Talk:Gargamel: Guilds: Difference between revisions

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hmmm... i see what you're saying.  after i went back in and re-read the skill/spell idea, i had envisioned it the way you mentioned, but i wrote it down differently...
hmmm... i see what you're saying.  after i went back in and re-read the skill/spell idea, i had envisioned it the way you mentioned, but i wrote it down differently...
although, i can't imagine that a player would not practice one versus another of the CM skills.  maybe have it limited like the sorc augmentation spells?  would that work?  either that or have it be 10% for 350+, an additional 10% for 500+ and then an even further additional 10% at 800+
each level of the spell, would add a layer, so at CM1 you only get the 10% for 350+; but at CM2, when it's cast you get 10% for 350+ and 10% for 500+, that way a player wouldn't have to cast it 3 times to get the full effect at CM3, make sense?


so you don't see any problems for me expanding each one of these?
so you don't see any problems for me expanding each one of these?

Revision as of 00:18, 2 October 2008

I like the direction you're going with this!

First comment, for things like the Crusaders Might skills, I would think to implement it more like stackable, instead of ranged.

  • For example. If you have CM#1 only, you get the 10% bonus when your align is 350-1000.
  • When you gain CM#2, you get 10% bonus from 350-500, and the 20% from 500-1000
  • When you gain CM#3, you get 10% from 350-550, 20% from 550-800, 30% from 800-1000

Then if you only practice #2 and not #1, you don't get the 10% from 350-500.

What do you think?

--Brazil 13:16, 1 October 2008 (EDT)

re: bz comments

hmmm... i see what you're saying. after i went back in and re-read the skill/spell idea, i had envisioned it the way you mentioned, but i wrote it down differently...

although, i can't imagine that a player would not practice one versus another of the CM skills. maybe have it limited like the sorc augmentation spells? would that work? either that or have it be 10% for 350+, an additional 10% for 500+ and then an even further additional 10% at 800+

each level of the spell, would add a layer, so at CM1 you only get the 10% for 350+; but at CM2, when it's cast you get 10% for 350+ and 10% for 500+, that way a player wouldn't have to cast it 3 times to get the full effect at CM3, make sense?

so you don't see any problems for me expanding each one of these?

i guess we could talk about guild requirements and latent bonuses/penalties at some point in the future also (maybe they dont need to have bonuses/penalties)

--Gargamel