|
Post by chreelister on Feb 19, 2019 12:39:45 GMT
*% chance to up Random Drops, now persistent, just like the CR + is. They will go down, too when the CR + goes down. The CR + determines the time on the timer, so when its high, shorter time, low, longer time, no matter what this bonus is at. *Token Chance Bonus Drops, should be persistent for the day. Meaning if the server crashes mid-day, it should come back to what it was. If the server resets like normal it should reset itself back to 0.
*Complete overhaul and boosting of Animal Summons and Elemental Summons. They are now 7 Elemental Summons, compared to 5, that we once had. The point system has changed. Now it is 1 point for each spell caster class you are summoning from, 4 bonus points for being a Druid or a Cleric with Animal Domain (this was just 3), 1 for Conjuration Spell Focus, 1 for Greater Spell Focus Conjuration and 2 for the Epic Spell Focus. Plus, now the Spell Level is worth 4 points per level, instead of 3, minus 4, instead of 3. So now if you cast Summon IX, that is worth (9x4) -4, which is 32 points. Summon VIII is worth 28 points, Summon VII is 24 points, etc. Also you get a bonus, for being a player, this is to keep enemy spell casters from getting top end summons, that is 1 point per 2 levels of anything. So the max now is 100 points. Caster level = 40, Druid or Cleric with Animal = 4, Conjuration Spell Focii = 4, Summon Spell Level = 32, Player Bonus = 20. You also still get the leftover points in a bonus to stats. So say you need 90 to get the max summon, but getting 100 points will get you a better summon, because the 10 extra points, is converted to +5 more stats in STR, DEX and CON. Here is the table needed to figure what pet you might want. *Above 90 - Elemental VII *81-89 - Elemental VI *73-80 - Elemental V *65-72 - Elemental IV *57-64 - Elemental III *50-56 - Elemental II *43-49 - Elemental I *36-42 - Dire Tiger *29-35 - Dire Bear *22-28 - Dire Spider *15-21 - Dire Wolf *8-14 - Dire Boar *7 and Under - Dire Badger
Also the Ranger and Bard stay the same with just still getting Epic Tigers, but the Epic Tigers have been improved. I also still plan on redoing the Shades Summons, so they fit along with these stats.
|
|
|
Post by psv38 on Feb 19, 2019 13:54:46 GMT
I never play casters Chree, too much thinking for this weary mind, haha, but this may tempt me to finally make one.
|
|
|
Post by mcbutcher on Feb 19, 2019 19:40:33 GMT
Had a look at the summons and looks like a nice update. Also did a run through UD and got chased by a really fast tiger. Didn't have time to check my bards tiger yet though
|
|
|
Post by Iron Enchanter on Feb 19, 2019 23:39:45 GMT
I also still plan on redoing the Shades Summons, so they fit along with these stats.
Just a note on this that clerics get shadow king with "create undead" spell which is same as the shades summons, but "create GREATER undead" you get a skeleton wrapped in toilet paper.
|
|
|
Post by Jonales on Feb 19, 2019 23:45:03 GMT
*Posts asking what happened to summons but still ok, takes a nap* *Wakes up and sees new summons* *Awed, even though it probably had nothing to do with me and it just needed a month or two anyway* "Cmon Chree you didn't need to do it in a few hours or something. That's just ridiculous now. Could've taken a week or something."
|
|
|
Post by Jonales on Feb 20, 2019 0:16:14 GMT
Oh might as well put it up here to start feedback or thinking. Could still take a break or something. Any news on the making general summons undispellable? But I would urge two things. In order of importance. 1.) Make the top 3 blackguard summons - at least - immune to dismissal and banishment. IDK how anyone else feels about this, but let me show you why I ask for this. *Blackguard summons forgesmith overlord, attacks a small group with an emberwilde* *Emberwilde dismisses overlord in a turn or so* I feel like since the summon is part of the bg class - like in my post if you go 30 bg, you accept -4 AC from tumble - this might be something to work on. 2.) Make the top 4 or so Pale Master summons immune to lesser dispel, dispel, greater dispelling, mordenkainens etc. This is because in my endgame play as a pale master in groups, I hardly use the deathless master touch feature for the use of another summon. If that dominated summon is dispelled, it will go rogue under seemingly noone's control and just fire randomly or not at all. Only con I can see in this is ensuring that the summons have protection from spells and whatever ability buffs (Bulls strength etc) the pale master puts on. True seeing and Displacement/ Improved invisibility too. Maybe for the conceal you can do something, or change the deathless master touch system itself, but yeah the pm summons aren't being dominated as intended.
ALl other buffs can come from another char like druids auro of vitality or something, so maybe consider that and clerics too eh.
|
|
|
Post by chreelister on Feb 20, 2019 2:06:41 GMT
I also still plan on redoing the Shades Summons, so they fit along with these stats.
Just a note on this that clerics get shadow king with "create undead" spell which is same as the shades summons, but "create GREATER undead" you get a skeleton wrapped in toilet paper.
Yeah that is on my list of things to do, when I redo the shades summons. IIRC, there is a create lesser undead, too, that I will look at, no idea on what you get on that spell and the Evil Domain, gets you the same thing as the Shades Spell, at the moment.
|
|
|
Post by chreelister on Feb 20, 2019 2:13:03 GMT
Oh might as well put it up here to start feedback or thinking. Could still take a break or something. Any news on the making general summons undispellable? But I would urge two things. In order of importance. 1.) Make the top 3 blackguard summons - at least - immune to dismissal and banishment. IDK how anyone else feels about this, but let me show you why I ask for this. *Blackguard summons forgesmith overlord, attacks a small group with an emberwilde* *Emberwilde dismisses overlord in a turn or so* I feel like since the summon is part of the bg class - like in my post if you go 30 bg, you accept -4 AC from tumble - this might be something to work on. 2.) Make the top 4 or so Pale Master summons immune to lesser dispel, dispel, greater dispelling, mordenkainens etc. This is because in my endgame play as a pale master in groups, I hardly use the deathless master touch feature for the use of another summon. If that dominated summon is dispelled, it will go rogue under seemingly noone's control and just fire randomly or not at all. Only con I can see in this is ensuring that the summons have protection from spells and whatever ability buffs (Bulls strength etc) the pale master puts on. True seeing and Displacement/ Improved invisibility too. Maybe for the conceal you can do something, or change the deathless master touch system itself, but yeah the pm summons aren't being dominated as intended.
ALl other buffs can come from another char like druids auro of vitality or something, so maybe consider that and clerics too eh.
General Summons were made undispellable awhile back, no idea if it works as intended, but I made them undispellable as best to my knowledge. So if it isn't working correctly, I am at a lost on what to do next. BG could use what you are saying here. The PM summons were already undispellable, the problem is, like you are saying, too, is the domination is dispellable, which is why I put it on the poll of what to do improve next. For some reason it didn't get many votes.
|
|
|
Post by Jonales on Feb 20, 2019 3:23:32 GMT
Wait there's a literal "immune to lesser...mords" property on the rahs and the domination is still being dispelled? I also think that the general undispellable is being beaten by the enemy caster dispelling the player character, and the dispel cancelling the elemental? IDK if that's the case but I think that's how dispelling the summons generally happens.
|
|
|
Post by sidecar on Apr 13, 2019 3:05:35 GMT
So does this formula look right below? And is it +1 stat for every 2 levels past 90, or just +5 at 100? For a short period summons stuck around while resting to protect you from spawns, which was nice, but now back to dispelling at the start of rest. Was that intentional? And they are being dispelled by the casters in the cadish area as of tonight.
(for my cheat sheet):
caster lvl + ((spell lvl * 4)-4) + (character lvl / 2)
+4 Druid or Cleric with Animal Domain +1 Conjuration Spell Focus, +1 Greater Spell Focus Conjuration +2 Epic Spell Focus Conjuration Above 90 - Elemental VII * elemental gets +1 stats for every 2 levels over 90 up to +5 at 100(max) 81-89 - Elemental VI 73-80 - Elemental V (Ancient Elemental) 65-72 - Elemental IV 57-64 - Elemental III 50-56 - Elemental II 43-49 - Elemental I 36-42 - Dire Tiger 29-35 - Dire Bear 22-28 - Dire Spider 15-21 - Dire Wolf 8-14 - Dire Boar 7 and Under - Dire Badger
|
|
|
Post by chreelister on Apr 13, 2019 11:46:38 GMT
The formula is right. IIRC, it is +1 stat for every level past 90, giving you +10 at 100, which is +5 to stat modifiers, like +5 to AC, +5 will save, etc. No idea, why the summons would stick around while resting. I never coded it that way, ever. In fact, I believe making something a summons, makes it disappear with rest, that is exactly the reason I didn't want to make Drones, a summon. Also, do you remember the spell being used by the casters in CaDish? Is it Dispel or something else? There has been some discussions as what spells should make your summons disappear, like Banishment for instance. Some should and some shouldn't, that is intentional, but Dispel shouldn't.
|
|
|
Post by sidecar on Apr 13, 2019 16:39:36 GMT
I will farm cadish some more tonight and watch what spell does it. It got me clobbered a couple times. Thanks for the stats clarification. The summons resting was only for a night or two if i remember a month or so ago, or perhaps it was the wine if that is impossible..
|
|
|
Post by sidecar on Apr 14, 2019 0:39:24 GMT
wail of the banshee is unsomming/killing the elementals, not sure if that counts.
|
|
|
Post by chreelister on Apr 14, 2019 3:54:25 GMT
wail of the banshee is unsomming/killing the elementals, not sure if that counts. It might , weird tho, I thought elementals were immune to Death Spells and/or there is no dispell function in Wail. I didn't think CaDish had Wail but had Weird, weird.
|
|
|
Post by psv38 on Apr 14, 2019 5:25:21 GMT
Elementals are NOT death immune, so they can be killed by wail.
|
|