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 Post subject: Magma spray
PostPosted: Thu Mar 15, 2007 7:53 pm 
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I would like to say I like the idea of damage more often over shorter time but Magma it seems has taken a massive hit.
This spells secondary effects seem to have been made pointless. From what I have seen with 8mp one is able to reduce this secondary damage down to under 2% per hit. With 18 + MP Its would be doing no damage at all. The big hit first up is still mean as always but perhaps the secondary damage should be concentrated a bit more. Half length of time double current damage. Just to get around the MP.

I dont play a warlock currently so Im saying this from the receiving end of a magma spray. Unless there is a big difference between a master and GM level magma spray I think something should be done to improve the spells secondary effect.


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 Post subject:
PostPosted: Thu Mar 15, 2007 8:10 pm 
I love the word 'magma'.

Say it. Mag-ma. Tee hee.


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PostPosted: Thu Mar 15, 2007 8:10 pm 
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Okay, so maybe there is a part other than evil genius.

This idea is good. Make it so.


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PostPosted: Thu Mar 15, 2007 8:48 pm 
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I agree that by reducing the secondary damage of the 'stick' allows it to be literally nullified by any amount of MP compared to before; however, the constant damaging effect makes it a much more useful tool for actually dealing damage to enemies as most NPC fights/PKs are done and over very very quickly. I prefered it post change with Jeved as it is more realistic, but perhaps having stick damage ignore MP would be nice. Dulrik! Make it so!

The intial blast damage was not reduced in damage, nor was the total damage overall.


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PostPosted: Thu Mar 15, 2007 9:31 pm 
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Yes the damage was not reduced the problem is that MP is counted 10 or 20 more against it than before. I would hate to see MP have no effect but it would be nice to see the spells secondary effect do something. Doubling current damage in secondary effect and it last half time or only hits every second verse (as it is on bard sing timer) this would not change the total damage only help over come MP more.

As you said before it would rarely come into play but now it is only useful against NPCs really. As most players have MP enough to deal with the problem.


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PostPosted: Fri Mar 16, 2007 2:04 am 
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Magical protection shouldn't be affecting the clinging magma. That should also apply to the poison and plague spells. I think it's a good change, but it's kind of negated by the fact that the damage is so small that it's inconsequential.

An innate racially magic resistant race negates the damage over time from magma spray.


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PostPosted: Fri Mar 16, 2007 2:22 am 
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Well, if you think of it then magma spray shouldn't be affected at all by MP. After all it is the melted rock that is sprayed upon you (not an illusion) the same goes for for example call lightning, poison and plague. On the other hand a magic missile, color spray, harm etc should be affected by MP since it is all magical and created by the casters mind.


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PostPosted: Fri Mar 16, 2007 2:45 am 
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That's a dumb arguement really. MP is short for MAGICAL protection. It's magic. Why can't it protect you from melted rock? It's magic.


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PostPosted: Fri Mar 16, 2007 2:56 am 
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Orac, you have to understand the difference between magic damage and elemental damage. Seriously.


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PostPosted: Fri Mar 16, 2007 4:27 am 
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Joined: Sat Nov 20, 2004 11:38 am
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SK Character: Umdon
juggernaut wrote:
Orac, you have to understand the difference between magic damage and elemental damage. Seriously.


If magma spray is not magical then how come you can cast it anywhere? You can cast it in a lake, above a city, where there is no land. The spell should check to see if there is any land around like summon does.


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