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Post by Toluen Kalma on Oct 22, 2014 9:17:32 GMT -5
1) "Only certain spell types can be used to raise/lower stats". And yet I've seen spells that do that without belonging to the listed spell types. So which one should be fixed to be correct, the ruling or the said spells? (I sincerely hope that it's the former, since the other option would just raise more questions).
2) Can a spell belong to multiple spell types?
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Post by VileKaizer on Oct 22, 2014 10:11:24 GMT -5
1) The ruling. There are unlisted magic types which we have discussed capable of granting stat boosts, but just haven't been edited in yet. EDIT: Assuming you were referencing solely Raw Magic, as was the case with Carlo Tachibana, this has been fixed. Should there be any other examples, please provide them. 2) At present, no.
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Post by Alastor on Oct 22, 2014 12:28:01 GMT -5
The stat modifying spell-types are listed in the Enchantments and Spells thread. It should be noted that we're fairly loose with this rule. We would accept something such as the following, even though it doesn't exactly abide by those rules: Firestarter: (Pyromancy) The user heats their body up, making them hotter to touch and at the same time increasing their SPD by 1 for 2 posts. So, in short; just be responsible. As for the second question, dual typed spells are currently not available but may be implemented in the future. If they are put into the site; they will cost double the amount of a single typed spell, so it's best to just not worry about that right now anyway.
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Post by Toluen Kalma on Oct 24, 2014 11:33:02 GMT -5
1) EDIT: Assuming you were referencing solely Raw Magic, as was the case with Carlo Tachibana, this has been fixed. Should there be any other examples, please provide them. I was actually referencing Geneviere Schokokuss and Kobashi Onigiri, as I didn't realize that Carlo even had spells. But since the "not that strict" part has been established, it doesn't matter anymore. Anyway. 3) STR and DEX directly influence the power of an attack. They are applied trough weapons, which themselves give a boost to the stat that makes them more powerful in correlation to their condition. This means that while the weapon helps, the stat is the king. Fairly straightforward. But MAG doesn't work that way. MAG works through spells, which have tiers. Different spell tiers don't have stat-boosts inherently attached to them like the weapons; they are simply described in terms of strength. So my question is: aside from serving as a magical endurance for the latter, what's the interaction between MAG and spell tiers, if any?
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Post by VileKaizer on Oct 24, 2014 13:45:14 GMT -5
The MAG stat influences damage dealt through interaction with your opponent's BAR stat. If their BAR is higher, you aren't going to be doing much damage, whereas if the opposite is true you'll be dealing a fair amount more damage than if they were even.
Also, another example, if two characters had a fireball spell, the character with the higher MAG's spell would be stronger, and, therefor, would win should the two spells ever clash with one another.
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Post by Toluen Kalma on Oct 24, 2014 13:51:48 GMT -5
That has nothing to do with the question. Actually, it kind of does. At least partially, since my question was more focused on the MAG's interaction with spell tiers.
For example, could a proficiently high MAG cause a tier 1 spell hold the same power as a tier 2 spell cast by someone with low MAG? And if so, how high would MAG have to be to accomplish that?
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Post by VileKaizer on Oct 24, 2014 14:14:29 GMT -5
It's all on a character-by-character basis. Tiers have less to do with the damage output of a spell and moreso with what exactly you're able to control of the given element. For example, a tier 1 Haemomancy spell wouldn't be able to drain the blood from your opponent trough an orifice or wound, but a tier 5 spell would be able to do this no problem. Think of the tiers more as limitation on capability rather than strength, it's more a basis on what you'e allowed to create when you buy it.
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