see it is, by adding these mods, game balance would be about
the same (it is always changing anyway), and the fun factor would be
higher.
- Bill

> Considering just how obscenely powerful the sorcs got in the xpack, the last
> thing they need is a way to do even more damage. And really, +1 to fire
> damage? When firewall for instance can do 4,000 damage a second, +1 more
> isn't even a drop in the bucket. Necros and perhaps elemental druids can use
> something of a boost, but it would be rather hard to boost them without also
> boosting the sorc. Most people now are calling for nerfs to the sorc(I
> personally don't agree with them, but then again I disagree with the very
> concept of nerfing), not a way to make them even more powerful.
Re: Spell caster items--proposed rune words
#302782
Author: 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
Re: Spell caster items--proposed rune words
#302783
Author: Auric__
Date: Wed, 26 Dec 2012 03:12
17 lines
2043 bytes
fuji2390 wrote:

> 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...

What in the flying FUCK does that have to do with Diablo?

Here's my suggestion, and I'm completely serious: Go kill yourself. Do it 
right now; you're a failure as a human being. Give your baby to someone with 
more than two brain cells (your parents produced you so they're out) and then 
jump off the tallest building you can find. Take an overdose of pills 
immediately before, and shoot yourself in the head on your way down.

-- 
We meant to change a nation, and instead we changed a world.
 -- Ronald Reagan
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads