------------------------------

poster: Golte
subject: cauldron magics
date: Wed May 10 08:06:18 2000

Good that Cauldron magics now do more damage. 

What they need now, to be useful for solo, is a stun shield, 
since a stun from exp monsters means instant kill. 
2-3 sidhes will kill almost any unproted mage. 
You will not kill them for a whole level without getting 
stunned at some time. 

Note that all other mage betas get stun shields, yet 
witches are most vulnerable to stuns of any exp guilds. 


------------------------------

poster: Wildchild
subject: >cauldron magics
date: Wed May 10 08:41:34 2000

On Wed May 10 08:06:18 2000 Golte wrote post #1:
> Good that Cauldron magics now do more damage. 
> 
> What they need now, to be useful for solo, is a stun shield, 
> since a stun from exp monsters means instant kill. 
> 2-3 sidhes will kill almost any unproted mage. 
> You will not kill them for a whole level without getting 
> stunned at some time. 
> 
> Note that all other mage betas get stun shields, yet 
> witches are most vulnerable to stuns of any exp guilds. 
> 

I guess the only use you'll get out of a stun shield isif you're
standing there blasting away with nof or ee or something. For
potions themselves, witches need protection of some sort against
entry hits.

I guess I'll have to test out how much teh changes affect me, but
one of the things that made the guild so UNappealing to high worth
players was the fact that guilds like lava target high worth monsies
to solo, and the more worth a monsie has, the more it will throw
back potions, exponentially it seems.

-WildChild

------------------------------

poster: Golte
subject: >>cauldron magics
date: Wed May 10 08:45:52 2000

On Wed May 10 08:41:34 2000 Wildchild wrote post #2:
> I guess the only use you'll get out of a stun shield isif you're
> standing there blasting away with nof or ee or something. For
> potions themselves, witches need protection of some sort against
> entry hits.
> 
> -WildChild

Never got stunned on an entry hit?
You will be. 

------------------------------

poster: Wildchild
subject: >>>cauldron magics
date: Wed May 10 08:48:56 2000

On Wed May 10 08:45:52 2000 Golte wrote post #3:
> On Wed May 10 08:41:34 2000 Wildchild wrote post #2:
> > I guess the only use you'll get out of a stun shield isif you're
> > standing there blasting away with nof or ee or something. For
> > potions themselves, witches need protection of some sort against
> > entry hits.
> > 
> > -WildChild
> 
> Never got stunned on an entry hit?
> You will be. 

I haven't tested anything lately. Stuns seem to be awfully common
now, and even exp against seemingly easy monsies are now a threat.

The idea behind cauldron as well is to kill large, but not kill as
ofit seems like I'm gonna have to kill smaller, throwing myself into
the same areas as other players that i was able to avoid before, and
will have to kill more often, possibly running myself into areas
where I could run low on kills before stuff starts tuning. I guess
I'm just lookign to maintain some of the uniqueness of the guild
compared to other guilds.

-WildChild

------------------------------

poster: Sigwald
subject: Potions and stuff
date: Wed May 10 09:44:03 2000

Well the whole thing is the potion throwers will NOT be back
as they were as soloer of huge monsies for the very clear
reason it was abused like hell and is impossible to make non
abusable. So basically, yes they will have to solo smaller monsies,
which might prove more or less convenient (might have to make cauldron
transportable), but they get some much better damage from potions
and since they just take entry hits they dont take THAT much
damage.

------------------------------

poster: Lasher
subject: >>>>cauldron magics
date: Wed May 10 13:31:15 2000

On Wed May 10 08:48:56 2000 Wildchild wrote post #4:
> On Wed May 10 08:45:52 2000 Golte wrote post #3:
> > On Wed May 10 08:41:34 2000 Wildchild wrote post #2:
> > > I guess the only use you'll get out of a stun shield isif you're
> > > standing there blasting away with nof or ee or something. For
> > > potions themselves, witches need protection of some sort against
> > > entry hits.
> > > 
> > > -WildChild
> > 
> > Never got stunned on an entry hit?
> > You will be. 
> 
> I haven't tested anything lately. Stuns seem to be awfully common
> now, and even exp against seemingly easy monsies are now a threat.
> 
> The idea behind cauldron as well is to kill large, but not kill as
> ofit seems like I'm gonna have to kill smaller, throwing myself into
> the same areas as other players that i was able to avoid before, and
> will have to kill more often, possibly running myself into areas
> where I could run low on kills before stuff starts tuning. I guess
> I'm just lookign to maintain some of the uniqueness of the guild
> compared to other guilds.
> 
> -WildChild
 
Agreed, now you get to stand in line for sidhes and dinos
like everyone else.

------------------------------

poster: Sleet
subject: >>cauldron magics
date: Wed May 10 14:52:25 2000

On Wed May 10 08:41:34 2000 Wildchild wrote post #2:
> On Wed May 10 08:06:18 2000 Golte wrote post #1:
> > Good that Cauldron magics now do more damage. 
> > 
> > What they need now, to be useful for solo, is a stun shield, 
> > since a stun from exp monsters means instant kill. 
> > 2-3 sidhes will kill almost any unproted mage. 
> > You will not kill them for a whole level without getting 
> > stunned at some time. 
> > 
> > Note that all other mage betas get stun shields, yet 
> > witches are most vulnerable to stuns of any exp guilds. 
> > 
> 
> I guess the only use you'll get out of a stun shield isif you're
> standing there blasting away with nof or ee or something. For
> potions themselves, witches need protection of some sort against
> entry hits.
> 
> I guess I'll have to test out how much teh changes affect me, but
> one of the things that made the guild so UNappealing to high worth
> players was the fact that guilds like lava target high worth monsies
> to solo, and the more worth a monsie has, the more it will throw
> back potions, exponentially it seems.
> 
> -WildChild
what guild is it where you give monsies potions and not throw um?

------------------------------

poster: Wildchild
subject: >>>cauldron magics
date: Wed May 10 16:42:01 2000

On Wed May 10 14:52:25 2000 Sleet wrote post #7:
> On Wed May 10 08:41:34 2000 Wildchild wrote post #2:
> > On Wed May 10 08:06:18 2000 Golte wrote post #1:
> > > Good that Cauldron magics now do more damage. 
> > > 
> > > What they need now, to be useful for solo, is a stun shield, 
> > > since a stun from exp monsters means instant kill. 
> > > 2-3 sidhes will kill almost any unproted mage. 
> > > You will not kill them for a whole level without getting 
> > > stunned at some time. 
> > > 
> > > Note that all other mage betas get stun shields, yet 
> > > witches are most vulnerable to stuns of any exp guilds. 
> > > 
> > 
> > I guess the only use you'll get out of a stun shield isif you're
> > standing there blasting away with nof or ee or something. For
> > potions themselves, witches need protection of some sort against
> > entry hits.
> > 
> > I guess I'll have to test out how much teh changes affect me, but
> > one of the things that made the guild so UNappealing to high worth
> > players was the fact that guilds like lava target high worth monsies
> > to solo, and the more worth a monsie has, the more it will throw
> > back potions, exponentially it seems.
> > 
> > -WildChild
> what guild is it where you give monsies potions and not throw um?

Hmm, one of the rogue guilds. Bartenders I believe.

Followup to Lasher's post. Actually, Lasher, sidhes were my solo
fodder... I prefer my old ogres from before free attack, but I
really didn't dare attempt something that large in that great of
numbers.
As soon as I get level I'll have to see how well I fare against them
in the different numbers they come in (1-4 in a room).

-WildChild

------------------------------

poster: Jomo
subject: Witches
date: Sat May 13 16:26:34 2000

If you want to make the potion chuckers killing eq monsters
not be abused... make it so solo-potion chuckers don't eq
from the eq monsters.

------------------------------

poster: Wildchild
subject: >Witches
date: Sat May 13 21:57:39 2000

On Sat May 13 16:26:34 2000 Jomo wrote post #9:
> If you want to make the potion chuckers killing eq monsters
> not be abused... make it so solo-potion chuckers don't eq
> from the eq monsters.

Huh? FYI: the most popular kills before free attack were ones like
mistweaver & the wicked witch. And wouldn't you know it, free attack
alone kill the prospects of going after such worth monsies: sort of
easy to take like +400 hps of dmg and wait for possibly 200hp dmging
potions to get thrown back at you. Atm, I've only got 1k hps myself.
You wouldn't last long, trust me.

Then came the tunes last Dec or whatever. Basically, that made it
useless to go after such eq monsies anyways: the exp definately
wasn't worth it, nor was the gold anymore. And some of those
monsies, like the wicked witch, had a tune long coming.

So, where does that leave your suggestion Jomo? Moot, really. Nobody
even bothers going after such monsies now because the return isn't
worth it, and hasn't been for awhile. Unless there's the odd-case
monsie still out there with a decent piece of eq... Atm, I can think
of one, but I'm not gonna bother going after it.

-WildChild

------------------------------

poster: Jomo
subject: Witches
date: Sun May 14 11:02:45 2000

My suggestion is.. take out entry hits, let eq that eq monsters
carry be destroyed if a percentage of their damage comes from
one source...  I think the wiz argument was that eq was being
bastardized by 3 or 4 witches that could solo eq.  Take the eq
out of the equation and all you got is exp.

------------------------------

poster: Arkangyle
subject: >Witches
date: Sun May 14 13:50:14 2000

On Sun May 14 11:02:45 2000 Jomo wrote post #11:
> My suggestion is.. take out entry hits, let eq that eq monsters
> carry be destroyed if a percentage of their damage comes from
> one source...  I think the wiz argument was that eq was being
> bastardized by 3 or 4 witches that could solo eq.  Take the eq
> out of the equation and all you got is exp.

Removing the eq from a kill or destroying it or whatever is silly.
Aside from that actually potentially affecting REAL parties who are
grouped but end up relying on one person for damage because of
resists, it is unreasonable to implement and prone to the
possibility of bugging.

------------------------------

poster: Wildchild
subject: >>Witches
date: Sun May 14 14:56:52 2000

On Sun May 14 13:50:14 2000 Arkangyle wrote post #12:
> On Sun May 14 11:02:45 2000 Jomo wrote post #11:
> > My suggestion is.. take out entry hits, let eq that eq monsters
> > carry be destroyed if a percentage of their damage comes from
> > one source...  I think the wiz argument was that eq was being
> > bastardized by 3 or 4 witches that could solo eq.  Take the eq
> > out of the equation and all you got is exp.
> 
> Removing the eq from a kill or destroying it or whatever is silly.
> Aside from that actually potentially affecting REAL parties who are
> grouped but end up relying on one person for damage because of
> resists, it is unreasonable to implement and prone to the
> possibility of bugging.

Well, here's the situation, I believe, that brought about free attack:
a) witches (and they aren't the only ones) were solo'ing monsies
with some decent eq and not taking a lot of dmg in return... well,
for one, potion dmg was in upwards of like +400 dmg from a thrown
back potion.

Solution at the time: tune eq.
But, that wasn't the biggest reason at the time, I don't think. I
recall one player who was a witch at the time telling me how he used
his broom, running in & out waving it, to kill a red dragon... ok, a
250k in what took him like 45 minutes. Worth the trouble? *shrug*
Somebody didn't like it and therefore free attack was put in the
game.

Now, if it takes 30 minutes to kill a red dragon in such a fashion,
will players attempt larger and worthwhile eq monsies? I doubt it.
I'm sure monsies get exponentially larger with more worht, and 250 :
30min. won't equal 1meg : 2 1/2 hours.
I know I wouldn't.

I'd like to see the wizzes get rid of free attack and increase
potion dmg a bit again, but I haven't tested changes yet to see what
worth of monsies are throwing back now (used to be around <80k they
wouldn't throw back) and how much dmg I take and all.

Considering the eq tunes, and other changes to cauldron magic and
witches and all, I don't think free attack is necessary anymore
myself.
Maybe the exchange would be weaken the broom dmg even more to
prevent such attempt on large creatures again: not many would waste
half an hour using their broom on a <200k creature.

-WildChild

------------------------------

poster: Zifnab
subject: >>>Witches
date: Sun May 14 15:21:36 2000

> On Sun May 14 13:50:14 2000 Arkangyle wrote post #12:
> > On Sun May 14 11:02:45 2000 Jomo wrote post #11:
> > > My suggestion is.. take out entry hits, let eq that eq monsters
> > > carry be destroyed if a percentage of their damage comes from
> > > one source...  I think the wiz argument was that eq was being
> > > bastardized by 3 or 4 witches that could solo eq.  Take the eq
> > > out of the equation and all you got is exp.
> > 
> > Removing the eq from a kill or destroying it or whatever is silly.
> > Aside from that actually potentially affecting REAL parties who are
> > grouped but end up relying on one person for damage because of
> > resists, it is unreasonable to implement and prone to the
> > possibility of bugging.
> 
> Well, here's the situation, I believe, that brought about free attack:
> a) witches (and they aren't the only ones) were solo'ing monsies
> with some decent eq and not taking a lot of dmg in return... well,
> for one, potion dmg was in upwards of like +400 dmg from a thrown
> back potion.
> 
> Solution at the time: tune eq.
> But, that wasn't the biggest reason at the time, I don't think. I
> recall one player who was a witch at the time telling me how he used
> his broom, running in & out waving it, to kill a red dragon... ok, a
> 250k in what took him like 45 minutes. Worth the trouble? *shrug*
> Somebody didn't like it and therefore free attack was put in the
> game.
> 
> Now, if it takes 30 minutes to kill a red dragon in such a fashion,
> will players attempt larger and worthwhile eq monsies? I doubt it.
> I'm sure monsies get exponentially larger with more worht, and 250 :
> 30min. won't equal 1meg : 2 1/2 hours.
> I know I wouldn't.
> 
> I'd like to see the wizzes get rid of free attack and increase
> potion dmg a bit again, but I haven't tested changes yet to see what
> worth of monsies are throwing back now (used to be around <80k they
> wouldn't throw back) and how much dmg I take and all.
> 
> Considering the eq tunes, and other changes to cauldron magic and
> witches and all, I don't think free attack is necessary anymore
> myself.
> Maybe the exchange would be weaken the broom dmg even more to
> prevent such attempt on large creatures again: not many would waste
> half an hour using their broom on a <200k creature.
> 
> -WildChild

the attacks came about because of the fact that players were
entering a room with an aggressive mosnter, getting
an attack off, then leaving before the mosnter hit them.

no other reasons, that was the only one.
**
z

------------------------------

poster: Wildchild
subject: >>>>Witches
date: Sun May 14 16:16:48 2000

The witch broom is the only thing then I can think of that is doing
this. And myself, I've never seen a reason to tune the whole mud
(free attack would be such) instead of the individual guild. Of
course now the risk is greater than ever just for doing exp, but I
would rather see some sort of change wrt the witch broom's waving
itself, if it could be done.

-WC

------------------------------

poster: Jomo
subject: Re: Witches/Wilchild
date: Sun May 14 17:04:39 2000

embark
Yeah.. the reason I said most of the damage from one source was
so that Witches wouldn't be singled out.. Lava mages used to 
sort of solo eq.. and probably still can if they have about
8 hours to kill..

I think the main argument for alot of this is that Wizzes don't
want to debunk the need for eq parties.. 

Just offering atlernatives, I really don't care one way or the other.. ;-)

------------------------------

poster: Lasher
subject: >Re: Witches/Wilchild
date: Sun May 14 17:07:47 2000

On Sun May 14 17:04:39 2000 Jomo wrote post #16:
> embark
> Yeah.. the reason I said most of the damage from one source was
> so that Witches wouldn't be singled out.. Lava mages used to 
> sort of solo eq.. and probably still can if they have about
> 8 hours to kill..
> 
> I think the main argument for alot of this is that Wizzes don't
> want to debunk the need for eq parties.. 
> 
> Just offering atlernatives, I really don't care one way or the other.. ;-)
 
Regardless of witches, it really doesn't make a whole lot of sense
to be able to walk into a room full of aggressive monsters and
back out again without taking a hit. I believe that is the true reason for
the change and the incident with the broom waving just made the problem
known.
 
I do agree that witches need some kind of stun protection though, if it's
meant to be a solo guild then with the level of stuns as they are now it 
is not too practical.
 
Lasher.
p

------------------------------

poster: Wildchild
subject: >>Re: Witches/Wilchild
date: Sun May 14 17:11:06 2000

On Sun May 14 17:07:47 2000 Lasher wrote post #17:
> On Sun May 14 17:04:39 2000 Jomo wrote post #16:
> > embark
> > Yeah.. the reason I said most of the damage from one source was
> > so that Witches wouldn't be singled out.. Lava mages used to 
> > sort of solo eq.. and probably still can if they have about
> > 8 hours to kill..
> > 
> > I think the main argument for alot of this is that Wizzes don't
> > want to debunk the need for eq parties.. 
> > 
> > Just offering atlernatives, I really don't care one way or the other.. ;-)
>  
> Regardless of witches, it really doesn't make a whole lot of sense
> to be able to walk into a room full of aggressive monsters and
> back out again without taking a hit. I believe that is the true reason for
> the change and the incident with the broom waving just made the problem
> known.
>  
> I do agree that witches need some kind of stun protection though, if it's
> meant to be a solo guild then with the level of stuns as they are now it 
> is not too practical.
>  
> Lasher.
> p

However, the problem I have is that entering a room, throwing
potions, leaving, wait for them to blow, repeat is how cauldron
magic works. Most guilds are designed for you to walk in and blast
and blast and blast. That isn't the case with cauldron magic.
So, they get hit worse by entry hits having to deal with them
constantly as they do.

I guess I'm not sure if a stun prot will help at all unless I get
stunned alot on entry hits, which it wouldn't surprise me if I do.
And if I do, I'm a dead man as well because I generally kill groups,
not single monsies as other blasters usually do. Again, the dmg is
increased for potion tossers.

-WildChild

------------------------------

poster: Jomo
subject: WhOoPS!
date: Sun May 14 17:13:51 2000

Heh.. didn't read Zif's post before posting.. 
Well.. seems like the entry hit thing could have
been taken care of if the damage were calculated after Leaving
the room.... 

So, if the problem was that people were runnning in, damaging
and leaving without getting hurt.. 
Q:  What activity is inconsistent.. What is the infraction to logic?
A:  Leaving a room without taking damage.

Logically, it makes sense that the hits be calculated on the way out...
as it's easier to hit something with it's back turned.

... but more people would die that way ;-)

------------------------------

poster: Zane
subject: >>Re: Witches/Wilchild
date: Sun May 14 19:11:47 2000

On Sun May 14 17:07:47 2000 Lasher wrote post #17:
> On Sun May 14 17:04:39 2000 Jomo wrote post #16:
> > embark
> > Yeah.. the reason I said most of the damage from one source was
> > so that Witches wouldn't be singled out.. Lava mages used to 
> > sort of solo eq.. and probably still can if they have about
> > 8 hours to kill..
> > 
> > I think the main argument for alot of this is that Wizzes don't
> > want to debunk the need for eq parties.. 
> > 
> > Just offering atlernatives, I really don't care one way or the other.. ;-)
>  
> Regardless of witches, it really doesn't make a whole lot of sense
> to be able to walk into a room full of aggressive monsters and
> back out again without taking a hit. I believe that is the true reason for
> the change and the incident with the broom waving just made the problem
> known.
>  
> I do agree that witches need some kind of stun protection though, if it's
> meant to be a solo guild then with the level of stuns as they are now it 
> is not too practical.
>  
> Lasher.
> p
Ack, I really think that MA's should get stun protection before
witchs do.  I am occassionally getting my ass wooped because the way
I do damage is to stay in combat longer than any other guild except
possibly warrior.  This allows me more times to take stuns.  Also
stun protection would seem much more in theme with MA's than with
witchs.  Yet with no stun protection at all, people in both guilds
seem to be making exp.

Zane

------------------------------

poster: Denim
subject: Stuns
date: Sun May 14 19:12:59 2000

The way monsters stun now it seems like every guild needs something
to protect them from Stuns.
Denim

------------------------------

poster: Trigon
subject: stuns
date: Sun May 14 19:19:51 2000

I agree that MA should probably get a stun protection skill, maybe
in dragon or something, but since martial artists already have a
heck of a lot greater chance to stun the monster, witches would need
it more.  Sure witches can stun with the broom, but it doesn't
happen that often, most of the time you just get an attack.  Also,
abjurers get iw and evokers get stun shield at a low level, so maybe
put stun shield in cauldren magic if not witch.  
Just my thoughts
Trigon

------------------------------

poster: Zane
subject: >stuns
date: Sun May 14 19:29:34 2000

On Sun May 14 19:19:51 2000 Trigon wrote post #22:
> I agree that MA should probably get a stun protection skill, maybe
> in dragon or something, but since martial artists already have a
> heck of a lot greater chance to stun the monster, witches would need
> it more.  Sure witches can stun with the broom, but it doesn't
> happen that often, most of the time you just get an attack.  Also,
> abjurers get iw and evokers get stun shield at a low level, so maybe
> put stun shield in cauldren magic if not witch.  
> Just my thoughts
> Trigon
Hrm, because MA's can stun they dont need to be protected from
stuns?  Thats sounds like a silly arguement.

Zane

------------------------------

poster: Zane
subject: >Stuns
date: Sun May 14 19:34:24 2000

On Sun May 14 19:12:59 2000 Denim wrote post #21:
> The way monsters stun now it seems like every guild needs something
> to protect them from Stuns.
> Denim
Nods, every guild needs grap too, because we all take damage.

Zane

------------------------------

poster: Trigon
subject: Stuns
date: Sun May 14 19:38:20 2000

I didn't mean that ma didn't need protection from stuns because they
can, I just meant that since abjurer and evoker both have stun
protection why not cauldron magic.  it's a losing argument, it's up
to the wizzes, I just wanted to say I think they should, that's all
Also, I don't think you should post just to refute someone else's
post without giving your own opinion.

------------------------------

poster: Zane
subject: >Stuns
date: Sun May 14 19:49:24 2000

On Sun May 14 19:38:20 2000 Trigon wrote post #25:
> I didn't mean that ma didn't need protection from stuns because they
> can, I just meant that since abjurer and evoker both have stun
> protection why not cauldron magic.  it's a losing argument, it's up
> to the wizzes, I just wanted to say I think they should, that's all
> Also, I don't think you should post just to refute someone else's
> post without giving your own opinion.
erm, Good post, my compliments.  However, you probably dont want to
hear my opinion becuase I would give MA a stun prot and not give one
to witchs.  But if both guilds got it or neither, it is just a
matter of numbers, because no guild other than abj as a primargy
guild gets a stun prot that always works.  Otherwise you are just
reducing the chance of something that already does not happen very
often.  Even with a prot, it will still happen sometimes and you
need to be prepared to deal with it.

Zane

------------------------------

poster: Marvin
subject: >Witches
date: Sun May 14 20:18:55 2000

On Sun May 14 11:02:45 2000 Jomo wrote post #11:
> My suggestion is.. take out entry hits, let eq that eq monsters
> carry be destroyed if a percentage of their damage comes from
> one source...  I think the wiz argument was that eq was being
> bastardized by 3 or 4 witches that could solo eq.  Take the eq
> out of the equation and all you got is exp.

forget it

------------------------------

poster: Marvin
subject: >Stuns
date: Sun May 14 20:26:55 2000

On Sun May 14 19:12:59 2000 Denim wrote post #21:
> The way monsters stun now it seems like every guild needs something
> to protect them from Stuns.
> Denim

Sigh

------------------------------

poster: Apathy
subject: >>Re: Witches/Wilchild
date: Sun May 14 21:31:42 2000

> Regardless of witches, it really doesn't make a whole lot of sense
> to be able to walk into a room full of aggressive monsters and
> back out again without taking a hit. I believe that is the true reason for
> the change and the incident with the broom waving just made the problem
> known.
>  
> I do agree that witches need some kind of stun protection though, if it's
> meant to be a solo guild then with the level of stuns as they are now it 
> is not too practical.
>  
> Lasher.
> p

I think we all know the timeless argument that realism isn't always
the best thing for a mud.
In this case, the no entry hits feature wasn't abusable, because the
only ways I can think of to do it were with the witch's broom and
the dragon's eye, and neither could be used quickly enough to get
any kind of rate. Even the "exp for no risk" idea doesn't really
apply because of the chance, however unlikely, of your stacked
commands evalling out and leaving you in the room.
If some possible way to abuse it ever came up in the future, it
could always be dealt with on an individual basis.
So there wasn't really any need for this particular change to the
mud, and when the change was made, it destroyed the basis upon which
cauldron magic worked, so when it was decided to add entry hits, the
wizards were only adding more work for themselves.

I do have an idea to suggest in this post also...instead of having
to run in and out of a room and drop a potion on the ground, why not
have them throw the potions through an exit or portal instead...it
would make entry hits much less of an issue and it would be more
realistic to the idea of "throwing" potions as well, since realism
seems to be what people are after.
If you think it will unbalance cauldron magic now that all the
changes have been made, all that really needs to be done is to
increase throwback damage back to what it used to be.
In my opinion, this change would restore cauldron magic to what it
was intended to be, or at least to what it always seemed to be
intended to be.

-Apathy

------------------------------

poster: Wildchild
subject: >>>Re: Witches/Wilchild
date: Sun May 14 21:58:28 2000

Well, Apathy, I've discussed this a bit as well, and unfortunately,
I was told it wouldn't happen. However, I agree with your statements
that something like that should be implemented.

-WildChild

------------------------------

poster: Sigwald
subject: >>>>Re: Witches/Wilchild
date: Mon May 15 01:31:35 2000

On Sun May 14 21:58:28 2000 Wildchild wrote post #30:
> Well, Apathy, I've discussed this a bit as well, and unfortunately,
> I was told it wouldn't happen. However, I agree with your statements
> that something like that should be implemented.
> 
> -WildChild

The Gods talk to Wildchild, he has visitations.

------------------------------

poster: Wildchild
subject: >>>>>Re: Witches/Wilchild
date: Mon May 15 08:16:50 2000

On Mon May 15 01:31:35 2000 Sigwald wrote post #31:
> On Sun May 14 21:58:28 2000 Wildchild wrote post #30:
> > Well, Apathy, I've discussed this a bit as well, and unfortunately,
> > I was told it wouldn't happen. However, I agree with your statements
> > that something like that should be implemented.
> > 
> > -WildChild
> 
> The Gods talk to Wildchild, he has visitations.

Actually, I was told this by Samael. Once again, I'm sure I
disappoint you and your attitude toward  me, Sig.

-WC

------------------------------

poster: Trigon
subject: Witches
date: Mon May 15 16:15:59 2000

Since witches were changed all around and now you have to join
seers, I really think a free reinc for witches should be in order,
since what I have trained no longer works to what it did. 

------------------------------

poster: Phire
subject: >stuns
date: Tue May 16 09:41:38 2000

On Sun May 14 19:19:51 2000 Trigon wrote post #22:
> I agree that MA should probably get a stun protection skill, maybe
> in dragon or something, but since martial artists already have a
> heck of a lot greater chance to stun the monster, witches would need
> it more.  Sure witches can stun with the broom, but it doesn't
> happen that often, most of the time you just get an attack.  Also,
> abjurers get iw and evokers get stun shield at a low level, so maybe
> put stun shield in cauldren magic if not witch.  
> Just my thoughts
> Trigon
Trigon has it right. If you are a MA, you stun protection is to make sure
you stun the monster before it stuns you :P


------------------------------

poster: Trigon
subject: Witches
date: Tue May 16 14:16:18 2000

How about allowing witches to max navigator instead ofseers? Just
another option for those who don't wanna go seer.

------------------------------

poster: Sigwald
subject: Ideas
date: Fri Jun  9 09:13:26 2000

All right I need some help with a bunch of names for spells.
All these spells are either attack of area (pure blasting ones).
I need names for 8 dam types: physical fire cold elec poison
asphyx magical and acid.

Per damage types I need 3 names:
One for an attack spell that would be high damage, crap ratio.
One for an attack spell that would be decent ratio, lower damage.
One for an area spell.

That makes it 24 names. If you got cool ideas send them to me
through mudmail (even if you dont have 24 names btw...).
I might even figure some reward for people that give good
ideas.

Sigwald

------------------------------

poster: Sigwald
subject: About all these names
date: Fri Jun  9 09:15:57 2000

Forgot to mention, these are for the new evokers. So if you
go for theme stuff, try to stick to evocation...