Can Riftal Summons from Zoluren to Mer'Kresh. Cannot Riftal Summons from Ratha to Mer'Kresh.
Seems odd.
[Mer'Kresh, Gull Circle]
The density of buildings lessens towards the south, but enough are present to block sight of the base of Dajere Bridge as it arches over one of the canals. Glimpses of trade ships and houseboats floating on Torbis Sanhalas peek through the alleys between shops and warehouses, while gulls wheel through the air, descending to the street long enough to make a meal of a discarded bit of food.
Obvious paths: northeast, southwest.
You gesture.
[Ratha, Ruined Neighborhood]
The remains of tall ruined houses line the western side of the street, unable to withstand the constant ravages of the tropical weather. Wind-worn beams lie crisscrossed amidst the wreckage, nearly obscuring a small hole underneath. To the east, a dried-up fountain stands as a scarred memory of the former residents. You also see an asaren celpeze, a lumpy bundle, an asaren celpeze and an asaren celpeze.
Also here: Shot Caller Crofic.
Obvious paths: northeast, southeast, northwest.
>prep rs 60
That will disrupt about half your current attunement.
You raise your head skyward, chanting the equation of the Riftal Summons spell.
>
You feel fully rested.
>
>
You feel fully prepared to cast your spell.
>
You gesture.
You strain, but Crofic is just too distant for your summons to be successful.
You gesture.
[North Turnpike, Meadow Trail]
Wooden pallets form an uneven trail through the thicker woods. Massive blueberry bushes dot the area creating a dense canopy for small skittering woodland animals. Tucked into the overgrowth, thatched cottages melt into their surroundings, creating harmony between habitation and the natural world. You also see a braided lead rope, some braided grass, a thatch-roofed cedar plank barn with weathered cedar shutters framing the windows, an unremarkable cottage and an unremarkable bungalow.
Also here: Heatherwind who is sitting.
Obvious paths: southeast, southwest.
>prep rs 60
That will disrupt most of your current attunement!
You raise your head skyward, chanting the equation of the Riftal Summons spell.
>
You feel fully prepared to cast your spell.
>
You gesture.
You focus your magical energies and sense a celestial rift open up near Heatherwind.
Riftal Summons on 01/06/2016 03:14 PM CST
Re: Riftal Summons on 01/06/2016 04:00 PM CST
There's a penalty for teleportation around the oceans. In one case you have the interference on one end, in the other you have it on both ends.
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Re: Riftal Summons on 01/06/2016 05:00 PM CST
<<There's a penalty for teleportation around the oceans. In one case you have the interference on one end, in the other you have it on both ends.
I hesitate to point out that Teleport and Moongate both use a system where if both endpoints are on the mainland there's no difficulty modifier, if both endpoints are on the island there's a difficulty modifer that's moderately small, and if only one end point is on the islands there's a large difficulty modifier. The reasoning give was always that the majority of Grazhir is in the ocean between the islands and the mainland and not between the islands themselves, so the largest difficulty increase is when attempting to go between islands and mainland rather than between islands.
Riftal Summons does this differently then?
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I hesitate to point out that Teleport and Moongate both use a system where if both endpoints are on the mainland there's no difficulty modifier, if both endpoints are on the island there's a difficulty modifer that's moderately small, and if only one end point is on the islands there's a large difficulty modifier. The reasoning give was always that the majority of Grazhir is in the ocean between the islands and the mainland and not between the islands themselves, so the largest difficulty increase is when attempting to go between islands and mainland rather than between islands.
Riftal Summons does this differently then?
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Re: Riftal Summons on 01/06/2016 05:16 PM CST
Re: Riftal Summons on 01/06/2016 05:18 PM CST
Re: Riftal Summons on 01/06/2016 09:19 PM CST
I don't have time to dig into this at length at the moment but a surface glance shows that:
Teleport doesn't seem to have a P4 penalty at all right now. It should.
MG penalizes for P4 on both ends.
RS uses more or less the same logic but the penalty is MUCH worse.
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Teleport doesn't seem to have a P4 penalty at all right now. It should.
MG penalizes for P4 on both ends.
RS uses more or less the same logic but the penalty is MUCH worse.
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Re: Riftal Summons on 01/06/2016 09:31 PM CST
>>> MG penalizes for P4 on both ends.
Having tested this myself, I am pretty sure that difficulty for MG (from easiest to hardest) is:
Mainland --> Mainland
Island --> Island
Island --> Mainland or Mainland --> Island
The date that I collected (and, I believe, Absolon added to) is here:
https://elanthipedia.play.net/mediawiki/index.php/Moongate
I have some data for RS and it appears that, for RS, the difficult (from easiest to hardest) is:
Mainland --> Mainland
Island --> Island, Island --> Mainland or Mainland --> Island
The data can be found here:
https://elanthipedia.play.net/mediawiki/index.php/User:GNIKOLEYCHUK
Having tested this myself, I am pretty sure that difficulty for MG (from easiest to hardest) is:
Mainland --> Mainland
Island --> Island
Island --> Mainland or Mainland --> Island
The date that I collected (and, I believe, Absolon added to) is here:
https://elanthipedia.play.net/mediawiki/index.php/Moongate
I have some data for RS and it appears that, for RS, the difficult (from easiest to hardest) is:
Mainland --> Mainland
Island --> Island, Island --> Mainland or Mainland --> Island
The data can be found here:
https://elanthipedia.play.net/mediawiki/index.php/User:GNIKOLEYCHUK
Re: Riftal Summons on 01/06/2016 09:54 PM CST
<<Having tested this myself, I am pretty sure that difficulty for MG (from easiest to hardest) is:
<<Mainland --> Mainland
<<Island --> Island
<<Island --> Mainland or Mainland --> Island
<<The date that I collected (and, I believe, Absolon added to) is here:
Yup, I've tested this as well. It is empirically harder from island to mainland and always has been. It's not a small difference at all. On the order of like 400 ranks harder than mainland only, whereas island to island was only 100 ranks more difficult than the mainland to mainland. The coordinate chart program can attest to this fact since it's been around for over a decade. Although the exact numbers have changed since it was created, their relative levels have not.
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<<Mainland --> Mainland
<<Island --> Island
<<Island --> Mainland or Mainland --> Island
<<The date that I collected (and, I believe, Absolon added to) is here:
Yup, I've tested this as well. It is empirically harder from island to mainland and always has been. It's not a small difference at all. On the order of like 400 ranks harder than mainland only, whereas island to island was only 100 ranks more difficult than the mainland to mainland. The coordinate chart program can attest to this fact since it's been around for over a decade. Although the exact numbers have changed since it was created, their relative levels have not.
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Re: Riftal Summons on 01/06/2016 10:00 PM CST
<<Teleport doesn't seem to have a P4 penalty at all right now. It should.
I'm not sure about a mana penalty, although the coordinate chart had one in it for mainland to island, but I'm pretty sure there's still a penalty to the effect. You get the interference from under the waves message and the stun is twice the normal length on arrival.
Oh, and I tracked down the old formulas for gating. This was 100% accurate as far as I can remember.
Moongating requires holding an amount of mana ('m') based on Lunar Magic skill ('S') and the effective distance ('d') travelled.
It always requires at least 10 mana regardless of skill and distance.
Moongate caps at 80 mana effectively limiting the maximum range based on skill.
Distance for these calculations is modified by an amount ('i') based on travel within, into or out of P4.
i = 0 if both endpoints are on the mainland
i = 2 if both endpoints are on the islands
i = 6 if one endpoint is on the mainland and the other is on the islands.
Mana:
m = ceiling [ (100(d + i) + 1 - S) / 2 ], d >= 2
if m <= 10 then m = 10 (i.e. it always requires a minimum of 10 held mana regardless of skill.)
if m > 80 then you cannot gate that distance with the given skill.
Skill:
S = 100(d + i) + 1 - 2m, 10 <= m <= 80, d >= 2
Distance:
d = floor [ (S + 2m - 1) /100 ] - i, 10 <= m <= 80
For values of d < 2, the required held mana and skill are around 10 and 100 respectively on the mainland. On the islands these values are slightly higher. Neither case follows the formula above completely.
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I'm not sure about a mana penalty, although the coordinate chart had one in it for mainland to island, but I'm pretty sure there's still a penalty to the effect. You get the interference from under the waves message and the stun is twice the normal length on arrival.
Oh, and I tracked down the old formulas for gating. This was 100% accurate as far as I can remember.
Moongating requires holding an amount of mana ('m') based on Lunar Magic skill ('S') and the effective distance ('d') travelled.
It always requires at least 10 mana regardless of skill and distance.
Moongate caps at 80 mana effectively limiting the maximum range based on skill.
Distance for these calculations is modified by an amount ('i') based on travel within, into or out of P4.
i = 0 if both endpoints are on the mainland
i = 2 if both endpoints are on the islands
i = 6 if one endpoint is on the mainland and the other is on the islands.
Mana:
m = ceiling [ (100(d + i) + 1 - S) / 2 ], d >= 2
if m <= 10 then m = 10 (i.e. it always requires a minimum of 10 held mana regardless of skill.)
if m > 80 then you cannot gate that distance with the given skill.
Skill:
S = 100(d + i) + 1 - 2m, 10 <= m <= 80, d >= 2
Distance:
d = floor [ (S + 2m - 1) /100 ] - i, 10 <= m <= 80
For values of d < 2, the required held mana and skill are around 10 and 100 respectively on the mainland. On the islands these values are slightly higher. Neither case follows the formula above completely.
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Re: Riftal Summons on 01/07/2016 11:17 AM CST
http://tinyurl.com/gsojtgy
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Re: Riftal Summons on 01/07/2016 11:29 AM CST
Actually, if you are looking into it, it appears that it is likely impossible to open gates from the islands to the entirety of the mainland at any skill level (although my character's personal cap is 38 mana so I haven't been able to open a gate further than 6 "zones" away). I am not sure if this is intended or not.
Re: Riftal Summons on 01/07/2016 11:35 AM CST
Gating is certainly possible from islands to mainland. If you mean to the farthest reaches of the mainland, then I think that's working as intended. It appears to scale with skill in addition to with mana, unlike the 2.0 version. So your 38 mana will stretch farther as you gain more skill unlike the 2.0 version. I suspect it's possible to gate anywhere from anywhere else with 1750 skill and 40 mana, for example, although it probably happens sooner than 1750 skill.
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Re: Riftal Summons on 01/07/2016 11:53 AM CST
Some things I've learned today about the four teleport spells (Teleport, MG, RS and Contingency.)
All four spells apply the P4 penalty in different ways.
Teleport doesn't have a P4 penalty and hasn't had one since at least 2009 (the oldest copy of the code I have laying around).
Contingency doesn't either but that's because it doesn't actually have a skill check. Well, it does, but it happens after the spell has already teleported you so... yeah.
All except MG check PM skill instead of actual spell power when figuring out how far you can go.
Teleport has a really weird hidden multiplier to it's difficulty. As a result teleport's difficulty is different depending on what instance you're in (plat and TF are currently the hardest for... reasons?). Because of course it is.
... I'll get back to you on when I can get these things sorted out.
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
All four spells apply the P4 penalty in different ways.
Teleport doesn't have a P4 penalty and hasn't had one since at least 2009 (the oldest copy of the code I have laying around).
Contingency doesn't either but that's because it doesn't actually have a skill check. Well, it does, but it happens after the spell has already teleported you so... yeah.
All except MG check PM skill instead of actual spell power when figuring out how far you can go.
Teleport has a really weird hidden multiplier to it's difficulty. As a result teleport's difficulty is different depending on what instance you're in (plat and TF are currently the hardest for... reasons?). Because of course it is.
... I'll get back to you on when I can get these things sorted out.
-Raesh
"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Re: Riftal Summons on 01/07/2016 01:12 PM CST
>>>> Gating is certainly possible from islands to mainland. If you mean to the farthest reaches of the mainland, then I think that's working as intended.
I can open a gate from Lang to Aesry or Shard to M'riss without a problem. I can also open a gate from Fang Cove to Muspar'i (currently the longest distance in the game). Looking at how Island --> mainland mana was scaling I wasn't sure it would ever be possible to open a gate from Hara'jaal to Muspar'i and I was questioning whether that was the case and if it was intended.
I can open a gate from Lang to Aesry or Shard to M'riss without a problem. I can also open a gate from Fang Cove to Muspar'i (currently the longest distance in the game). Looking at how Island --> mainland mana was scaling I wasn't sure it would ever be possible to open a gate from Hara'jaal to Muspar'i and I was questioning whether that was the case and if it was intended.
Re: Riftal Summons on 01/07/2016 04:41 PM CST
Any chance we can get rid of the prone Katamba teleport while you're poking around with teleportation? It's lame.
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Vote:
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Re: Riftal Summons on 01/07/2016 05:35 PM CST
<Any chance we can get rid of the prone Katamba teleport while you're poking around with teleportation? It's lame.
Yeah, how about just a auto hidden state on arrival. Oh and on top of that I want a beam to scoop us up like alien abduction style, then spit us out on other side the same way.
Yeah, how about just a auto hidden state on arrival. Oh and on top of that I want a beam to scoop us up like alien abduction style, then spit us out on other side the same way.
Re: Riftal Summons on 01/07/2016 06:24 PM CST
Auto hidden would be fantastic but I don't want to drink Tezirites' milkshake. It would just be nice to teleport like a skilled moon mage instead of drunk falling out of a bar after last call.
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Re: Riftal Summons on 01/07/2016 06:27 PM CST
Re: Riftal Summons on 01/07/2016 06:39 PM CST
>> instead of drunk falling out of a bar after last call.
Just because YOU didn't pick Fortune's Path...
Thayet
@thayelf // http://thayette.tumblr.com
"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
Just because YOU didn't pick Fortune's Path...
Thayet
@thayelf // http://thayette.tumblr.com
"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
Re: Riftal Summons on 01/07/2016 06:39 PM CST
<Auto hidden would be fantastic but I don't want to drink Tezirites' milkshake. It would just be nice to teleport like a skilled moon mage instead of drunk falling out of a bar after last call.
Yeah, barring my amusing abduction comment. I just always envisioned teleporting to a moonbeam basically like I described, light enveloping you, then beaming down in the area your moonbeam is at and depositing you there. Kind of like how focus moonbeam shines down but you'd be riding that beam of light more or less in astral form.
Yeah, barring my amusing abduction comment. I just always envisioned teleporting to a moonbeam basically like I described, light enveloping you, then beaming down in the area your moonbeam is at and depositing you there. Kind of like how focus moonbeam shines down but you'd be riding that beam of light more or less in astral form.
Re: Riftal Summons on 01/07/2016 06:46 PM CST
Re: Riftal Summons on 01/07/2016 07:07 PM CST
Or a drunken stumble out of a bar after last call.
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Re: Riftal Summons on 01/07/2016 07:09 PM CST