Mod Idea: Request to all Moders :)

Discussion in 'Modding' started by Razarus, Jan 29, 2012.

  1. Razarus

    Razarus Member

    Make a Wild Mage like skill set (like the one from BG II Wild Mage), unpredictable and chaotic ;P with an AoE spell on the end. Throwing Cows at enemy or summoning accidental devils FTW! Something a little like the Meteorology but more offensive on the beginning and with funny effects like changing skin color. Also summoning a random monster that is either friendly or enemy! ;D And a Lutefisk Skjol spell (effect like skjoling cube in cube) .

    I would be especially happy if you Null took this on your shoulders ;] But it's a request to all of you guys (and Girls).
     
    Wi§p likes this.
  2. Null

    Null Will Mod for Digglebucks

    So a horribly chaotic skillset. I could do it but I'd have the problem with sprites and skills. It'd be fun to do though. I guess I'll work on it sometime soon and see if I can get something.

    I'd like to see some examples of Wildmagery sometime though, as the internet is severely lacking in information.
     
    Wi§p likes this.
  3. TSED

    TSED Member

    I think that adding a number of on-cast procs would be a better way to go about it. The spells could be generic utility things with the occasional nuke, and then add all manner of effects and side-spells from on-cast procs.

    The trick in balancing it would be to make the negative effects bothersome without being TOO dangerous. A spike of 20 existential damage would be incredibly enraging instead of your ley line teleport and blap, now you have to start a new character.
     
  4. Null

    Null Will Mod for Digglebucks

    I think he meant spells that you'd cast rather than take this skill and have unfortunate things happen to your character for no reason.
     
  5. TSED

    TSED Member

    Yeah, but good things would also happen for no reason. Also, as a wild mage from the source material he's talking about: that's exactly what WOULD happen. Good / bad things happening for absolutely no reason. And sometimes things happening that are neither good nor bad, for no reason.
     
  6. Null

    Null Will Mod for Digglebucks

    Yes but don't you have to you know, have spells that do that.

    Oh, I found some source material, look at that, I am more accurate to it.
     
  7. TSED

    TSED Member

    Hmm. I think I found the source of miscommunication.
    Bolded for point of contention. I meant "The Wild Mage spells..." as in "skills that the tree gives you," while the cast-on procs would be unrelated to them.
     
  8. Null

    Null Will Mod for Digglebucks

    I'm aware of that but I seriously do not believe that all other spells would or should have on-cast procs in this, and I seriously doubt they did in the game.

    Regardless that's terrible design to have them do so and should be avoided even for a tree like this.
     
  9. TSED

    TSED Member

    It actually was set up to do that. Every single spell the wild mage cast had a chance for a wild surge. While I agree about it being terrible design, it's what it was (and Razarus specifically mentioned it), and a lot of people seem to like it. It's fun at times but I would never try to play the whole game with it - DoD or BG2 & ToB.

    It's definitely a "reload" kind of experience and doesn't really fit in a roguelike, though.
     
  10. Razarus

    Razarus Member

    Yeah but im not talking about a totally devastating skill set. And no, "wild surges" would happen only on this tree not all spells, its like a: damn im dying, hell maybe wild magic can dish out something to save me. Kinda like playing poker :p
     
  11. Razarus

    Razarus Member

    You know spells like summon random monster that is unfriendly or friendly or unfriendly to you AND monsters so you can throw it in the middle of a zoo for example.
    Or a "Chromatic Orb" like spell that deals a certain amount of damage but with random elements.
    Or a spell that throws a random item at the target?
    A Blink spell? (random teleport anywhere in dungeon, i know nothing new but...)
    An AoE (field like the promethen spell 1+3x3?) spell that would deal random dmg and a chance to inflict random debuffs on enemies AND a chance to burn all mana (as "fail")?
    That would probably be simpler than a complete surge system.

    So yeah i probably kinda fell off the subject that i really wanted when comparing to dnd wild mage's (cos when you had at least 1lvl in wild mage, every spell you cast from any magic had a 5% chance to go nuts and summon a cow, demon etc.) so sorry that is entirely my fault.

    But i still would like it to have a risk system like chromatic orb has a 13 proc. chance of debuffing you -1 all res for a short time (unstackable) AND a 7% chance to deal double damage?

    And the tree could add high haywire chances.

    I probably edited this post about 15 times.
     
    Wi§p likes this.
  12. Essence

    Essence Will Mod for Digglebucks

    Level 1: Wild Mage! You Make My Heart Rage!
    TriggerOnCast: Wild Surge 1%.
    (Wild Surge has a castfromlist of about 20 effects all selected from 1st, 2nd, and 3rd-rank skills)
    Spell: Force Wild Surge (drains 50% MP, casts Wild Surge as a 0 MP spell.)


    Level 2: You Make Everything Oozy!
    TriggerOnCast: Wild Surge 2%.
    Summons a Chaos Blobby that procs random effects on your foes, but is relatively weak in terms of damage/HP.

    Level 3: Wild Mage, I Think I Love You.
    TriggerOnCast: Unconditional Love on spell's target, 5%.
    :D

    Level 4: But I Wanna Know For Sure
    TriggerOnCast: Wild Surge 4%.
    Random buff that selects from 8-12 different minor buffs, each of which last for 3-6 turns. Has an 80% chance of retriggering itself as it's current buff ends.

    Level 5: So Come On, Hold Me Tight -- You Move Me!
    TriggerOnCast: Wild Surge 5%.
    Displaces target monster, then has a percentage chance to hand it lockdown, paralyze, mute, pacify, fear, and confuse. Also deals asphyxiative damage.


    Thoughts?
     
    Lorrelian likes this.
  13. Null

    Null Will Mod for Digglebucks

    By the way, triggeroncast doesn't preserve your target so none of those triggers are quite possible. You could make wild surge be pbaoe rather than targeted, but L3 is most definitely impossible.

    The last skill also isn't aoe.

    But overall I don't quite like it. It doesn't do all that much and I don't feel it offers anything other than just thematic effects. I don't think that it offers much as a skill tree.
     
  14. Lorrelian

    Lorrelian Member

    Love the theme. But I'm kind of confused. This would be like a support skill? These effects apply to any spell you cast? What if you cast it on the darkness? ie, if you just cast a spell on the dungeon floor and Wild Surge procs?
     
  15. Essence

    Essence Will Mod for Digglebucks

    Is there documentation about what effects keep your target and which don't? I've been struggling with this for all morning trying to figure out my last addition to the Archery tree for my Rebalance, and it's causing me no end of hassle.
     
  16. Null

    Null Will Mod for Digglebucks

    Generally it's the name that will tell you.
    If it uses triggeron then it doesn't
    If it uses Buff then it does:
    targetHitEffectBuff does
    triggerondodge does not
    targetKillBuff does
    triggeroncast does not
    playerHitEffectBuff does (the attacker is targeted)

    This also applies to whether they use percent or percentage as triggers used percent, buffs use percentage.
    Also only targetHitEffectBuff and playerHitEffectBuff are implemented inside buffs.


    Archery ideas:
    Bleeding would be a nice one to proc for percent-based damage and anti-boss
    Some splash attack (splinters?) to deal aoe damage.
    Or you could just do some sort of bottomless quiver / summon arrow type thing.
     
  17. Essence

    Essence Will Mod for Digglebucks

    Yeah, it's that last one that I'm working on. The suggestion to add Tinkering levels to Archery was brought up, so they could make their own arrows, but I really don't want to do that. I've already given a spell that summons softballs to Throwing, but Throwing scales with :melee_power:, so softballs are always at least nominally useful. Plastic bolts, not so much.

    So I'm trying to come up with a clever way to give higher-end bolts to archers without having it be a simple "summon barbed iron" spell. I've tried spell mines, but they won't conjure a spawn each turn. There is no CrossbowKillBuff, and even if there was it won't work from inside of a buff, which means I can't do a "You have Honored the Bolt Council" kind of spell (which would rock).

    I'm kind of at a loss. I'm thinking maybe a very rare proc that triggers a dot that spawns arrows every turn for a while? I almost have a functional spell that summons a bolt vending machine and then blows it up and scatters it's contents on the floor around you, but it's not really working like I want it to, either.

    Wow, that was a lot of unloading. Sorry. :)
     
  18. jadkni

    jadkni Member

    Whenever I find time, I'm doing something kinda like this. I'm shooting for a skill with very high stats that ramp up each level and give fantastic overall bonuses by the end of it, but have an escalating chance for random effects with every action you take that range from pointless to extremely dangerous.
     
  19. Razarus

    Razarus Member

    Essence the skills look nice but i don't quite understand the third one, 5% that the spell will actually work?
    Also as null said its too much of a support skill i would prefer something more aggressive but with a little support.
    Also i see you pretty much went into wild mage from BG cos you made the surge in every skill and ALSO the first spell is kinda like Nahals Dweomer (force surge) which is cool :)
    As far as i am concerned if the castfromlist effects would be mostly damaging with a chance of meatballs and you took out the third spell AND put an AoE as the fifth spell than it would be very fine. Or the wild surges like they are PLUS a chromatic-orb like spell that i described earlier as the first spell instead of forcing a surge. Also love the names, especially the first one ;D

    So in essence *giggle*
    1. "Chromatic Orb" instead of force surge.
    2. Spell 3 disappears.
    3. Spells 4 and 5 move down to 3 and 4.
    4. Some AoE as spell 5. With AoE same as the dragon breath (1+3x3 or 1+3+5 like a "cone").
    5. ????
    6. Profit!
     
  20. Razarus

    Razarus Member

    Bump.
    So anyone working on this yet? Would be nice to get some ETA.