Swamp Slogger
Posts: 160
Joined: Monday, 12th May 2014, 00:31
The last charms reform post ever.
1) No charms automatically expire; all charms stay active until triggered to deactivate (a la DMsl / RMsl) or deactivated (UI: deactivate through spell I inerface).
> Infusion can trigger a power-dependent number of times before deactivating, stays active otherwise
> Shroud of Golubria is permanent until it unravels due to hit. Gains slight power dependence; 0 power -> 5 dmg avg for split break/block chance, 50 power -> 15 dmg avg for split break/block chance (curr. 10)
> Song of Slaying is permanent (causing noise 7 at your location every turn as though quietly chanting) until it accrues a bonus (and begins to become louder), at which timer starts and ends based on current power-dependent scale
> Swiftness is on until a monster notices you, at which point it begins ticking down - cannot be deactivated after timer has started, no indication that it has started so as to avoid letting players 'notice' invisible monsters
> Spectral weapon is permanent until it disappears or weapon is switched.
> Ozocubu's armour is permanent until melted or destroyed by damage.
> Regeneration is permanent, rate of healing (and thus hungering) scaling logarithmically with power. While HP is non-full, MP is non-empty and you are regenerating, remove 1 MP for every 5HP regenerated (div_rand_round).
> Excruciating Wounds works as Infusion. Replace on-cast weapon scream with whimper every time opponent writhes in pain.
> Iskenderun's works as Spectral weapon, consuming (dPower > d50 ? 1 : 0) MP extra per cast to fire its beam
> Ring of Flames is permanent.
> Death's Door moved out of charms to L8 Necromancy (seeing as Stasis does not exist any more for Borgy's, and Kiku gives no extra HP, this is not a buff compared to old DD)
> Move Cigotuvi's to Charms / Necromancy - continue current functionality, but armour will never automatically slough off unless it is greater than a power-related value or you take damage / block (or you are disenchanted by !canc)
> Move Portal Projectile to Charms / Trloc - continue current functionality. N.b. that accuracy boost depends on spellpower.
2) You can "take 20" to cast all charms when no monsters around you notice you; unmitigated encumbrance lowers spellpower as well as non-take-20 casting chance
> Removes scummy take-off-plate-armour-to-cast-RMsl behavior
> All interactions are based on current spellpower - if you want your current charms to be more reliable NOW, quaff !brill.
3) You can designate particular charms to be automatically take-20 recast when out of combat through I interface for spells
> Autorecasting occurs during auto-explore
4) Having a charm activated reduces your MaxMP by that charm's level. Casting charms does not cost MP, but rather lowers MaxMP and rescales current MP using div_rand_round. The end of a charm, by unravelling / canc / manual deactivation does not rescale MP.
All problems with having to recast constantly before battles disappear. All scummy behavior of removing armour to cast RMsl disappears. Spamming Regen - gone. Manually recasting spells - gone (as it's no longer inefficient to automatically recast spells, or necessary to manually recast them out of combat to achieve HOP). Going to a faraway place to cast Excruc to avoid noise - gone. Spamming battlesphere to charge - gone. Recasting Spectral - gone.
The problem was that in order to achieve good play you had to make boring grindy decisions outside of battle (spamming Regen, casting infus before all battles etc). Now you do them once outside of battle or as you need to inside battle (e.g. dropping PProj so you can penet, or dropping RoF when an ice fiend gets next to you).