subtledoctor Posted February 11, 2016 Share Posted February 11, 2016 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? Link to comment
Jarno Mikkola Posted February 11, 2016 Share Posted February 11, 2016 Well it needs ToBEx... or you get the poison regeneration dilemma.. but other than that.. I won't express my opinion. Link to comment
subtledoctor Posted February 12, 2016 Author Share Posted February 12, 2016 Well it needs ToBEx... or you get the poison regeneration dilemma.. What is this dilemma? I have not heard of it. Link to comment
Jarno Mikkola Posted February 12, 2016 Share Posted February 12, 2016 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. Link to comment
Fiann of the Silver Hand Posted February 13, 2016 Share Posted February 13, 2016 I don't think the EEs do, unless they came up with their own fix instead of adopting ToBEx's. The particular byte ToBEx uses for the fix is used by the EEs for something completely different. Link to comment
Grammarsalad Posted February 13, 2016 Share Posted February 13, 2016 I don't think the EEs do, unless they came up with their own fix instead of adopting ToBEx's. The particular byte ToBEx uses for the fix is used by the EEs for something completely different. ... So, this could effect delayed recovery cantrips, it seems... Link to comment
Jarno Mikkola Posted February 13, 2016 Share Posted February 13, 2016 ... So, this could effect delayed recovery cantrips, it seems...Which opcode do you use (to cast them, their effect, pink dragons, the works)? Link to comment
subtledoctor Posted February 13, 2016 Author Share Posted February 13, 2016 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. Link to comment
Fiann of the Silver Hand Posted February 14, 2016 Share Posted February 14, 2016 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. Link to comment
Jarno Mikkola Posted February 14, 2016 Share Posted February 14, 2016 - 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 Link to comment
Grammarsalad Posted February 15, 2016 Share Posted February 15, 2016 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. Link to comment
Fiann of the Silver Hand Posted February 15, 2016 Share Posted February 15, 2016 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. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.