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QCF Design Community • View topic - IMAWAL
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Re: IMAWAL

PostPosted: Mon Jul 16, 2012 8:08 pm
by Lujo
All true, no fear about spam here, also, i'd like if IMAWAL got attention first so will refrain from derailing all this further. The vid'll hopefully be up tommorow sometimes, so check the LEMISI use there (it's patently stupid and powerfull, a bit circumstantial, but I've done it elsewhere.)

EDIT: Although the whole "Exactly how First Strike translates into damage dealt / tanked" and "Case study of the Rogue" really does warrant a facultative discussion & number crunching thread. What is obvious in that whole bussiness is just the tip of the iceberg it seems.

Re: IMAWAL

PostPosted: Mon Jul 16, 2012 9:10 pm
by Darvin
Will reserve judgement on LEMMISI until I see your video.

As per IMAWAL, I'm on the edge as to your suggestion. On the one hand, a way to clear out curse, corrosion, and weakening seems appealing, but on the other hand this probably only makes it even more predisposed to being used in specific circumstances rather than in a general case.

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 4:56 am
by Bloggorus
IMAWAL needs to be fixed- the only time i ever use it is with earthmother, otherwise its an instant convert.

I think we all agree that popcorn loss is not worth a few measly exp. That popcorn is worth exp AND a potential level up and full heal. Not to mention the danger of creating walls in a maze dungeon. Here are some ideas for tempting the playwer to waste their popcorn...

Solution 1: IMAWALing a monster give the player a wall destruction thing (from the barbarian challenge). Blocking one way reveals another...

Solution 2: IMAWALing a monster gives the player 5% permanent knockback damage. (could also be 100 temporary)

Solution 3: IMAWALL grants 50% magic resistance (not stacking). The counterpoint to ENDISWALL and a good way to use unneeded monster resources to tackle something nasty (think monk)

Solution 4: IMAWALLing a monster removes five layers of curse.

Solution 5: IMAWALLing a monster reduces the maximum health of all visible monsters by 5%. (Zot for cheapskates)

Solution 6: IMAWALL grants immunity from the next incurred status effect.

Solution 7: IMAWALL grants bonus to base damage equal to (your level) + (monster level) or something scalable (cant be bothered with maths)

All off the top of my head. Ideas anyone???

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 12:33 pm
by The Avatar
I must say I like 2, 3, 4 (if it was toned down to 3 layers), and 6. Although I must admit 2 is my favorite. You're making a wall to destroy a wall, and it uses knockback, which is the most underused effect ever.

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 2:11 pm
by Lujo
I wouldn't mind the knockback bussiness on top of anything, but what I'd really like is a way to increase the knockback damage on PISSORF.

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 2:26 pm
by Fran
I like 5 because its so wonderful broken. It's like a global, everlasting poison that works on undead as well with reduced mana cost.

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 3:29 pm
by fall_ark

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 3:53 pm
by The Avatar
I like the stoned idea! I REALLY want to be able to junk some monsters traits.

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 4:30 pm
by Darvin

Re: IMAWAL

PostPosted: Wed Jul 18, 2012 4:44 pm
by Fran
So slowing a monster (which means exactly one free attack and a little bit of bonus exp) is OP, while stripping a monster of all of its traits for one attack is perfectly fine?

Protection from mana burn, poison, berserk, corrode, weakening, retaliate fireball and piercing the resistance of monsters is less OP then a single extra attack?