Post:Shatter - 12/21/2009 - 4:59:34

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Revision as of 16:34, 20 November 2010 by CARAAMON (talk | contribs) (Created page with '{{Post |a=DR-DARTENIAN |t= Re: shatter |d=12/21/2009 4:59:34 AM |n=8727 |f=The Paladins (30) \ Magic Talk and Spell Ideas (11) |c=m |p=''> Can you perhaps jump in and explain wh…')
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Re: shatter · on 12/21/2009 4:59:34 AM 8727
> Can you perhaps jump in and explain why this damage cap occurs and if you'd look to change it?

Looking at the spell, the only damage cap I see is one that prevents the spell from doing more damage to an item than it takes to destroy it.

I suspect I know the reason people believe there is a damage cap, however. The minimum amount of damage done to an item is based on a skill contest, and the amount of mana you put into the spell has no effect on this minimum. However, the amount of mana you put into the spell does impact the base damage. Here's the catch -- in most cases, the minimum damage from the skill contest will be higher than the base damage results unless you are dealing with fragile materials and are using max prep and/or your opponent seriously trumps you in the skill contest.

With all that said, all spells that potentially deal damage to the bleeding level or beyond must either be capped below bleeding, or made into TM. Shatter is no exception, and as a result it will be seeing some modifications to make it fit this rule, one way or the other. I know what Ssra had in mind, and may go that route, but I reserve the right to go a different direction as well once I get a chance to look at the situation a little closer. Frankly, I'm not a huge fan of anything that permanently destroys items.

- GM Dartenian

This message was originally posted in The Paladins (30) \ Magic Talk and Spell Ideas (11), by DR-DARTENIAN on the play.net forums.