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diffuse magicFri Oct 5 17:26:55 2012 MST
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i changed diffuse magic some. lemme quickly go over changes.
1) if the target has 0 sps, you will simply not be able to succeed
OR fail, and you will not be charged sps.

2) average sp draining, as stated in the help file, is boosted by
using the spell meditate. i will warn you, the total average
draining (meaning draining before randomness is applied and things
like hef) has a limit.

3) hef obviously adds to that limit, but now things like tumbling
can detract from it.

4) you will no longer do any combat damage with this spell. all it
does is sp drain/sp heal.

5) healing guild rank (which yes, you only get from this spell) adds
more to the final healing (which is not part of the draining, so
it's sort of like free sps tacked on).

lemme know if you have any questions about it other than that.
>diffuse magicFri Oct 5 20:21:58 2012 MST
Ring
n/a
noticed a kinda silly error. i won't get too technical but i
realized that basing it on average "damage" would kind of screw
lowbies who didn't have the masteries to do as much dmg (so the cost
wouldn't be covered).

fixed it so that it won't afect the cost of the spell, and also went
ahead and made it so that the cost is always covered assuming e mobs
has enough sps to cover the cost.
>>diffuse magicFri Oct 5 20:22:30 2012 MST
Ring
n/a
of course, the net gain is still the same.
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