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  • Spell Duration Changes

    Just want to see where this one can go

    Change the hour per lvl spells to 10min per lvl except for the nerfed ones (Magic Vest, MA, IMA)
    "Half the lies they tell about me aren't true."
    Yogi Berra

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    http://www.sundren.org/wiki/index.php?title=Main_Page

  • #2
    10min per level would actually be longer than 1 hour per level. For some reason, that is odd and confusing, hour per level is the only spell duration that actually uses in game time. And given that the server has hours at 5min(maybe 6?) per hour, you'd actually be doubling the time for all hour per level spells.

    Now, if that was your intent then... I don't know... free extend spell for all? >.>

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    • #3
      Magic vestment and Improved mage armor are actually only min/lvl spells on this server, the descriptions simply haven't been updated. Just FYI
      Tigen Amastacia: Died in events so you didn't have to.

      Quintin Ulsteris: Nice-guy Legion engineer, deceased son of House Ulsteris.

      Clandriel Cain: AKA "Fire-eyes" AKA "Demon hunter" AKA "OH MY GOD, WHY IS HE STILL STABBING ME!!??"

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      • #4
        1 min/level in Real Time?
        I am Midian Dark

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        • #5
          Yes. The change was implemented some time ago, and was done because those spells were considered to powerful at the hour/lvl duration, which is actually 6min/lvl, as the hour per lvl spells work off of the game hour, which is six minutes for every one hour. Other durations I know are not what is listed is Animalistic power and living undeath, which are actually 1min/2lvl, although I have been unable to verify weather this was intentional, or accidental.

          Certain paladin spells have durations that exceed what they should, but that is a NWN2 coding error, not really a way to fix that. Bless weapon and Holy sword apply benefits to weapons that seem to stick onto the weapon past the ending of the duration, as long as you keep the weapon equipped. Although the +5 from holy sword will go away, the extra damage will stick, same with bless weapon. Brambles is another spell that tends to stick on the weapon after the duration expires, but from what i've seen, it isn't often, and the difference is when it does stick, it's permanent, even past server reseting. I have seen this happen before with the wizard spell Burning sword, but not with the druid version, Flame weapon. It might be because burning sword uses the baseline flaming weapon damage enchantment, where as there is no enchantment for 1d8 fire damage, so the coding doesn't get messed up. Just a few other examples I thought I'd throw out there for you all. This is in no way an encouragement to try and abuse those mechanics, it is simply a statement of what has been known to occur. I do not condone the use of these spells in a way that is intended to persist the effects indefinitely, as these are exploits, and I do not encourage exploitation, at ALL. Just to be clear here.
          Tigen Amastacia: Died in events so you didn't have to.

          Quintin Ulsteris: Nice-guy Legion engineer, deceased son of House Ulsteris.

          Clandriel Cain: AKA "Fire-eyes" AKA "Demon hunter" AKA "OH MY GOD, WHY IS HE STILL STABBING ME!!??"

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          • #6
            The length of self-buff spells, I agree on. Reduce it to make the user superpowered for one or two fights.

            The length of party-buff spells, if anything, should be increased, to encourage party play and helping your team over self-buffing and steamrolling.

            If going insane, you could make it that spells cast on yourself function at diffent durations compared to ones cast on others, but that's taking it to the extreme in terms of workload, I believe.
            Running across the mountains, attacking with an oversized scalpel, cometh Helga Great-Wyrm! And she gives a mighty bellow:
            "Brace yourself, oh human speck of dust! You are made of meat and I am very hungry!"

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            • #7
              I only have an issue with armor-type spells. Any toon who has the ability to wear armor, can do so indefinitely while a spell only lasts a certain amount of time. There are other spells to make the caster superpowered for a couple of fights. And yes, I know some armors need to be removed for rest, but a spell won't be "on" during rest either.

              I could see if the Armor spell was capped at say, 8 hours (game time) but too powerful? Wow. Full plate is AC 8 (bonus) while IMA is AC 6 (-time limited- bonus)...makes no sense. No wonder my wizard dies a lot.
              I am Midian Dark

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              • #8
                Put the IMA on an armor-wearing PC, homie. Wizards aren't supposed to buff their ACs unless they're going Tenser's WTF on you. Wizards are supposed to buff their party members, one shot baddies, and stay invisible/displaced/mirror imaged/please don't hit me.
                Originally posted by Cornuto
                Glad everyone's being extra fucking ridiculous today.

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