Darkfire Change

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Lorkar
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Re: Darkfire Change

Post by Lorkar »

These are the types I would associate with a faction.


Electrical NC-They have shocked us all in the past 8 months climbing out of the depths of obscurity.
Sonic TC-They seem loud to me.
Cold RK- Always seemed a little cold to me.
Acid SL-Seems more like poison.
Firel AO-Only fitting that those immune to it should have mastery of it.
Magic MA-Kinda self explanatory.
Slash,bludge,pierce LA- pick one, I used these because LA does not get a specific PrC but it gets ones everyone else has access to already.

Anyways that is just my two cents worth.
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-BannyD-
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Re: Darkfire Change

Post by -BannyD- »

Actually, AO has all types of dragons...different dragons have different immunities. It would be cool if AO's darkfire applied a random element ^^ ..ya know like a prismatic dragon thing heh, but have the biggest percentage of being fire dmg.

magic, positive, divine, and to a lesser extent...negative damage should never be added to a weapon. they are nigh impossible to resist. all other types are resistable, cold and fire being the easiest.
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VagaStorm
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Re: Darkfire Change

Post by VagaStorm »

I think the dmg types should either stik to the ones posible to resist by energy resistance feaets, or let all have one that dos not. This maks it fair for all fractions. Actualy making it one that is not, makes darkfire a bit better than it is now. How about changing it from a resistable to a non resistable for pure clerics. The definitive coolest thing would be to make it selectable what kind of damage you would do, how a bout a token to let you select, and have that aply to all your damage spells... acid ball, and melfs ice arrow would be raly cool :D
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Daltian
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Re: Darkfire Change

Post by Daltian »

With shifter having bonus cold and acid damage in drow and kobold forms, I'd have to say I don't like the change since cold and acid are elements that TC and NC clerics have.
Also with electrical damage tied to natural elements I wouldn't mind having it over acid. You don't see a lot of acid in destructive forces of nature anyway, but electric storms are a common sight.

P.S. Those are the only (decent) forms that actually transfer darkfire to a weapon.
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Re: Darkfire Change

Post by Shhhhhhh »

Risen lord doesnt?

Celorn
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Re: Darkfire Change

Post by Celorn »

blah.. yeah this change is good and bad.. makes good weapons with fire damage on it a lot better in factions other than LA/AO *ahem* Hope Crusher *ahem*...

I think there should be some overrides to this though... like earth gen clerics should create; acid dmg, air; electrical, water; cold and of course fire gen would stay fire - possibly a slight increase in fire dmg?

Also you could give tiefs and aasim's random dmg based on the 3 types of damage they have DR for.
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Fatzo
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Re: Darkfire Change

Post by Fatzo »

Mental wrote:I think this change was not needed, there are jobs that help witht he extra damage. Why change a clerics original buff? Its not factioned based. If ya wanna add more damage for certain factions, change the job bonuses a little then. This would be my idea anyway.
quoted for truth...

this 'modification' falls under the category like so many other things in the past... if it ain't broke, dont fix it :lol:

i do pity the smelly pallies of the north.... they get t3h shaft... LA ? .. AO ? *coughs* no comment there :P well we are ALL used to unusual changes by now :) ...as far as a base spell that all clerics from any faction gain access to, i feel that it should stay universally the same across all factions... (and also the name...darkFIRE) ... this attempt at a balance (?) / modification of darkfire also does not take into account available weapons, weapon size , style... etc.... which gives some an extra advantage, leaves some as-is...and puts others in the gutter..... that---doesnt promote balance...unless of course its just me :)
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P\/\/ND ! -- however brings up another thought -- but in all reality , if the devs feel it necessarry to add more damage overall -- then leaving this spell as is BUT adding a new series of jobs to factions to gain them access to a token (mentioned in the above post) to deal extra damage castable X times per day ..... thats an idea.....but.... again that adds complexity to the mix :wink:
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Korr
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Re: Darkfire Change

Post by Korr »

I see alot of posts of people likes, based on things like race, area, etc. The change is only on darkfire, not flame weapon... its from the deity of the faction youre in. It has nothing to do with the area (though I agree druids is a slightly different matter). So lets look again in that light...

Last Alliance - the generic faction, it gets generic darkfire no surprise there
Shadow Legion - One of the evil factions, pain suffering dismay and darkness are her traits... negative seems pretty fitting
Ragnars Kin - Dwarves... sonic, the only other viable option would be acid, but with dwarves known for tunneling it fits well for me
Norther Coalition - Cold... Ill give you all a break on this one, positive/divine would be fitting but posi plane is only place where thats resisted by monsters (mostly). When you study to fight undead, you learn about the cold chill of death... seems they would know more about the cold than anyone (cept those crazy Frost Dalers)
Mystral Ascendancy - What are the first 2 spells that come to mind when you thing mages (outside the perspective of this game in general) fireball and lightning bolt... mages are often shown as crackling with power. Electricity fits well, though yes maybe magical even better but again you reach into things that cant be defended
The Ancient Ones - In some stories ALL dragons breath fire no matter their color.

I could agree to an extent that we would like to keep the damages to something that can be resisted with resist elements, but Apok stated hes here to help flavour out the factions some more, and has done ALOT in just the last week. Everything is AOK by me.

P.S. Thanks again for ur hard work devs!
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Valhor
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Re: Darkfire Change

Post by Valhor »

Yeah I agre fully with Korr, it really makes sense the damage that was given, also remember it only works on the cleric buff, so mages and wizards still have it same same.

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Aarkon Draco
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Re: Darkfire Change

Post by Aarkon Draco »

ya if the said faction has mages or sorc that is

from the "little birdie" the devs are going to make a bunch of new weapons to help balance the variety ( IE Less cold damage ones ) but until then i still say NC got the very short end of this stick.
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Korr
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Re: Darkfire Change

Post by Korr »

Well you Northerners were taught patience werent you?
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Ajantis.
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Re: Darkfire Change

Post by Ajantis. »

Aye...
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Fatzo
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Re: Darkfire Change

Post by Fatzo »

i think i confused myself ? way to go fatzo... you have only been playing for 2 and a half years now.... :oops:

*goes and resarches the spells again*
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mgrjebbo
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Re: Darkfire Change

Post by mgrjebbo »

Retarded clerics of the Northern Coalition.... Sounds like a new guild to me. "Hey you over there, let me put some cold damage on your ice sickle".....
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-BannyD-
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Re: Darkfire Change

Post by -BannyD- »

whoa whoa, reading over the last few comments.....umm, has anyone tried to stack a new darkfire with flame weapon? say someone not from LA or AO

If you can get that +element dmg as well as +fire damage from a mage.......then this change is horrible. Completely rubbish. If you cant, then thats fine heh. Although I think a similar effect should be given to mage flame weapons or else you give some factions a choice of 2 damage types they could add to a weapon, whereas LA and AO only have fire.
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