LMC for special moves (new system)

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Calix
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LMC for special moves (new system)

Post by Calix »

The new system(for testing) works like this:

If you have over 460 skill points invested in any of:

Swords
Macing
Fencing
Archery
Tactics
Anatomy
Healing
Resist
Parry
Lumberjacking
Fletching

you get:

40% LMC cap
-3 mana per special.

So lets say you were 115 swords/tact/anat/heal. This leaves you 260 points to play with(once you have vet 720 skill cap after 4 months). Most people are going to want resist as well, so if we say 115, that takes you up to 575 skill points used. You've then got 145 points left to play with. Gives you enough for GM poisoning + some chiv, for example. There's obviously also the possibility of leaving certain skills(anat, tact?)at 100 to give you more room in your template, whilst still being over the required 460 points.

Does this seem reasonable? You've also got the option of just aiming for 380 skill points from the list, which would give you 15% LMC and -2 mana per special. Or 300 skill points to give you 10% LMC and -1 mana per special.

Should necro perhaps go into the list to make Necro-dexxers more viable? They require so many more skill points than others.

We've deleted the mana reduction bonus for infectious strike with poisoning. Do we think it needs to go back in? Infectious strike = 15 mana. With the old bonus it was 5 mana with LMC on top, meaning it was costing 3 mana per use. (lol). At present, with the LMC cap and mana reduction system, it'd be taking 5 mana. As a point of comparison, bleed/ai/mortal = 30 mana, so 14-15 ish with max LMC and new mana reduction system. I personally think that seems fine for all dexxers.

Obviously the purpose of this system is to make special moves something that mages have to think about - ie consider their mana implication, rather than being able to spam them endlessly - and to also promote 'pure' dexxer templates and discourage the kind that incorporate necro/ss/poison/chiv all on one char.

zole
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Re: LMC for special moves (new system)

Post by zole »

Almost made a long whiney post then realized the LMC talked about is JUST for special moves, right?

Does additional LMC (from armor) affect LMC for special moves? If not then this is a really interesting change. I'd have to play around on a test shard to be able to give a real opinion as to how this is, but could be really nice.

Re. Infectious strike, how about removing the infectious specific bonus, but allowing poisoning to contribute to the LSMC (lower specials mana cost). This opens more possibilities for assassins, but also allows mages with poisoning to benefit from the skill investment for specials too.
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Calix
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Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: LMC for special moves (new system)

Post by Calix »

Took poisoning out of the equation just to prevent some of the retard chiv/necro/poison templates that Belg demonstrated to us last year.

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