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guild.weaverTue Feb 12 19:09:39 2013 MST
Vor
admin
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gonna keep you guys updated on the changes i make, just so you know
where things are.

for today, which i am going to say i am done with but will probably
fiddle more later, i hae lowered all healing from healer spells
across the board. i have also moved the spell 'major refresh' to
avatar guild (you et it when you get heal body) and added a spell to
healer named refresh that you would get when you used to et major
refresh.

refresh is 2 rounds. i have not tested it yet but it should be pretty useful

and yes, i realize that heal body and (now) major refresh take a
backburner compared to heal and refresh, and that will be something
i work on later.
>guild.weaverSat Feb 16 22:08:45 2013 MST
Iru
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Just some ideas, but personally I'm lazy to do the change myself.

1) Have some heal over time (HoT) spells, just seems right to match
unraveller's DoT spells. Haven't been playing so I'm not sure if we
already have any, but I'm quite sure there isn't powerful ones if
there is any HoT spells already.

2) Have some spells that is between the "usual" and HoT spells I
mentioned above. If the target does not require as much healing as
the amount of healing done by the spell, the "leftover" will remain
on the target and do some extra healing later on. Of course, the
overall heal/mana ratio is lower, and the "unused" heal that lingers
after that will be much less efficient.
E.g. "Normal" heal ratio 20 HP healed per 10 SP spent. New heal
ratio 15 HP healed per 10 SP spent. Calculated amount of HP to heal:
1000, actual amount healed: 500, leftover: 500. Leftover ended up
healing only 200 HP after that.

3) Spells that radiate powerful healing energies. Heals/refreshes
all party members in room with HoT effect, however require
concentration to sustain; HoT effect ceases when the weaver breaks
concentration to cast something else.

4) Spells that help surviving deadly blows. Chance to reduce the
damage of individual hits based on how much damage each hit does.
The more damage a single hit does, the more it reduces. Notice it's
just chance, and it'll probably be a very short duration prot
lasting 2 to 4 rounds only.
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