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Thread: Death Spell

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  1. #1
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99

    Death Spell

    Death I: Deal dark damage to enemy, with a small chance of instant death. Darkness damage and instant death increases with dark magic skill.

    Spell cost - 101mp
    Casting Time - 3 sec
    Recast Time - 45 sec recast.
    Scroll Learned - drk lvl 71


    Death II: Deals heavy darkness damage to a enemy, with a moderate chance of doom or small chance of instant death. Darkness damage, and chances of doom or instant death increase with dark magic skill

    Spell Cost - 167mp
    Casting Time - 2 secs
    Recast Time - 90 secs
    Scroll Learned - Drk lvl 99


    We should have a death spell line up, it make no sense to have it on twilight scythe and not have it function exactly the same but in spell form. This would be a very nice aspects of the job and increase the appeal on entrophy.
    (3)

  2. #2
    Player Hextitan's Avatar
    Join Date
    Jul 2011
    Posts
    34
    Character
    Hextitan
    World
    Phoenix
    Main Class
    WAR Lv 99
    IMO "Added Effect: Death" should be a Job Trait at 99. Obviously low proc rate, maybe 5% at the most. Also Blood Weapon should be a Job Trait, not our 2 hour. Possibly 10% proc rate, with the ability to merit it for more procs.

    Then again if they did this they'd have to program the game so En- effects don't over write each other, which ain't gonna happen.
    (0)

  3. #3
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Well since we have entrophy, SE needs to make dark magic worth a damn. We have a -A in dark magic skill and the second highest skill in elemental magic yet our spell selection is so so so crappy. Dark Knight should be a job that augments its melee prowess through the use of magic, and devastate enemies with destructive dark magic.
    (0)

  4. #4
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    I like the concept of a dark based nuke that has a chance to inflict doom or death (be it a low percentage and only on non nms) however the name won't work because death is already a spell in the game. Two names I've seen brought up before that I think would be better are Darkness and Unholy. On the whole I completely support the idea of having dark based nukes with death/doom effects, however I would prefer we DRKs to get them earlier and scale up through the levels. I would also like to have unique elemental nukes that also have debuffs on them that scale with dark skill, for instance a fire based nuke with att down on it, thunder based nuke with acc down, earth based nuke with def down etc...

    All in all good suggestion, now lets wait 10 years for SE to read and acknowledge it.
    (0)

  5. #5
    Player Ziyyigo-Tipyigo's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    1,305
    Character
    Ziyyigotipyigo
    World
    Sylph
    Main Class
    PUP Lv 1
    I'm sure it'll be about as effective as Break has been.
    (1)

  6. #6
    Player
    Join Date
    Sep 2011
    Posts
    259
    100% support all of this haha. I also personally like my idea for a new 2hr for drk, I've posted it a few times in several other places so it shouldn't be hard to find. but basicallyy x2-x3 dmg for the duration that mighty strikes has.
    (0)

  7. #7
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    I woud like any darkness based nuke really, but the touch of death would be a very perk too add to the feel of the job. Furthermore, we should get a zerg JA that removes the penalty for soul eater maybe making is 30 duration on a 5min or 10 minute timer.
    (0)

  8. #8
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    SE would do as follows:

    Death: Deals Darkness damage to the enemy, Occasionally causes KO. (activation rate: 10%)
    DRK 99

    Cast Time: 10 seconds
    Recast : 6 minutes 66 seconds. (possibly)
    MP Cost: 666 (This is actually in the .DATs)

    Personally I'd prefer:

    Grim Strikes (JA)
    While under the effects of Grim Strikes your attacks will occasionally cause Doom, Plague or KO.
    DRK 75 (20% Plague - 15% Doom - 10% Death)
    Duration: 3.00 - Recast: 5.00

    Vampiric Strikes (Trait)
    Occasionally converts damage dealt to HP.
    DRK 50 (10% activation)
    (0)
    Last edited by Daniel_Hatcher; 12-08-2011 at 06:22 PM.

  9. #9
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    SE would do as follows:

    Death: Deals Darkness damage to the enemy, Occasionally causes KO. (activation rate: 10%)
    DRK 99

    Cast Time: 10 seconds
    Recast : 6 minutes 66 seconds. (possibly)
    MP Cost: 666 (This is actually in the .DATs)
    If this is the way the death spell exist in the .dats files, it should be able to work on all mobs including nms. The reason why is because the mp cost is extremely high (almost double the mp cost of comet) and the recast is 7 mins with a 10% death success rate. The spell should effect all mobs, and be drk only. It'll pose a challenge for drk to get that spell off since its has a extremely high mp cost and 10 second casting time. I think this form of the spell warrants the 10% chance of instant death on all mobs considering the challenge it is for a drk to get it off.
    (0)

  10. #10
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Cljader1 View Post
    should be able to work on all mobs including nms
    I don't even have to say anything to this to point out how absurd this is.

    The spell effects he is suggesting are just suggestions, and the MP cost and probably cast times are the only things that are actually in the Dats. Personally, if it is a spell that has those attributes, you might as well just cast Impact, because the likelihood it will have a good proc rate is low.

    Damage with the occasional Death proc is the better idea by far. Having a reasonable MP cost, cast time, and recast would all be nice too, and I don't think we should loose sight of that for an unreasonable thought that SE is going to let people oneshot NMs after years of fighting speed kills. Basically, the uselessness of a low proc Death spell (which, what else could you expect) is pretty much made moot by the darkness damage that wouldn't just be "lolimmune" by NMs just because they are NMs.
    (0)

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