Author Topic: About mana  (Read 3735 times)

Nightmort

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About mana
« on: July 09, 2004, 11:19:04 am »
Which skill, or stat, add mana points? how to increase them?

Watcher

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« Reply #1 on: July 09, 2004, 05:13:18 pm »
http://www.planeshift3d.com/wbboard/board.php?boardid=1&sid=d22bfdb8ef4e8e9a06744f50a107013c points to there. You might want to know that there is no mana points atm and there isnt going to be mana (I dont think there is) in any version. They are going to use something called glyimps (sp?)

dfryer

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« Reply #2 on: July 09, 2004, 06:30:31 pm »
glyimps?  Perhaps you mean \"glyphs\" (pronounced \"gliffs\" for anyone who has trouble with bizarre english spelling)
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(ryeenae)

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« Reply #3 on: July 09, 2004, 07:28:25 pm »
oh man, please tell me they\'re not going to be like runes from RS

dfryer

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« Reply #4 on: July 10, 2004, 12:45:24 am »
Having never played RS, or for that matter PS with a magic system implemented, or for that matter PS *at all*, I couldn\'t tell you.  What specifically do you feel was weak about RS\'s magic system?
Quidquid latine dictum sit, altum sonatur.

Dargerok

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I played RS
« Reply #5 on: July 10, 2004, 01:30:36 am »
And the weak in his magic system was that, for cast spells, you required a certain \"runes\", an items. Then, for example if you want to cast fire bolt, you need 3 fire runes and 1 air rune. So so boring to buy the runes (and a little expensive when you are thinking to cast 1000 fire bolts).
PLEASE, DO NOT REPEAT THIS!!!!!!!!!!!!!!!!!!


EDIT: Oh, and, if there isn\' mana points, why Lemurs got +5 mana points at creation? Why enkidukai got -2 mana points? I think WILL be mana points. Just want to know how to increase them.
« Last Edit: July 10, 2004, 01:31:56 am by Dargerok »

Nightmort

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Hey Dargerok...
« Reply #6 on: July 10, 2004, 01:48:17 am »
Was me who asked this question, remember?;)
Well, I see you are interesed on it too. Now we only can wait that anyone answer us...

ForteX

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« Reply #7 on: July 10, 2004, 03:35:30 am »
After looking at the skills I will guess how it will be:

By increasing the arcane lore skills (azure way, whatever way =P) you will spend less mana doing the spells, instead of having more mana. Or you could increase your mana by increasing this skills, both should work fine. But how to the growth would be is something that only devs can tell...

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druke

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« Reply #8 on: July 10, 2004, 04:26:06 am »
..ok ok enough jibber jabber

mana is determined by your int, cha, and wis, theres a formula used with those that determines your mana

being better at magic doesn\'t decrease your mana usage, it merly makes you fail less, thus able to use more k-factor

dont ask me to explain k-factor, you\'ll find out soon enough
« Last Edit: July 10, 2004, 04:27:43 am by druke »


my how times have changed.....

Waylander

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« Reply #9 on: July 10, 2004, 11:01:33 am »
Hey Druke, what is K-Factor

And wouldn\'t failing at spells less decrease your mana usage as you do not waste as much mana with failed spells.
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Kiva

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« Reply #10 on: July 10, 2004, 04:08:00 pm »
Quote
And wouldn\'t failing at spells less decrease your mana usage as you do not waste as much mana with failed spells.


That\'s what the whole K-factor idea is about. When you fail a spell, you lose control of it. Therefor it may/may not drain an excessive amount of your mana and backfire upon yourself. This means you may lose anywhere from 50% of the normal spell usage to your whole mana bar, and get some serious injuries on your character. So don\'t go fooling around, thinking you can cast the biggest spells in the game, simply by getting the combination from some uber-d00d. It\'s not going to work. As for the n00bs who accept the combinations and try them out, they\'ll figure out eventually what they did wrong if they blow themselves to atoms and die.

Now, back on topic. There will be mana and there will be glyphs. The glyphs aren\'t like in RneScape where you need to run around with 500 of each type. In PS there simply are a lot of diffrent runes needed to cast a lot of diffrent spells (they don\'t disappear after use), and these runes are then divided into the six ways (crystal, blue, brown, red, azure, dark). Each two ways has it\'s own stat (Crystal & Dark use Charisma, etc.) and all of the stats Druke mentioned will be part of the formula that calculates how much mana you have at your disposal.
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druke

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« Reply #11 on: July 11, 2004, 01:06:44 am »
k-factor is also how powerful a spell is if i\'m not mistaken
« Last Edit: July 11, 2004, 01:07:03 am by druke »


my how times have changed.....

windwalker

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« Reply #12 on: July 11, 2004, 03:51:14 am »
the k factor determines how powerfull the spell will be but theres also different levels of spells
« Last Edit: July 11, 2004, 04:12:48 am by windwalker »


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Harwen

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« Reply #13 on: July 11, 2004, 04:58:40 am »
I would imagine it would be sorta klunky to have  a newbie mage have to drop mana pots like crazy because his \"Butane Lighter\" spell keeps going crazy, draining 99.99 % of his mana points and doing only 0 points of damage to the enemy, while setting his own hair ablaze.

Perhaps with something so technical, it would be wise to go toward a more classic approach? Critical fumbles like in combat?

Perhaps a damage backfire would be less annoying for a mage-type character, I don\'t see why failing to damage, or to cast but still costing mana isn\'t enough.

Or maybe the K-Factor ( Is this suppsoed to be a cute way of standing for Chaos? Please PM me if you know where this is from I\'m clueless.) Should only happen with high damage uber-type spells? ?(
« Last Edit: July 11, 2004, 04:59:04 am by Harwen »
 

Seytra

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« Reply #14 on: July 11, 2004, 06:06:50 am »
I think \"k\" stands for \"kill\". If you have a higk k-factor, you can cast more d34dly sp3llz! Or for \"k3wln355\" ;)

Seriously, it\'ll combine everything in a complicated, page-filling formula, outputting a value called\"k\" for having already used the more creative and descriptive variable names on the other side of the equation. ;)
Therefore, if you\'re a newb, and if the \"butane lighter\" spell is what it sounds like, a lowlevel spell, k will equal to a chance of around 85% of success and also leaving the failures at being max. 25% desasterous (not draining all mana and not doing zero damage to enemy).
If it\'s a high-power spell, k will equal to somewhere of 0.000000000000001% of chance of success, leaving the desaster factor at 99.99999999999999%, with all that goes to mana usage and zero enemy damage.

IMO, k will incorporate
- your arcane lore
- your skill in the relevant way
- your skill in the spell itself
- your health
- your tiredness
- the spell\'s complexity
- the power level you set for the spell
- the time you take to cast the spell (more timr=more concentration=higher chance of success)
- any environmental issues (distraction, etc.)
- glyph pureness (if there are levels and not just \"purte\" and \"impure\"
- a random factor
- my wish (the most important factor :) )

k will affect:
- mana drain
- damage to enemy
- damage to you and environment
- look of the spell

However this is just my personal interpretation and the way I believe it would be cool.