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Improved Improved Alacrity


subtledoctor

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I'm throwing out an idea for a cheese-reducing spell tweak that I am thinking about, but have not yet tested.

 

The idea is to change IA from something that makes spells infinitely spammable with the Ro e of Vecna, to something that simply allows you to cast spells faster. (But not instantaneously.) Here's how I would do it:

 

Make a sub-spell with the an Aura Cleansing effect that lasts 1 second (or preferably zero seconds, if that still has an effect). Then set the main IA spell to periodically cast the sub-spell... either every 3 seconds for ~5-10 rounds, or maybe every 2 seconds for ~3-5 rounds. The result: for the duration of the effect, you can cast 2 spells per round (or 3 spells per round) but not 20 spells per round.

 

Of course the name of the spell ("Improved" Alacrity) raises the question whether there isn't an unimproved, "regular" alacrity. So, if the above idea works... why not apply it to something like Improved Haste? Say, make it allow casters to cast every 4 seconds instead of 6, for a 50% casting frequency bonus. Then there would be a reason to cast IH on spellcasters, instead of just on warriors.

 

I'm curious as to people's thoughts.

 

- Woukd this even work?

 

- Anyone know whether an effect set to "instantaneous/limited" timing with a zero duration will have any effect at all?

 

- Balance: if it does work, how often should it let you cast? And for what duration?

 

- Do you like the idea of having a "lesser alacrity" effect in a lower-level spell?

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What is this dilemma? I have not heard of it.

Well when you have two delayed effects on a character, using an opcode whatever, only the faster phased is ever active ... example: a poison that does 40 points of damage every round will never do a damage if you have a regeneration effect that heals you 1 hit point every half round, using the opcode what ever it was. Switch the numbers and the effects around and you always end up dead, if you rely on them. ToBEx fixes that. I think the EE also does, but I have forgotten too much to say for sure.
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I don't see how this is a problem.

 

- It shouldn't affect cantrips, as those use opcode 261 to be restored. each spell will only ever invoke 1 delayed effect.

 

- It shouldn't affect my proposed periodic delayed Alacrity, because it only involves one delayed effect, which ends, then another, etc.

 

I mean, look at the True Sight spell. I has a different effect taking place every 6 seconds. And it works fine. I'm talking about coding IA exactly like True Sight.

 

Are you saying that a Mage under the effect of True Sight cannot be poisoned? Because if so, wow.

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- It shouldn't affect my proposed periodic delayed Alacrity, because it only involves one delayed effect, which ends, then another, etc.

If you have 2 repeating effect, like a delayed poison, and yours, one of them will never happen and will likely run out of timer, while the other happily strides along. Not talking about multiple of opcode 146, or 261's usages.

It's not the opcode 261, so in that you are correct, but that's not a repeating effect, just spell restoration effect.

 

The troublesome opcode is 272 if I remember correctly:

 

#272 (0x272) Spell: Apply Repeating EFF [272]

Parameter #1: Frequency

Parameter #2: Type

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Terminology confusion. It's only the effects with inherent (built-in) repeating, not just any effect assigned on a delayed timing: poison, regeneration, and disease.

Aahh, good to know. Not an issue then.

 

Well, this was the original issue as I read it in the ToBEx threads. I've never used opcode 272, so I don't know how/if it applies to that discussion.

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