Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
betterbuffs
For those who don't know, a permabuff is simply a buff spell that remains active for as long as you want. The point is to remove the tedium of having to cast the same buff spells every fight. The permabuff interface is simple: casting a spell once enables it, casting it again disables it. While a permabuff is active, the mp you used to cast the buff does not regenerate until you disable the buff.
This proposal is more than simply extending spell durations though - the goal is to actually make buff spells interesting.
A bit of philosophy:
Permabuffs require redesigning spells, many of which were problematic in the first place.
A permabuff should be a long-term strategical decision rather than a tactical per-battle decision. Making a decision about which permabuffs to enable should be like deciding which armour to use: infrequent but important. Likewise, activating and canceling a permabuff takes several turns of startup, just like it takes several turns to wield or unwield armour. This means you'll have to make decisions before getting into fights.
Permabuffs need an interesting downside that will influence your decisions. It's important that this penalty doesn't add any tedium to a spell; having to toggle buffs constantly because of a penalty is exactly what we don't want. For instance, a constant hunger cost would promote disabling the buff before traveling long distances, adding tedium.
Spell failure is checked once at the time of casting, and then the percentage is used to scale down the permabuff effects. For instance, if the success of ozocubu's is 50%, then you would only receive 50% the AC while active. Spell hunger is only checked at the time of casting.
Not every spell should be a permabuff. For instance, I'm not going to change transmutations or contaminators like haste. I might permabuff necromutation and beastly appendages however.
Current spells I have ideas on:
Swiftness: The speed boost now depends on the amount of armour slots you're wearing and your air magic skill. At low levels you'll have to be naked to go fast. A few levels later you can wear one piece, then two, and so on. Still weakens stealth and trap finding.
Ozocubu's Armour: It still doesn't work with armour of EVP 2 or more. Getting hit by or using a fire attack temporarily melts the armour. Quaffing potions takes an extra turn in order to thaw them.
Stone Skin: Rename to "Lehudib's Metallurgy". Enhances the AC of metal armour based on your earth magic skill. Attacking with melee temporarily removes the bonus.
Phase shift: Teleport takes a turn or two longer to work. EV is based on TLOC skill.
Regeneration: Scale the power based on necromancy skill. Regeneration hunger cost remains.
Flight: remove the stealth and carrying capacity bonuses. No penalties besides MP cost and airstrike vulnerability.
Repel/deflect missiles: I'm hoping to remove it. The effect will be moved to potion of agility: you get rmsl for a few turns after quaffing.
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Some of these are only half-baked, and other spells I don't have any idea on. In particular, shrould of golubria, condensation shield, sure blade, and weapon brand spells.
thanks for the gym equipment
the plane crashed