Embodiment Glitches

Feedback, bugs, and general gameplay related discussion.
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Embodiment Glitches

Postby Gormal » Fri Nov 19, 2010 6:41 pm

Embodiments lost their size and resist modifiers when the respective code changes went in.

Thought you'd like to know.
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Re: Embodiment Glitches

Postby Malia » Fri Nov 19, 2010 9:45 pm

its been mentioned several times, at this point I dont think they care.
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Re: Embodiment Glitches

Postby Dugmaren » Fri Nov 19, 2010 10:28 pm

Find me more coders. We care, we want everything to be awesome and work, </rant about time & rl>
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Re: Embodiment Glitches

Postby Malia » Sat Nov 20, 2010 12:36 am

no worries Dug, shrug its been posted to and never responded about, figured thats just way it is from now on... we adapt.
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Re: Embodiment Glitches

Postby Shevarash » Sat Nov 20, 2010 2:47 pm

I am aware of it. I've been sacrificing fixing little things like this to focus on a framework that will eliminate these kinds of issues and allow non-coders to address them in the future. I didn't have embodiments on the initial Powers list, but I'll take a look this weekend and see how hard they'd be to convert. The new forms will have all of the size and resists added back in.

Thanks for the reminder, Gormal.
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Re: Embodiment Glitches

Postby Kindi » Sat Nov 20, 2010 2:51 pm

Shevarash wrote:I am aware of it. I've been sacrificing fixing little things like this to focus on a framework that will eliminate these kinds of issues and allow non-coders to address them in the future. I didn't have embodiments on the initial Powers list, but I'll take a look this weekend and see how hard they'd be to convert. The new forms will have all of the size and resists added back in.

Thanks for the reminder, Gormal.

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Re: Embodiment Glitches

Postby Shevarash » Sun Nov 21, 2010 3:44 am

Code: Select all

Name             : Elemental Fire Embodiment
Alias            : efe                     
Type             : Spell                               
Source           : Arcane                   
Activation Time  : 16 seconds
Related Skill    : spellcast elemental 
Target           : Char Room
Restrictions     : Standing, Can Speak, Maintain
-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Target Effect    : Add template Giant Size for 10 minutes             
Target Effect    : Modify hitpoints by 50 for 10 minutes                        Mod: 4% x7
Target Effect    : Modify armor by -65 for 10 minutes                         
Target Effect    : Add fireshield for 10 minutes                               
Target Effect    : Add haste for 10 minutes                                   
Target Effect    : Add fly for 10 minutes     
Target Effect    : Add resist fire by 50 for 10 minutes                                 


It wasn't too bad to convert this. I had to add support for maintainable powers but otherwise it was pretty straightforward. A few notes on the snippet above:

  • This is output from the "powers info" command. This is not a static helpfile but an automatically generated display of any power's effects.
  • On the hitpoint effect, the number in the main text is the base number. That number is then modified by the Mod section on the right. In this case, with a level 50 caster, this is (50 * 7)+ 4%). The 4% is a random modifier in this example.
  • 10 minutes is just the base duration. It will be further modified by specialization at cast time.
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Re: Embodiment Glitches

Postby Gormal » Sun Nov 21, 2010 9:04 am

Is it still going to maintain the partial corporeality part that we have now? I think its good to keep that around so you have to swap embodiments for bashing etc. I'll reiterate what I said in GCC that it would be cool if water/air could be made useful with water maybe not changing size and air reducing it or increasing agi or something. I don't agree with people who say that the 2 quested spells should be all around better because hey- you're a master of the four elements, not two.
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Re: Embodiment Glitches

Postby amena wolfsnarl » Sun Nov 21, 2010 3:27 pm

I'm pretty sure water embo used to make it so bash was !fail, not sure if thats the case anymore. On some levels it makes sense, cause if a great big wave smashes into you, your gonna end up on your ass
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Re: Embodiment Glitches

Postby Gormal » Sun Nov 21, 2010 7:40 pm

That was never the case.
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Re: Embodiment Glitches

Postby Shevarash » Wed Nov 24, 2010 5:35 pm

Yes, it supports the partial incorporeal affect that the old embodiments had, but it is a little different. It's just a straight 50% modifier to hit or be hit with melee powers if that affect is on you instead of a 50% chance to go sprawling. I think this is a better setup...

Here's the updated info display for Fire after a little tweaking:

Code: Select all

Name             : Elemental Fire Embodiment
Alias            : efe                     
Type             : Spell                   
Source           : Arcane                   
Activation Time  : 16 seconds
Related Skill    : spellcast elemental 
Target           : Char Room, No Dispel
Restrictions     : Autofire, Garrote, Standing, Can Speak, Maintain
-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Target Effect    : Add template Giant Size for 10 minutes             
Target Effect    : Modify hitpoints by 50 for 10 minutes  Mod: 6% x7
Target Effect    : Modify armor by -65 for 10 minutes                 
Target Effect    : Add haste, partial immaterial, fly, fireshield for 10 minutes 
Target Effect    : Modify resistance fire by 50 for 10 minutes 
Self Effect      : Add elemental embodiment maintain for 10 minutes 
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Re: Embodiment Glitches

Postby Gormal » Wed Nov 24, 2010 6:13 pm

Wow 50% outright avoidance in addition to dodge/parry/spells? That sounds way too good. Or by melee powers do you just mean specials like bash/sp/kick?
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Re: Embodiment Glitches

Postby Shevarash » Wed Nov 24, 2010 6:37 pm

Just the specials, not regular combat.
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Re: Embodiment Glitches

Postby grundar » Thu Nov 25, 2010 5:34 am

so just so i understand this, where it says:
Target Effect : Modify resistance fire by 50 for 10 minutes
if you have 20% fire resistance, it's going to give you an added 10%, not raise you up to 70% right?

would it not make sense that it would modify cold resistance in a negative way as well?

also, i believe currently if you are underwater and have fire embody up you take tick damage from it, is that still the case?
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Re: Embodiment Glitches

Postby Shevarash » Thu Nov 25, 2010 2:54 pm

No, it's actually a 50% boost. Now that you mention it, that is a bit high as I set it as a placeholder. It'll be something more reasonable when it comes into the MUD for real.
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Re: Embodiment Glitches

Postby Dalar » Tue Nov 30, 2010 2:37 am

Shevarash,

Shouldn't you lose cold resist as well?

Also, what does this mean:
Target Effect : Modify hitpoints by 50 for 10 minutes Mod: 6% x7

6% = ...?
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Re: Embodiment Glitches

Postby Shevarash » Tue Nov 30, 2010 2:58 am

Yeah, I realized that was confusing. It now shows the actual numbers for characters that can use it, and no real numbers for everyone else. The "Mod:" section will still show up for dice based values so you can see figure out a rough number though. Here's yet another version of the info command for elemental fire. Note that this was taken with a level 60 character so the level based numbers are a bit high...


Code: Select all

Name             : Elemental Fire Embodiment
Alias            : efe                     
Type             : Spell                   
Source           : Arcane                   
Conflicts        : Elemental Earth Embodiment, Elemental Air Embodiment, Elemental Water Embodiment
Activation Time  : 16 seconds
Related Skill    : spellcast elemental
Target           : Character in room
Restrictions     : Autofire, Garrote, Standing, Can Speak, Maintain
-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Target Effect    : Add template Giant Size for 10 minutes             
Target Effect    : Modify hitpoints by 439 for 10 minutes 
Target Effect    : Modify armor by -65 for 10 minutes                 
Target Effect    : Add haste, partial immaterial, fly, fireshield for 10 minutes 
Target Effect    : Modify resistance fire by 25 for 10 minutes 
Self Effect      : Add elemental embodiment maintain for 10 minutes 


As for cold resist, I agree that that does make sense. My goal here though is first to port the powers, and then to start tweaking them where it makes sense
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Re: Embodiment Glitches

Postby Thilindel » Tue Nov 30, 2010 4:24 pm

So if it makes sense to make cold more prone for fire embody, shouldn't water embody heal while under water, as per fire elementals receiving a fireball bath?
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Re: Embodiment Glitches

Postby Shevarash » Tue Nov 30, 2010 6:23 pm

We could pretty wild with it but I'm inclined not to. :)
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