EZ Server

General Category => Wizard => Topic started by: Hunter on November 10, 2012, 12:33:36 pm



Title: Wizard Cast time
Post by: Hunter on November 10, 2012, 12:33:36 pm
Thinking about running an sql query for:

recast time = recast time + cast time (where spell is for wizards)

then

cast time = 0 (where spell is for wizards)

This would make all wizard spells instance cast.

Would this also make Wizards more fun to play?

Of course I know people are trying to figure out the perfect multibox class combo which Wizards usually get ignored. Might have to up their DPS a bit too.


Title: Re: Wizard Cast time
Post by: Bobbin on November 10, 2012, 12:44:26 pm
Cast time being zero will help make wizards useful on trash.

Honestly, though, I don't think many people will include Wizards in their core lineup until the class is the top DPS by a large enough margin to make dealing with the mana issue worth the hassle. The argument for not letting dropped spells keep up with an aug'd melee class is less relevant at this point, considering the unicorn weapons.

My 2cents.


Title: Re: Wizard Cast time
Post by: Xiggie | Stone on November 10, 2012, 12:51:13 pm
For the epic quest manastone you mentioned in game maybe make it an upgradeable manastone. You can upgrade it making it more potent with jars of mana from each tier zone. You could even make it a necklace item so  you could upgrade your mana and mana regen with each upgrade. It would kinda fit with the lore of the game to have your own manastone as a necklace too.


Title: Re: Wizard Cast time
Post by: Hunter on November 10, 2012, 01:22:31 pm
Maybe from Crafters Guild, can make higher and higher ranks of Manastone as you get through the tiers in the game for more mana which is less clicking and faster mana for more DPS.

I'll see if I can make some Manastone Necklace from the Crafters Zone via regular stuff that Strike Augs use.

In combo with instant cast + manastone, the DPS should be able to get insane.

Wizards would work great with Paladins that are always proc healing the group since the Wizard will be mana converting.

Not final yet, just idea in middle of the night here. Going back to bed now.



Title: Re: Wizard Cast time
Post by: Poker-ecaf on November 10, 2012, 01:23:28 pm
befor Neck to it on Earring ... !


Title: Re: Wizard Cast time
Post by: Camric on November 10, 2012, 01:49:38 pm
Maybe from Crafters Guild, can make higher and higher ranks of Manastone as you get through the tiers in the game for more mana which is less clicking and faster mana for more DPS.

I'll see if I can make some Manastone Necklace from the Crafters Zone via regular stuff that Strike Augs use.

In combo with instant cast + manastone, the DPS should be able to get insane.

Wizards would work great with Paladins that are always proc healing the group since the Wizard will be mana converting.

Not final yet, just idea in middle of the night here. Going back to bed now.


Hunter -

Is it possible to have it a drop from a mob from each tier instead of competing for rare components that are used in many recipes?





Title: Re: Wizard Cast time
Post by: Fugitive on November 10, 2012, 02:24:14 pm
I agree with Camric totally.

Not really an issue Until Post T5+ anyway


Title: Re: Wizard Cast time
Post by: Premador on November 10, 2012, 05:30:42 pm
+1 Having to go back and farm previous tier mobs for more stuff is not appealing.


Title: Re: Wizard Cast time
Post by: Natedog on November 10, 2012, 08:59:43 pm
Maybe from Crafters Guild, can make higher and higher ranks of Manastone as you get through the tiers in the game for more mana which is less clicking and faster mana for more DPS.


With bard (6.0) in party I don't really see my wizard ever going out of mana.


However... with my high amount of DPS my wizard almost NEVER lands a single nuke on trash... that is WITH spell haste from enchanter.

On bosses the dps from the wizard is noticeable and the mana consumption seems normal with a 6.0 bard.


Title: Re: Wizard Cast time
Post by: Hunter on November 11, 2012, 12:59:31 am
I'm playing with Wizards on the test server.

I added the cast time to the recast time.

I edited all spells that are Wizard Only to have 0.9 cast time if their cast time was already greater than 0.9 second.

Seems to be pretty fun with lots of clicking spells and good DPS.



There is a HUGE advantage to having all the spells instant cast.

If you click all 8 or 9 instant cast spells, even though the time was added to the recast time, the recast timers can all refresh at the same time! So if an average recast time is 6 seconds, then you can cast ALL your spells every 6 seconds.

But if you have normal casting time, then you can only cast 1 spell at a time. If the cast average cast time is 6 seconds and you have 8 nukes to cycle through, that would be 48 seconds to cast all 8 nukes opposed to only 6 seconds to cast all your spells if they were instant cast.

Hopefully that makes sense. I'm trying to make a compromise so its not too over powered, so we will try 0.9 second cast time. With cycling maybe 8 nukes, that would be 7.2 seconds to cycle through all the nukes rather than 48 seconds if spells were not changed. Also 7.2 seconds for the 0.0 cast times is slightly longer (more balanced) than having to wait only 6 seconds on all the 6.0 recast timers (instant cast time spells) refreshing at the same time. I might tweak cast times more later.

Recovery time seems to have an affect on casting the next nuke. I can always tweak that later as needed.



So far it is Wizard spells only. If the spell is also used by another class, then it was not changed by the sql query.

If a Wizard nuking on a boss with Bard grouped for mana has normal mana drain, then I'm guessing that this faster casting would drain a Wizards mana pretty fast.

So I'm going to make new mana stones to help out Wizards, or possibly for all 4 int classes. I'll add high mana stats to the item as well to increase your mana pool. Having a super mana stone that does something like 100k mana convert would make the class very compatible with group healing classes like Paladins and Clerics.

No spell file yet for download.

More ideas and feed back are welcome.



Title: Re: Wizard Cast time
Post by: Kovou on November 11, 2012, 01:27:37 am
well i def like this idea i may pl a wizard up and play with it myself...i loved them like my mage...but like my mage i love him and his nuke does well..unfornatly even with a bard in group he still runs oom after about 6 or 7 nukes..and he's full T5 with some T6 so maybe look at that for toher classes or just lowering the mana cost for the spells?...its the T4 nuke iirc bolts of doom that does the most and is awedsome lol


Title: Re: Wizard Cast time
Post by: Hunter on November 11, 2012, 02:43:50 am
Tested out the new Mana Necklace and 1-shotted myself cause of the UC I was wearing increased the damage I took.

Thinking about what to do.

Maybe very low self damage with some recast time.


Title: Re: Wizard Cast time
Post by: Natedog on November 11, 2012, 03:11:29 am
Tested out the new Mana Necklace and 1-shotted myself cause of the UC I was wearing increased the damage I took.

Thinking about what to do.

Maybe very low self damage with some recast time.


Change it to a ----- SE_CurrentHPOnce            79

Guessing you are using    -------- SE_CurrentHP               0

Which scales with UC


SE_CurrentHPOnce will only do the damage you set it to.




For example with this... could do... 100,000 Self Damage for 100,000 mana .. and it won't scale with UC.

 It will just do 100k damage to you and give you 100k mana


Hope that helps




Edit


Spell ID -  10202 - Erratic Flashbacks II -- Has the correct way of doing what I posted already in it


Title: Re: Wizard Cast time
Post by: Hunter on November 11, 2012, 03:32:13 am
I already put in some real low values but I'll probably change that to the new way soon.

Spells and Items are updated, just need to create recipes now hopefully before reboot.

Will post a new spell file too for after reboot.


Title: Re: Wizard Cast time
Post by: Kwai on November 11, 2012, 05:22:34 am
Lowering mana cost as Kovou suggested would be a real boon.  I see your point on creating another item for casters as it requires a bit more rabbit chasing, but dropping the mana cost and cast time of the top end nukes for Mages and Wizards would achieve the same goal.  Either way... win/win here!


Title: Re: Wizard Cast time
Post by: Hunter on November 11, 2012, 05:29:40 am
Wizards got the 0.9 second cast spells, and all 4 int caster classes can use the new manastone.


Title: Re: Wizard Cast time
Post by: Natedog on November 11, 2012, 08:19:18 am
Wizards got the 0.9 second cast spells, and all 4 int caster classes can use the new manastone.


I think its time for 2 new spells =p


Yamakagi's Fiery Passion Inferno II   (T5)


Yamakagi's Fiery Passion Inferno III  (T6)



Title: Re: Wizard Cast time
Post by: Poker-ecaf on November 12, 2012, 03:22:03 pm
what at moment best single target nuke on WIzzys and best AoE ?

how many is the base dmg?


Title: Re: Wizard Cast time
Post by: hateborne on November 17, 2012, 11:19:42 am
what at moment best single target nuke on WIzzys and best AoE ?

how many is the base dmg?

Yamakagi's Fiery Passion Inferno (T3) is best single target.

Static Burst II (T5) or Kaldar's Heavenly Fire (T4). SBII is instacast, huge damage. KHF is AoE rain that actually lands with changes ~12mo ago.

I would say that wizards don't need everything changed, they just need a high (but not extreme) damage spam nuke. Maybe something that does ~50-75k base, relatively low mana cast, 0.5 cast, 0.5 refresh, 0.0 cooldown. For longer fights, maybe a new Yamakagi's is in order. Yamakagi could be the EXTREME damage ability for bosses or showing off. The new "trash mob nuke" would be used for everything else.

I would advise AGAINST instant cast on everything as it caused things to freak out with a lovely 10 second spell gem lock out. That got irritating EXTREMELY fast (when it happened).

So...yeah, tl;dr - New Yamakagi with extreme damage, new lower damage/mana-cost/cast-time spam nuke.


-Hate


Title: Re: Wizard Cast time
Post by: Hunter on November 17, 2012, 11:45:00 pm
Need either a pet only stone wall buff or maybe as worn effect on armor if that works.

Either pet self buffs or a pet only buff that the owner cast.

Can make custom spell list for npcs that pet uses, but probably won't work for questing the stonewall.

Maybe hail the pet to buff itself just like hailing it for Fireblade v2.

Or have the pet owner cast the pet only buff which is more useful in combat.

So there are a few ways we can do this


Title: Re: Wizard Cast time
Post by: Natedog on November 17, 2012, 11:48:24 pm
Need either a pet only stone wall buff or maybe as worn effect on armor if that works.

Either pet self buffs or a pet only buff that the owner cast.

Can make custom spell list for npcs that pet uses, but probably won't work for questing the stonewall.

Maybe hail the pet to buff itself just like hailing it for Fireblade v2.

Or have the pet owner cast the pet only buff which is more useful in combat.

So there are a few ways we can do this


Could always update fireblade v2 to have a stonewall self proc rather than that silly cyclone blade proc...

would be a pretty easy change =D


Title: Re: Wizard Cast time
Post by: Hunter on November 18, 2012, 12:07:21 am
Yes, could make it a minor stonewall then quest for a better stonewall.



Title: Re: Wizard Cast time
Post by: Natedog on November 18, 2012, 10:29:59 am
So...yeah, tl;dr - New Yamakagi with extreme damage, new lower damage/mana-cost/cast-time spam nuke.


Tested a .. 0.5 cast time nuke with 0.0 recast 0.0 refresh.. and DPS was a BIT too high.. so ya your idea of a 0.5 refresh is probably best.


Was with UCv2 -- 300,000 mana (mana necklace) ----   0.5 cast and no refresh or no recast time... 4x slot of 25,000 with HUGE mana cost ( 28,000 mana cost)

Did around 600,000 -650,000 dps .. ( a bit too high lol ) -- but had to use mana clickie OFTEN  ( edited)





Going to test out what you mentioned Hateborne  :P




=================================Edit



0.5 Cast time ... 3x  25,000 -- 0.5 refresh  ---  17,000 mana cost --- UCv2 --- Mana necklace

400,000 - 430,000 DPS  - edited


Title: Re: Wizard Cast time
Post by: Camric on November 18, 2012, 10:45:31 am
While burst damage is fine to have.  It is key that the sustained damage (overall dps) remain in line with the other dps classes.



Title: Re: Wizard Cast time
Post by: Natedog on November 18, 2012, 10:47:43 am
While burst damage is fine to have.  It is key that the sustained damage (overall dps) remain in line with the other dps classes.




with the mana necklace it was all sustained dps.. lol


Title: Re: Wizard Cast time
Post by: Xiggie | Stone on November 18, 2012, 02:40:04 pm
How long was the battle? Sustained dps to me is 5 minutes minimum.


Title: Re: Wizard Cast time
Post by: Natedog on November 18, 2012, 02:48:45 pm
How long was the battle? Sustained dps to me is 5 minutes minimum.

I always do 5 minutes when parsing.


Title: Re: Wizard Cast time
Post by: Xiggie | Stone on November 18, 2012, 03:12:43 pm
Cool, good to know.


Title: Re: Wizard Cast time
Post by: wolfegunr on November 18, 2012, 04:56:09 pm
Wizards are the devil. That will be all. Oh, and 100th post  :-*


Title: Re: Wizard Cast time
Post by: hateborne on November 19, 2012, 07:30:01 pm
While burst damage is fine to have.  It is key that the sustained damage (overall dps) remain in line with the other dps classes.



Yes, that is why there should be a higher cost, quick cast, low orbit death ray for trash (a.k.a not sustainable on bosses) and a normal, lower cost, 100 Megaton Bomb for bosses. The shorter cast does the higher damage at the higher mana cost.

-Hate