I'll be working to eventually get these on the wiki, but for now.
1618's impact on your damage spells
-In addition to it's normal effects, this spell grants a "channel-like" ability to your damage spells when active. This channel-like ability adds up to 30 hidden CS to your spells when calculating damage. It is subject to stance, so the more aggressive the stance, the better the benefit.
-In addition to the channel bonus it adds significant power to 1615's raw damage, significantly increasing it's power.
-These bonuses are always present with the spells, but throttle back the closer the paladin gets to 2x. This is intended to allow non-spell dedicated paladins a means to make up for their lack of skill by leaning more heavily on their magical aura.
-1603 will have similar benefits from the 1618 spell
Using 1608 before 1640 will help protect your newly raised corpse from attacks as you both recover
It was stated in the doc, but since a lot of people have missed it.
1625 grants up to a -25 TD pushdown for infused spells. This is to allow you to lean more heavily on your weapon if you need more help hitting things.
1625 also grants up to 50 CS for spells infused from scrolls. This is not a new ability but seemingly not well known. This CS is limited by your arcane symbols training and intended to put you on par with the CS potential of someone that 2x's arcane symbols
This was also in the document, but people seemed to have missed it. Your Aid the Fallen spell (1613) has a self teleport option if you have 20 summoning lore. You can access it by typing BESEECH while dead.
There was a bug with fluidity that I've patched. If you had 1612 running and also fluidity running, then only 1612 was working. Fluidity and 1612 benefits cannot be stacked to improve beyond the highest reduction, but when used together should always default to whichever provides the best benefit. This is particularly important if you are using scrolls and need the reduction that fluidity provides.
As I mentioned in the release announcement DI, smite, and strike are still being worked on. The spells portion of this project was heavily integrated with ranger and aoe changes, so that has been prioritized. Once all the release processes have been addressed (wiki updates, bug patching, monitoring and assessment) I'll resume work on those. Also, I'm aware that all of your armor specs are tied to hindrance and you basically do not have hindrance now. I'm exploring options.
Viduus
Nuances and clarification of changes on 01/06/2021 12:21 PM CST
Re: Nuances and clarification of changes on 01/06/2021 12:26 PM CST
>These bonuses are always present with the spells, but throttle back the closer the paladin gets to 2x. This is intended to allow non-spell dedicated paladins a means to make up for their lack of skill by leaning more heavily on their magical aura.
I understand the idea here, but by giving the baseline numbers reduced with learning spells it makes it feel very counter intuitive. Learning spells makes the spell focused aura worse?
Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
I understand the idea here, but by giving the baseline numbers reduced with learning spells it makes it feel very counter intuitive. Learning spells makes the spell focused aura worse?
Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Re: Nuances and clarification of changes on 01/06/2021 06:04 PM CST
>>I understand the idea here, but by giving the baseline numbers reduced with learning spells it makes it feel very counter intuitive. Learning spells makes the spell focused aura worse?
You still get a substantial boost from using the spell, even at 2x spells. If you're doing the bulk of your damage through casting, then it's most likely going to be the best aura to use.
It's less about weakening the aura, and more about preventing a double dipping situation that's created situations like 1030 being better than pure spells. It also has the side benefit of allowing magic focused paladins to not be chained to the 1618 aura, which may be important down the road.
That being said, this type of design isn't new. Bone shatter has a lowbie bonus that falls away as it's power grows. This mechanic is similar.
Viduus
You still get a substantial boost from using the spell, even at 2x spells. If you're doing the bulk of your damage through casting, then it's most likely going to be the best aura to use.
It's less about weakening the aura, and more about preventing a double dipping situation that's created situations like 1030 being better than pure spells. It also has the side benefit of allowing magic focused paladins to not be chained to the 1618 aura, which may be important down the road.
That being said, this type of design isn't new. Bone shatter has a lowbie bonus that falls away as it's power grows. This mechanic is similar.
Viduus
Re: Nuances and clarification of changes on 01/07/2021 08:28 AM CST
"situations like 1030 being better than pure spells" -- Viduus
Completely off the "Paladin" topic, but I think that an easy fix for this would be to:
- make Disruption/1030 into a 40th level spell (40 mana to start as area effect);
- 30 (-10, same as now) to start single-target); and
- 20 (halved, same as now) for area renewal (so, just like Implosion/720);
- 15 (halved, same as now) to renew single-target (so, same mana cost as RapidFire/515, Call Swarm/615, and nearly as much as Censure/316).
That way the damage& crits--which I have been saying for years are WAY too high for only +2 mana more than Banshee's Wail/1008--could be left the same, because it now costs nearly 2x the 8 mana for the other spell, so much more in line.
.
.
We now return you to our regularly scheduled Paladin discussion, already in progress.
Completely off the "Paladin" topic, but I think that an easy fix for this would be to:
- make Disruption/1030 into a 40th level spell (40 mana to start as area effect);
- 30 (-10, same as now) to start single-target); and
- 20 (halved, same as now) for area renewal (so, just like Implosion/720);
- 15 (halved, same as now) to renew single-target (so, same mana cost as RapidFire/515, Call Swarm/615, and nearly as much as Censure/316).
That way the damage& crits--which I have been saying for years are WAY too high for only +2 mana more than Banshee's Wail/1008--could be left the same, because it now costs nearly 2x the 8 mana for the other spell, so much more in line.
.
.
We now return you to our regularly scheduled Paladin discussion, already in progress.
Re: Nuances and clarification of changes on 01/21/2021 07:41 PM CST
Would you ever consider the group benefit for 1618 expanding beyond flares and damage weighting? Possibly removing the same arkati alignment for the +5% or otherwise raising the floor a little?
It does wonderful things for 1615, but the group benefits feel notably weaker than the other auras. The choice then feels like "Do I use a different aura to help the group or use 1618 and only help myself. Specifically for 1615". Compared to when I am not going casting heavy (and don't want/need the 1615 help) it feels like I have two legitimate choices to help the group for two distinct purposes. Ideally It'd feel like a choice between the three in most scenarios and 1618's group benefit would warrant selecting it over AS or DS (+block).
It does wonderful things for 1615, but the group benefits feel notably weaker than the other auras. The choice then feels like "Do I use a different aura to help the group or use 1618 and only help myself. Specifically for 1615". Compared to when I am not going casting heavy (and don't want/need the 1615 help) it feels like I have two legitimate choices to help the group for two distinct purposes. Ideally It'd feel like a choice between the three in most scenarios and 1618's group benefit would warrant selecting it over AS or DS (+block).
Re: Nuances and clarification of changes on 01/21/2021 09:42 PM CST
I realize I'm sort of complaining without offering an alternative above. With that in mind a few suggestions below. Some are likely too strong, but I like the idea as a starting point.
-Lesser form of the +endroll channel like effect for party members
-Flare reduces mana cost for party members
-Change flares to acuity
-change spell rolls to something like D95 +5 (on flare)
Essentially I'm trying to find things that would benefit CS/SMR casters as well as Bolt casters. If this is the casting focused aura I'd rather exclude melee weighting/benefit and aim the benefit directly at casters.
-Lesser form of the +endroll channel like effect for party members
-Flare reduces mana cost for party members
-Change flares to acuity
-change spell rolls to something like D95 +5 (on flare)
Essentially I'm trying to find things that would benefit CS/SMR casters as well as Bolt casters. If this is the casting focused aura I'd rather exclude melee weighting/benefit and aim the benefit directly at casters.