Thursday, 20th April 2017, 19:19 by tasonir
So while this is CYC, since floodkiller already posted here I'll propose a high level design for a spell like overwhelming strike which would be worthwhile being high level:
Flurry Strike: Charms, level 7.
Flurry strike is instant (it requires 0 aut to cast). It has no immediate effect, but sets the "flurry" status.
Flurry status: On your next melee hit, you first perform the normal melee action, and then check for additional strikes. Based on spellpower, you could from 2 to 4 additional strikes. Strikes are a normal melee attack which take no additional time, and each cost 7 mana. If you kill the target or run out of mana, you stop performing additional strikes.
When first brought online the spellpower should be somewhere around the 2 extra strikes level, and 3 strikes should be somewhat easy to reach with high int or some extra charms. 4 strikes would probably require an archmagi effect. For example if 100 spellpower is 2 strikes, 125 is 3, and 150+ is 4, then if someone had 110 spellpower they'd have a 60% chance of 2 additional strikes and 40% chance of 3.
Instant effect is important because it means casting it during a fight isn't a large dps loss, and means it isn't optimal to try to cast it while out of combat to keep the status light on as much as possible. Technically that's still optimal in that it will let you start to regenerate the 7 mana cost for the status light, but this is a minor concern because the attack is designed to not be mana efficient, so the character that would use this is probably not going to try to abuse casting it out of combat just to regenerate 2 mana. This is also counteracted by flurry status timing out quickly.
It also won't instantly drain you to 0 mana - I assume most characters won't have archmagi and will get 2-3 strikes, which means 7 for the initial cast and 14-21 for actually using the strikes, for up to 28 mana. Huge cost, but presumably you'll have ~10 mana left if you need to cast a spell to escape.
If you hit a monster with any additional strikes, the flurry status is lost. If you attack popcorn and kill it with your normal melee attack, the flurry status remains active. Flurry status should time out in a relatively short, fixed amount of turns, say 5 turns.
- For this message the author tasonir has received thanks:
- luckless