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[Magiclysm] The Great Damage Randomization and Normalization #78611
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[Magiclysm] The Great Damage Randomization and Normalization #78611
Conversation
…ing-Storm/Cataclysm-DDA into spell-damage-randomization
Your "Hoary Blast" spell uses the "Frost Spray" spell for it's damage, Is this intentional?
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Just a suggestion - the bonus damage for the sword type summons being capped at 40 means that these weapons will never be as good as non-magical Quench tempered variety and any magical variant of such will automatically do better. Would it be unbalancing to cap the bonus to 50 or to increase the base damage to 10 or 11? Not both, but either would make the magically summoned sword compete with the magic non-summoned end game weapons. Just a thought
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The swords do light damage, which ignores most of the armor that monsters have, so that 40 damage goes further than it would otherwise. |
Summary
Mods "[Magiclysm] The Great Damage Randomization and Normalization"
Purpose of change
Or as we called this kind of thing when I played World of Warcraft, "nerfalization"
The spellcasting proficiencies are really neat but no existing spells were updated to account for them, which means that already-powerful Magiclysm combat spells would gain an additional +30% damage bonus at Master proficiency level. I don't want to remove the proficiencies and that leaves only one option--nerfing damage.
Also, when Magiclysm was first created the
RANDOM_DAMAGE
flag could only allow you to randomize between the maximum possible damage at max level and the minimum possible for your current level, so it could only make spells more powerful. That's not true anymore thanks tomath
, and since damage numbers everywhere else in the game are random, spell damage should be too.Describe the solution
Reduce damaging spell damage pretty much across the board.
Randomize spell damage using the
RANDOM_DAMAGE
spell flag and math statements so you can't predict your spell's damage.Describe alternatives you've considered
Testing
Selected every spell in the debug menu to load the JSON and make sure were were no errors, selected a bunch of spells and moved their levels up and down and checked the damage numbers to make sure they properly increased.
Additional context