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Thread: Death Spell

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  1. #1
    Player Daniel_Hatcher's Avatar
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    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.

  2. #2
    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.
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  3. #3
    Player Economizer's Avatar
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    Jun 2011
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    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.
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  4. #4
    Player Daniel_Hatcher's Avatar
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    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Cljader1 View Post
    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.
    My bad, I wasn't clear. My fault! Only the 666 cost is in the .DATs. Everything else is a guess.

    Best: A Darkness nuke with a chance of Death (Even if only via Trait or JA).
    Worst: A Death spell with a crap activation rate on fodder, and immunity for NM's would be basically a wasted magic slot.
    (0)

  5. #5
    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
    My bad, I wasn't clear. My fault! Only the 666 cost is in the .DATs. Everything else is a guess.

    Best: A Darkness nuke with a chance of Death (Even if only via Trait or JA).
    Worst: A Death spell with a crap activation rate on fodder, and immunity for NM's would be basically a wasted magic slot.
    This couldve been already implemented for impact possibly. With that being said drk can even have a JA called "Sacrafice"

    Job Ability - "Sacrafice" - instantly depletes 33% of the drk maximum HP in exchange for unbridled insidious spells of dark magic (under sacrafice the dark knight can be healed and can still be restored to 100% of it original HP)

    Spells under Sacrifice
    1) The bane of Stop - a spell that stops all actions of an enemy, the enemy have a -75% physical and magical reduction rate when under the effects of stop (damage accumulation does not effect the duration of this spell)
    2) The bane of Confuse - a dark spell that occasionally causes the enemy to physically attack itself
    3) The bane of Movement - absorbs the movement speed of an enemy and grants it to the drk.
    4) The bane of Death - Causes instant KO on a enemy, moderately low success rate (no items are rewarded upon enemies inflicted with death)
    5) The bane of Doom -employs a hideous countdown until the enemy falls. moderate success rate
    6) The bane of Provoke - a dark based spell used to de-aggro an aggressive enemy
    7) The bane of Scythe -occasionally reduces the amount of tp used after a weaponskill
    8) The bane of Damage - A dark based spell that grants the ability to occasionally inflict double attack damage
    9) The bane of TP - a defensive prowess dark based spell where the user gains 4x the TP from enemies attacks
    10) The bane of Blood - a dark based spell that occasionally causes a melee hit to be fully absorbed as HP
    (0)
    Last edited by Cljader1; 12-10-2011 at 11:19 AM.