Mithion / ArsMagica2

Ars Magica 2 Bug Tracker
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(Suggestion) Summoners Love #884

Closed LazerusKI closed 9 years ago

LazerusKI commented 10 years ago

I was just reading through the Compedium, since you can now see what Modifiers affect different Spells. Then i noticed Something... While all the Offense and Defense, and even the Utility stuff can increase in strength over time when you level up your Level...Summoning stays the same... Why? Summoning is "capped" on your minion. A Skeletton will always stay the same, it wont level up, it wont help you in bossfights like your Offense and Defense spells. Thats why i thought about a few things how to improve them with your Mages Level.

First of all: NEW TALENTS (all lay behind the Improved Summoning) Summoners Offense and Summoners Defense (Both Red Talent, both parallel after the Improved Summoning talent) You found a way to Infuse your affinity into your Summoned Minions Based on your affinity your Summoned Minios get Stronger. Shared Effects: Offense: For each 25% Affinity your Minions will deal 1 point more damage with the Element of your Affinity (so 2 Hearts at 100%). Also for each 10% Depth in your affinity your Minions will get 1% Chance for a special effect on Hit. Since some Affinities have no Special Elemental Damage, they deal Physical instead.

Air: Offense: Physical Damage - Special Effect: Fling Defense: Your Minions wont take Fall Damage and can jump two blocks high while chasing targets

Lightning: Offense: Lightning Damage - Special Effect: Lightningstrike (like the 80% affinity depth) Defense: Increased Running Speed

Arcane: Offense: Arcane Damage - Special Effect: Mana Drain (to the Master) Defense: 1% Chance per Depth to Summon a Shield

Fire: Offense: Fire Damage - Special Effect: Ignite Defense: Rage (the longer they fight, the more damage they deal)

Ender: Offense: Physical Damage (other Suggestion: Darkness, more damage against Living Creatures) - Special Effect: Blindness Defense: Thorns

Earth: Offense: Physical Damage - Special Effect: Knockback Defense: Armor (50% Leather, 75% Iron, 100% Diamond, Skelettons and Zombies spawn with them, Earth Elemental could change the color)

Ice: Offense: Ice Damage - Special Effect: Freeze (completely stops them) Defense: Shard Shield (chance to throw Icy Shards when getting hit)

Nature: Offense: Physical Damage - Special Effect: Life-Leach (to the Master) Defense: Spider-Climbing

Water: Offense: Drown-Damage - Special Effect: Drown Defense: Can breathe and move normal under water.

Life: Offense: Physical Damage (other Suggestion: Holy, more damage against Undead Creatures) - Special Effect: Selfheal Defense: Increased Health and Regeneration

Then: NEW MODIFIERS (or recycle the old ones) More Damage and More Health for them.

NEW SILVER SPELL Summon Army of Darkness (Summon, Life Leach, Lunar...something like that) Yeah...sounds Powerfull just by reading the name, but strong Necromancy comes with high costs...your life. Summoning the Army causes you to drop down to One Heart (like the Ender Affinity Effect, so no regenerating after casting it), for each heart lost (including Tinkers Construct) you will summon one Skeletton equipped with Random Armor and Weapons (so not all of them carry a bow). When they die you get back 1 Empty Heart.

druha commented 10 years ago

You know that when you make the spell recipe for Summons you can add modifiers and they apply to the summoned creature, right?

For example if you add the Damage modifier into the Summon spell recipe the mob you summon will do more damage. Or if you add the speed modifier it will be faster.

LazerusKI commented 10 years ago

Compendium shows only Duration, Lunar and Solar as possible modifiers. So if thats true that there are other modifiers, what modifier does what? What is Duration for? the last time i summoned something it lasted pretty much forever until i killed it. If Damage is for Damage and Speed for Speed, is there something that improves Health? What does Solar/Lunar? Improve all the stats of them?

druha commented 10 years ago

I'm not sure that Duration actually does do anything (although it probably should).

And I don't believe there is something that improves max health, so that would certainly be an enhancement.

I'm guessing Lunar and Solar do improve stats but I haven't done any testing with that so I vcan't say for sure.

LazerusKI commented 10 years ago

atleast the information with damage is interesting, hope the earth elemental is worth it

LazerusKI commented 10 years ago

Btw, just that you know: just tried to create a summon with 3 Damage and 3 Speed - The summoned minion had no difference to the common skeletons. Both had the same health, damage and speed. So the stats you mentioned do nothing. So as i thought, the summons are capped on the type of summon...

And to be honest...there are not many summons that are worth it. Maybe some from Mutant Creatures, or maybe Mad Science Abomination...the rest has no chance. The Earth Elemental who is mentioned as a "Tank" in the compendium...can even loose a fight against the most common enemies...to be a level 90 caster changes nothing about that :(

druha commented 10 years ago

I had thought that those 2 did do something.

LazerusKI commented 10 years ago

the only thing they do is massivly increasing the mana cost^^

Mithion commented 10 years ago

It isn't modifiers - components are the ones that apply to a summon, immediately after being summoned. This only applies to components in the same spell stage as the summon itself.

druha commented 10 years ago

Ah, so add in Haste instead of Speed and Physical Damage instead of Damage. Maybe Shield will give more defense? Maybe Life-Tap or something to get more health (although that's kinda pushing it).

LazerusKI commented 10 years ago

So how does a Summon with maximum damage looks like then? I just tried Projectile - Summon - (Any) Damage but all it did was killing my summon directly after it was summoned... and what do you mean with spell stage?

edit: ok, summon+shield applies a temporary shield on my minion, buts tahts also no permanent health increase

Drainful commented 10 years ago

I know I'm a bit late, but if you want truly powerful summons, put three lunar modifiers with whatever buffs you select (I suggest fury, shield, regen, and maybe invis) and cast at midnight to have your effects last indefinitely. It may only be during the full moon, I'm not sure. It works on yourself too.

Mithion commented 9 years ago

Closing, as summons can be made insanely powerful with the right conditions and forethought. I would have added these if I hadn't stopped working on the mod, though.