Epic Spell Enhancements

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snoob_ns3
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Posts: 1
Joined: Sun Aug 07, 2005 8:56 am

Epic Spell Enhancements

Post by snoob_ns3 »

What about enhancing the epic spells compared to how many xp one has? or special quest tokens where the caster has to solo the quest in order to get the token?

Examples for the level/token enhancements could be:
Greater Ruin
When a character has more then 1-1,5 mill xp, or a special greater ruin token, the amount of damage greater ruin does is enhanced 20-25 %
And more xp/other tokens will further enhance the damage.

Hellball
When a character reaches 1,5-2 mill xp, or aquires some kind of unharming hellball token, they should have sufficient experience not to be harmed by their own hellball.
And more xp/tokens could further enhance the damage, 10-15%

Epic Mage Armor
Every time the caster has over a special amount of xp he gets a higher AC bonus.
Something like:
xp > 1 mill
the AC amount for all four ac-types is increased to +6
xp > 2 mill
the AC amount for all four ac-types is increased to +7
and so on and so forth.

Epic Warding
When the caster gets a special harm token or 2+ mill xp the Epic warding starts doing damage to the hitting enemy or last for 25-50% longer. The damage could be something like
d10(10) magic damage.
And more xp/tokens could further enhance the damage, 5-10%

Epic summoning spells
I think you get the idea, (simply make the creatures strong the more the caster has or summon more creatures).

In addition maybe give the warrior/non-caster toons have some type of ab/ac/dmg-reduction/feats/additional attacks pr. round, when certain amounts of xp or special tokens have been aquired, to further enhance their power.

Yeti_ns3
Newbie Helper
Posts: 411
Joined: Fri Dec 10, 2004 2:49 pm

Post by Yeti_ns3 »

if you are able to get these spells you are most lilely a caster and imo uber enough
"What was once rebellion is now clearly just a social sect But are you just upset because your own social clique has left Leave when you want because I know that someday I will too But I wont burn my bridges and be just another jaded fool"

Gtu_ns3
Noob
Posts: 39
Joined: Sat Jul 29, 2006 8:31 pm

Post by Gtu_ns3 »

I don't think increasing AC is a good idea on this server.

Adding extra damage to Hellball and Greater Ruin based on XP sounds good, so long as it is a different damage calculation (like how Darkfire and Flame Weapon work)... something like 4d10 extra damage at 1 Million XP, 8d10 at 1.5 Million XP, 12d10 at 2 Million XP, 16d10 at 2.5 Million XP, and capping at 20d10 at 3 Million XP.

Then you would need to balance the other classes, maybe by items like the Paladin Holy Symbol etc. - make one for each class or group of classes (also requiring you to be epic in that class) which gives you similar bonuses (e.g. melee or ranged damage) at the same XP levels.

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