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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Improving spell feedback
NomNomNom
NomNomNom's Avatar
Posts: 41
Location: Hans Mina
Magus Age: 139 years old
Message #38378 Posted: Oct 24, 2009, 1:42 am
I understand a lot of people will think of this as a stupid mistake on my part, but recently I experimented with Prismatic Veil. I got a message the spell had been cast, but was not able to find a counter for the time remaining, or any indication that the spell was effective. This led to comparing the resistance of a body section with and without armor before and after casting. No visible difference. For this reason I could not understand whether the spell failed, didn't list effects anywhere after being cast, or stacked invisibly onto any other resistance. To test, I attacked a powerful creature and was pummeled without the spell, leading me to believe the resistance stacks invisibly. An easy way to check spells like Burning Aura is to examine your base damage, could resistance added by spells be put in an easy to find location?
PhatsMahoney
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Posts: 558
Location: Shuul
Magus Age: 108 years old
Real Name: Donkey Hodey
Website: Click Here
Message #38396 Posted: Oct 24, 2009, 9:06 pm
Maybe a + next to the value of the resistance when you click on a part? You would only need to check one part, of course, since resistance spells effect the whole golem as we all know. If there was a counter for resistance on the main overview for the golem, it would need to include resistances for all parts on the golem, if they were all different parts, and that would get crowded.
A good idea though.

On a related note, maybe the damage caused by an equipped weapon could be added to the base stats with a + next to the effected stats so you are aware that those stats would be reduced when the weapon is unequipped. Same thing for speed. A - next to the value if the weapon speed is slower than the golem's base speed and + if the weapon increases speed.
Nanashi
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Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #38397 Posted: Oct 24, 2009, 10:10 pm
Problem with the bit on speed, is that move speed is still that of the golem type. A weapon's speed only replaces the attack speed. So, an iron golem would close just as slow and a bone golem just as fast regardless of the weapon equipped.

Also, the weapon's stats are listed towards the bottom of the golem page, along with other equipped items. *gasp* you have to scroll down Dx (sorry forgive the sarcasm)

But it would be nice to see the stat modifier somewhere on the golem page while the spell is cast. But from the sound of the original post, it seems there was a problem with the spell getting cast... anyone else had problems casting prismatic veil?
NomNomNom
NomNomNom's Avatar
Posts: 41
Location: Hans Mina
Magus Age: 139 years old
Message #38398 Posted: Oct 24, 2009, 10:17 pm
I had no problems casting the spell, I simply had a lack of information to let me know that my values had been adjusted. The only ways I know of to check your resistance is to either look at the charts screen for your base, or check the resistance tab for a part. I noticed no change in location values after casting, and so had to experiment to see how the spell works. The only way to prevent assuming or trial and error approaches is to provide adequate information, and I would rather not see anyone else lose most of a lvl 5 copper to understand their spells.
PhatsMahoney
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Posts: 558
Location: Shuul
Magus Age: 108 years old
Real Name: Donkey Hodey
Website: Click Here
Message #38399 Posted: Oct 24, 2009, 10:34 pm
Nanashi said:

Also, the weapon's stats are listed towards the bottom of the golem page, along with other equipped items. *gasp* you have to scroll down Dx (sorry forgive the sarcasm)



Yeah, right where you unequip it. Melee weapons abilities stack to the golems attack abilities, as we know, adding the weapon stats to the attack stats would just be an aesthetic thing. Also so that a clear idea of what your golem is doing in battle is shown. Not an important update, simple math will help you figure it out.
Anywho, I don't want to de-rail NomNomNom's thread any further
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #38424 Posted: Oct 25, 2009, 3:26 pm
There IS supposed to be a countdown timer for how long the spell is active, by the way.
 
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