Spellweaving

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Incriminate
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Joined: Wed Mar 09, 2011 6:16 pm

Spellweaving

Post by Incriminate »

I know about 2 years ago there was a cap place on thunderstorm damage as you were able to one-shot players if there were 20 or so mobs about.

Just made myself a SW/Peacer, 50% sdi and a vermin slayer tali.......

So how come 1 thunderstorm doesn't even kill a rat or slime, I have to cast it twice..... talk about nerfing spell damage.

O, and I have arcane focus level 5, might as well have not bothered with it......

A tad annoyed now I spent all that time making a character that's bloody useless!!

Grim

Archived topic from AOV, old topic ID:5730, old post ID:35234
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Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Spellweaving

Post by Death »

Incriminate wrote:I know about 2 years ago there was a cap place on thunderstorm damage as you were able to one-shot players if there were 20 or so mobs about.

Just made myself a SW/Peacer, 50% sdi and a vermin slayer tali.......

So how come 1 thunderstorm doesn't even kill a rat or slime, I have to cast it twice..... talk about nerfing spell damage.

O, and I have arcane focus level 5, might as well have not bothered with it......

A tad annoyed now I spent all that time making a character that's bloody useless!!

Grim
I cannot recall if the slayer attribute was ever applied to spellweaving spells or not. The slayer attribute is kind of tricky because of the logistics of what is allowed and what isn't.

OSI has a lot of dumb rules when it comes to slayers and spells in particular, having them only apply to direct damage spells but completely ignoring the idea of a slayer (Which should apply to everything). This opens up a different issue as the problem may not solely lie on the thunderstorm spell, it may also apply on the slayer side of things.

If you could do me a favor and test your damage with and without the slayer to see if there's a difference, that would be helpful in addition to damage I will check (Test it 10 times or so to get a fair average of damage). From there, I will be able to tell if the damage is correct or not. So to recap:

- Let us know if there's a difference in damage between using a slayer and not using a slayer

- Let us know your arcane focus level (If you are still using 5 or using a different level). Also tell us your spellweaving skill.

- Cast it 10 or so times and tell us your damage spread (You can post all values)

Now, that being said, as spellweaving was the latest skill introduced on AOV, it is also the most inaccurate. Skills are to be put through a re modification process to fix and scale them and spellweaving is likely the top on the list next to bard skills, ninjitsu and then bushido. Thunderstorm is not the only spell in spellweaving's arsenal that is not 100% accurate.
As development is restricted right now, we are limited in full skill revamps at the moment but individual spell fixes should be fine. I'll see what we can do about the thunderstorm spell and look into slayer effects.

Archived topic from AOV, old topic ID:5730, old post ID:35235
Incriminate
Posts: 71
Joined: Wed Mar 09, 2011 6:16 pm

Spellweaving

Post by Incriminate »

Not too fussed about the slayer aspect. I remember doing Orc spawns on here a few years ago and being able to 2-shot the big dudes with thunderstorm. Then it was nerfed because if a PK'er got caught in the cross-fire they were instantly killed. THunderstorm is supposed to increase in SDI for each mob with-in it's AoE. But instead it's doing a flat 28-35 dmg on a rat/slime. Now I don't think that is right.

TBH the old way was how SW is on OSI, it is a little bit overpowered for spawns, however the template SW/Necro/Resists is quite a poor one in the PvP field as your main damaging spells are Painspike, Strangle and Poison Strike which is quite easy to defend against.

It never used to be an issue on here, so I'm assuming that you've simply put the "SDI/mob in AoE" value way too low :S

Archived topic from AOV, old topic ID:5730, old post ID:35236
Incriminate
Posts: 71
Joined: Wed Mar 09, 2011 6:16 pm

Spellweaving

Post by Incriminate »

Just checked, without the slayer I'm doing 16-18 dmg on rats n slimes.

Summary:
Scenario 1
SDI: 50%
Slayer Tali
Arcane Focus: 5
Damage: 28-35

Scenario 2
SDI: 20%
No slayer tali
Arcane focus: 5
Damage: 16-18

Archived topic from AOV, old topic ID:5730, old post ID:35237
Incriminate
Posts: 71
Joined: Wed Mar 09, 2011 6:16 pm

Spellweaving

Post by Incriminate »

Code: Select all

using System;
using System.Collections;
using System.Collections.Generic;

namespace Server.Spells.Spellweaving
{
	public class ThunderstormSpell : ArcanistSpell
	{
		private static SpellInfo m_Info = new SpellInfo(
				"Thunderstorm", "Erelonia",
				-1
			);

		public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.5 ); } }

		public override double RequiredSkill { get { return 10.0; } }
		public override int RequiredMana { get { return 32; } }

		public ThunderstormSpell( Mobile caster, Item scroll )
			: base( caster, scroll, m_Info )
		{
		}

		public override void OnCast()
		{
			if( CheckSequence() )
			{
				Caster.PlaySound( 0x5CE );

				double skill = Caster.Skills[SkillName.Spellweaving].Value;

				int damage = Math.Max( 11, 10 + (int)(skill / 24) ) + FocusLevel;

				int sdiBonus = AosAttributes.GetValue( Caster, AosAttribute.SpellDamage );
						
				int pvmDamage = damage * ( 100 + sdiBonus );
				pvmDamage /= 100;

				if ( sdiBonus > 15 )
					sdiBonus = 15;
						
				int pvpDamage = damage * ( 100 + sdiBonus );
				pvpDamage /= 100;

				int range = 2 + FocusLevel;
				TimeSpan duration = TimeSpan.FromSeconds( 5 + FocusLevel );

				List<Mobile> targets = new List<Mobile>();

				foreach( Mobile m in Caster.GetMobilesInRange( range ) )
				{
					if( Caster != m && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) && Caster.InLOS( m ) )
						targets.Add( m );
				}

				for( int i = 0; i < targets.Count; i++ )
				{
					Mobile m = targets[i];

					Caster.DoHarmful( m );

					Spell oldSpell = m.Spell as Spell;

					SpellHelper.Damage( this, m, ( m.Player && Caster.Player ) ? pvpDamage : pvmDamage, 0, 0, 0, 0, 100 );

					if( oldSpell != null && oldSpell != m.Spell )
					{
						if( !CheckResisted( m ) )
						{
							m_Table[m] = Timer.DelayCall<Mobile>( duration, DoExpire, m );

							BuffInfo.AddBuff( m, new BuffInfo( BuffIcon.Thunderstorm, 1075800, duration, m, GetCastRecoveryMalus( m ) ) );
						}
					}
				}
			}

			FinishSequence();
		}

		private static Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();

		public static int GetCastRecoveryMalus( Mobile m )
		{
			return m_Table.ContainsKey( m ) ? 6 : 0;
		}

		public static void DoExpire( Mobile m )
		{
			Timer t;

			if( m_Table.TryGetValue( m, out t ) )
			{
				t.Stop();
				m_Table.Remove( m );

				BuffInfo.RemoveBuff( m, BuffIcon.Thunderstorm );
			}
		}
	}
}
From what I see here, the PvP cap is 100 energy damage, from what I understand of the AoV formula, there wasn't seperate PvM and PVP damage calcs...... would it not be worth adding these for AoE spells. After all the whole point of an AoE is PvE and not specifically PvP.

Archived topic from AOV, old topic ID:5730, old post ID:35240
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Spellweaving

Post by Death »

Incriminate wrote: From what I see here, the PvP cap is 100 energy damage, from what I understand of the AoV formula, there wasn't seperate PvM and PVP damage calcs...... would it not be worth adding these for AoE spells. After all the whole point of an AoE is PvE and not specifically PvP.
Ya, certain spells need to have their own capping functions in PVP due to the way they work in PVM vs PVP. I'll see what we can do about fixing that spell.

Archived topic from AOV, old topic ID:5730, old post ID:35242
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