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Test Center Patch - Summoner Overhaul

Luthius

Developer
Staff member
#1
Summoner Overhaul


Spirit Stones
  • Spell Spirit Stones and Summoning Spirit Stones can now hold an unlimited charge amount (but still decay if not used in 6 hours)


Elder/Ancient Summons
  • Players will no longer be able to summon Elder versions of creatures (only Ancient versions are now possible)
  • Summoning Ancient versions of summons now requires a minimum of 80 Spirit Speaking skill
  • Ancient versions of summons will now have a duration bonus of (100% x (Effective Spirit Speak / 100))
  • 5th Level Summon Spells now cost 14% Charge for Ancient versions
  • 8th Level Summon Spells require 50% Charge for Ancient versions (same as before)
  • Players will no longer summon Elder or Ancient versions of summons


Spirit Speaking
  • Spirit Speaking now increases the Stats and Skills of all summons by (50% x (Effective Spirit Speaking Skill / 100))
  • Spirit Speaking now increases Dispel Resistance of all summons by (20% x (Effective Spirit Speaking Skill / 100))


Summon Durations
  • Base Summon Durations for summoned creatures begins at 120 Seconds and can be improved with Mastery Chain Links and Summoner's Tome upgrades (explained later)


Summoning Spirit Stones
  • Players no longer need to "activate" Summoning Spirit Stones
  • Players can double-click a Summoning Spirit Stone and target one of their summons to extend their Summon Duration by its Base Summon Duration (i.e. add 120 seconds + bonuses from Mastery Chain Links + Summoner's Tome Upgrades)
  • Players can double-click a Summoning Spirit Stone and target themselves to automatically target whichever of their current summons has the shortest duration remaining and extend their duration by its Base Summon Duration
  • Extending a Level 5 summon consumes 10% Spirit Stone Charge
  • Extending a Level 8 summon consumes 25% Spirit Stone Charge
  • Players cannot increase the duration of a summon if it has 15 minutes or more duration remaining




Blade Spirits and Energy Vortexes
  • Blade Spirits and Energy Vortexes are now "non-hostile" to players and tamed creatures and will never attack them
  • Blade Spirits and Energy Vortexes are still considered "Berserk" creatures and will automatically attack any non-tamed creatures/NPCs that are grey in their perception range (players have no control over which monsters/NPCs they attack)
  • Blade Spirits and Energy Vortex will now flag as Green to their caster/allies and Blue to other players (similar to normal pets), and while they will be considered "owned" by the caster, the caster cannot issue any commands to them
  • In order to Release a Blade Spirit or Energy Vortex, players must cast Dispel on them or simply wait for summon duration to expire
  • Blade Spirits and Energy Vortexes can now be improved into Elder and Ancient versions and they now gain all player-skill related bonuses (such as Herding Focused Aggresion) that normal summons would receive (including bonuses from Aspect Gear / Mastery Chains)
  • Blade Spirits and Energy Vortexes will now have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)




Autodispel
  • Boss level creatures will perform Autodispel against summons as normal, with same cooldowns/intervals as before
  • Autodispel against a Level 8 summon will inflict 40% of that summon's Max Hit Points as raw damage to the creature
  • Autodispel against a Level 5 summon will inflict 60% of that summon's Max Hit Points as raw damage to the creature
  • Dispel Resistance for a summon now reduces the raw damage received from Autodispel by that percentage amount (previously acted as a "subtraction" to the percent amount)
  • Ancient versions of summons now receive (20% * (Caster Effective Spirit Speaking Skill / 100)) Dispel Resistance

For instance an Ancient Energy Vortex that has 800 Hit Points, summoned by a player with 100 Spirit Speak, that is being Autodispelled would initially take 800 x .40 = 320 damage, which then gets reduced through Dispel Resistance to (320 * (1 - .20)) = 256 Damage taken


Summoner's Tome
  • Players can now craft Summoner's Tomes through Inscription, which are used as a tool to greatly improve the power and utility of summons
  • Players will need 80 Spirit Speaking or higher to utilize the benefits of Summoner's Tomes
  • Summoner's Tomes are always blessed
  • Similar to Aspect Gear, every player now has a "Summoner Profile" that is stored for them on a per character basis and is permanent (can't be lost)
  • Players can double-click a Summoner's Tome in their backpack to view their character's Summoner Profile through a special Summoner's Tome menu
  • Summoner Tomes are non-unique and players can use any of them to access their Summoner Profiles (i.e. a player that loses their Summoner's Tome can simply craft a new one and they will not lose any progress on their Summoner Profile)



Summoner Tome Menu
  • Players can view their Summoner Profile through the Summoner's Tome Menu by double-clicking any Summoner's Tome in their backpack
  • While players need 80 Spirit Speak to utilize the benefits of a Summoner's Tome, any player may view their profile even with insufficient Spirit Speak skill
  • On the Overview Page of the Summoner Tome Menu, players can see a summary of all their Spell Entries for each of the 8 Summoning spells (such as Blade Spirits, Air Elemental, Fire Elemental, Energy Vortex, etc) in that player's Summoner Profile
  • Each Spell Entry has a "Points Unlocked" and "Upgrade Progress" listing
  • Players can click the Diamond button next to each Spell Entry to jump to that spell's individual page
  • Players can also use the buttons on the bottom toolbar to jump to individual spell pages, or click the button next to the Tome Icon at the bottom to return to the Overiew Page



Spell Upgrade Progress
  • If players have at least 80 Spirit Speaking skill on their character, they can earn "Upgrade Progress" towards summon spells (see "Max Upgrade Points" section below for details)
  • When players fight non-tamed/non-summoned creatures while using summons, they will earn "Upgrade Progress" for that summon spell, similar to earning Aspect Experience, Mastery Chain Experience, etc
  • Progress amounts earned are based on the Gold Value of the creature killed, and the Damage Percent that player did to the creature (similar to how all other forms of Experience earned on the server are calculated)


  • If a player uses a single summon type to fight a creature (such as only Air Elementals) all Upgrade Progress earned from that creature killed will be attributed to that single spell
  • If a player uses multiple summon types against a creature, Upgrade progress will be divided evenly amongst the different summon types they used (ie.e 50% each for 2 types, 33% each for 3 types, etc)



  • Similar to other forms of Experience, players can select how/and if they want Summoner Upgrade Progress to be displayed for their character through Paperdoll -> Help -> Commands -> Text Displays -> [ShowSummonersTomeExperience
  • Players can choose to have Summoner Upgrade Progress amounts display overhead, in the system message area, or not at all



  • Players can view Upgrade Progress for each spell in the Summoner Tome Menu Overview page


  • Players can also view Upgrade Progress for spells in the individual Spell Entry pages for a spell



The experience amounts need for players to unlock upgrades increases the more Unlocks they already have for a particular summon
Experience amounts (Creature Gold Value x Player Damage Contribution Percent) needed to reach 100% Progress for each Unlock Point on a spell are as follows


1st Point: 5000 gold earned
2nd Point: 6000 gold earned
3rd Point: 7000 gold earned
4th Point: 8000 gold earned
5th Point: 9000 gold earned
6th Point: 10000 gold earned
7th Point: 11000 gold earned
8th Point: 12000 gold earned
9th Point: 13000 gold earned
10th Point: 14000 gold earned
11th Point: 15000 gold earned
12th Point: 16000 gold earned
13th Point: 17000 gold earned
14th Point: 18000 gold earned
15th Point: 19000 gold earned
16th Point: 20000 gold earned
17th Point: 21000 gold earned
18th Point: 22000 gold earned
19th Point: 23000 gold earned
20th Point: 24000 gold earned
21st Point: 25000 gold earned
22nd Point: 26000 gold earned
23rd Point: 27000 gold earned
24th Point: 28000 gold earned


Unlocking Upgrade Points
  • When players reach 100% Upgrade Progress for a spell, they unlock an Upgrade Point for that spell
  • Players will receive a system message and sound effect when they unlock an Upgrade Point for a spell


  • The total number of Upgrade Points unlocked for each spell is displayed next to the spell's icon on the Overview Page


  • And is displayed at the bottom of the page as part of the Upgrade Points Spent listing



Upgrades and Spending Upgrade Points
  • Every summon spell has 10 different Upgrades that players chose from, each having their own Upgrade Point Cost that must be spent to activate them
  • Upgrade choices are not permanent: players can select and deselect Upgrades freely to spend/release their point costs from their total
  • Upgrades apply unique bonuses and unlock abilities that will be added to that particular summon created by the player
  • Clicking the Info Button next to an upgrade will display a summary of what the upgrade offers when activated



  • Clicking the Diamond Button next to an Upgrade will activate it and add its Point Cost to the Upgrade Points Spent total
  • Upgrades that are active for a spell have their checkbox selected and display in Green text
  • Clicking the Diamond Button next to an activated Upgrade will deselect it and free up its Point Cost total
  • Players cannot select or deselect Upgrade while they have any summons currently alive in the game world, however



Additional Costs
  • When players have Upgrades Points spent for a summon spell type, it also increases the costs to summon an Ancient version of that creature

Cost increases are as follows:

Level 5 Summon Spells
  • For each Upgrade Point spent on a 5th level summon spell, the Summoning Spirit Stone cost to create an Ancient version of it is increased by 2% (i.e. 24 pts spent would become 14 x 1.48 = 22.2% Summoning Spirit Stone charge used)
  • For every 3 Upgrade Points spent (rounded up) on a 5th levelsummon spell, the mana cost to create an Ancient Version of it is increased by 1 (i.e. 24 pts spent would increase the mana cost of the spell from 14 to 22)
  • If a player does not have sufficient Summoning Spirit Stone charge or not enough Mana available, they will summon a Regular summon instead of an Ancient version

Level 8 Summon Spells
  • For each Upgrade Point spent on an 8th level summon spell, the Summoning Spirit Stone cost to create an Ancient version of it is increased by 2% (i.e. 24 pts spent would become 50 x 1.48 = 74% Summoning Spirit Stone charge used)
  • For every 1 Upgrade Point spent on an 8th level summon spell, the mana cost to create an Ancient Version of it is increased by 1 (i.e. 24 pts spent would increase the mana cost of the spell from 50 to 74)
  • If a player does not have sufficient Summoning Spirit Stone charge or not enough Mana available, they will summon a Regular summon instead of an Ancient version


Max Upgrade Points
  • For each Summon Spell, players can earn up to a maximum of (Spirit Speaking Skill / 5) = 24 Upgrade Points
  • Players cannot earn Upgrade Progress for a spell if they are at their current Maximum Points allowed for their current Spirit Speaking skill

For example:

A player with 0-79.9 Spirit Speaking can NOT earn any Upgrade Progress for summon spells
A player with 80 Spirit Speaking can earn Upgrade Progress and unlock up to 16 Upgrade Points (but wont earn further Upgrade Progress after this)
A player with 120 Spirit Speaking can earn Upgrade Progress and unlock up to 24 Upgrade Points





  • If a player lowers their Spirit Speaking skill, through manually dropping the skill or activating an Echo with a lower Spirit Speaking value, their maximum Upgrade Points available will be temporarily reduced to match their new Spirit Speaking skill and any Upgrades they have selected will be deselected
  • If a player's Spirit Speaking skills does become reduced, their permanent Maximum Upgrade Points unlocked for the spell will be displayed in parenthesis next to their current value in "Upgrade Points Spent)
  • Players can never permanently lose Upgrade Points they have unlocked; once they increase their Spirit Speak skill again, they will be able to utilize those unlocked Upgrade Points they previous earned again




Achievements
  • Players can now gain "Summoner" Achievments in the Skill Mastery Category when a player unlocks 24 Upgrade Points for a single spell
  • Summoner (Basic) requires a player to unlock 24 Upgrade Points for a single spell once
  • Summoner (Advanced) requires a player to unlock 24 Upgrade Points for a single spell four times
  • Summoner (Epic) requires a player to unlock 24 Upgrade Points for a single spell eight times




Mastery Chains
  • Bronze Summoning Mastery Chain Links now increase Summon Duration and Dispel Resistance by +2%
  • Silver Summoning Mastery Chain Links now increase Summon Duration and Dispel Resistance by +2.5%
  • Gold Summoning Mastery Chain Links now increase Summon Duration and Dispel Resistance by +3%


Animal Lore Page
  • Certain summons have natural abilities or effects, and now will be displayed in the Animal Lore Page in purple text at the bottom of the page




Creature Rebalance
  • Summons have been rebalanced and retooled to better fit a series of "Roles" and to take advantage of new bonuses offered by the Summoner's Tome (explained later)

The Animal Lore images below reflect:

Image 1: Summons cast by a player with 0 Spirit Speaking
Image 2: Summons cast by a player with 100 Spirit Speaking
Image 3: Summons cast by a player with 120 Spirit Speaking and Tier 13 Eldritch Armor (152 Effective Spirit Speaking skill)



Blade Spirits
Role:
Cheap, Unfocused DPS
Special Effects: Has +50% Attack Speed





Blade Spirits now function as cheap and efficient DPS for summoners

Their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned


Summon Creature
Role:
Cheap, Aggro Management / Damage Soak
Special Effects: None



The Summon Creature spell has had its pool of creatures overhauled, and now contains the majority of all Tameable, One Control Slot creatures that exist in the 50-65 Taming skill range (no longer has sub-50 skill tamables or Two-Control Slot creatures)

Summon Creature now operates as a spell players can cast to fill out their remaining Follower slot and have some additional damage soaking or aggro management from it

Creatures in the summoning pool for the spell now include the following:
  • Black Bear
  • Brown Bear
  • Firebat
  • Monitor Hatchling
  • Muck
  • Primordial Whelp
  • Rock Guar
  • Shallow Water
  • Aegis Rat
  • Corpse Eater
  • Flamehound
  • Grizzly Bear
  • Polar Bear
  • Sand Crab
  • Scorpion
  • Swamp Spider
  • Cave Bear
  • Fire Ant
  • Fire Salamander
  • Monitor
  • Primordial
  • Silverback
  • Aegis Mongbat
  • Giant Swamp Slug
  • Searing Lizard
  • Winter Wolf


Air Elemental
Role:
Anti-Spellcaster DPS
Special Effects:
Has +50% Attack Speed
Has 75% chance to attempt Melee attack rather than spellcast when in melee range





Air Elementals are geared for dealing large amounts of DPS towards spellcaster creatures, due to having +50% Attack Speed and High Wrestling (enemy spellcasters typically have lower wrestling)


Earth Elemental
Role:
Melee Tank
Special Effects: None





Earth Elementals function as tanks against Melee creatures, due to Very High Armor and above average Wrestling and Hit Points


Fire Elemental
Role:
Anti-Melee DPS
Special Effects:
Has 75% chance to attempt Spellcast rather than melee attack when in melee range





Fire Elementals are geared for dealing large amounts of DPS towards melee creatures, due to having High Magery and Very High Eval Int. They are somewhat fragile, however, and likely will require another creature to pull aggro from them


Water Elemental
Role:
Spellcaster Tanking
Special Effects:

Takes -25% Damage From Direct Damage Abilities
Has 75% chance to attempt Spellcaster rather than melee attack when in melee range




Water Elementals function as tanks against Spellcaster creatures, due to Very High Magic Resist

They are also above-average spellcasters themselves


Summon Daemon
Role:
Balanced, Time-Investment DPS (see Summoner's Tome details)
Special Effects:

Has a 15% chance on Spellcast to trigger a Fireblast, which deals MinDamage to all enemies within 1 tile of the target




Daemons are well-balanced all around, with high hit points and an above average amount of damage, and can serve multiple roles

Daemons can also take advantage of time-based Summoner's Tome upgrades (explained later) that can dramatically boost their damage the longer they stick around, making them a creature that gets better with age


Energy Vortex
Role:
Sturdy, Unfocused DPS
Special Effects: Has +50% Attack Speed





Energy Vortexes are both sturdy and deal a very large amount of DPS

Similar to Blade Spirits, their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned


Blade Spirits Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Dismissive (4 Pts)
+25% Dispel Resistance and refunds mana used for Dispel and Mass Dispel cast against creature


Double-Edged (6 Pts)
25% chance on receiving melee attack to inflict 100% of damage taken as Bleed damage over 15 seconds


Hamstring (6 Pts)
25% Chance on melee attack to Entangle target for 10 seconds (attack inflicts +50% Damage if target was already Entangled)


Precision Cuts (8 Pts)
+30% Damage for 60 seconds after summoning


Serration (8 Pts)
15% chance on melee attack to reduce target's Armor by 50 for 15 seconds


Lightning Strikes (12 Pts)
+50% Attack Speed for 60 seconds after summoning


Razors (12 Pts)
15% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds


Summon Creature Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Tier 1 Creatures (4 Pts)
Adds Asp, Cave Bat, Aegis Slime, and Drake Whelp to potential creature pool


Binding Ward (6 Pts)
+25% Hit Points and +25% Dispel Resistance


Tier 2 Creatures (6 Pts)
Adds Devil Bat, Wolfhound, Blood Ape, and Dragon Whelp to potential creature pool


Stampede (8 Pts)
Doubles bonuses from Pack Instincts and Swarm traits


Tier 3 Creatures (8 Pts)
Adds Husk Crab, Stinger, Vampire Bat, and Molten Mongbat to potential creature pool


Lifecycle (12 Pts)
Restores 5 Mana to caster on death (does not apply if creature is released or unsummoned)


Tier 4 Creatures (12 Pts)
Adds Aegis Scorpion, Army Ant, Komodo, Rime Guar, and Snowdrift to potential creature pool


Air Elemental Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Gust (4 Pts)
+7.5% Damage


Gale (6 Pts)
Melee attack adds +1.5% Damage and Accuracy for 30 seconds (max +15%)


Windshear (6 Pts)
Melee attacks have 66% chance to ignore target's Armor


Cyclone (8 Pts)
+15% Damage and gains the Charge ability


Microburst (8 Pts)
Melee attack adds +3% Attack Speed for 30 seconds (max +30%)


Tempest (12 Pts)
Melee attack adds 3 seconds to summon duration and increases Dispel Resistance by 10% for 30 seconds (cannot increase summon duration beyond 15 minutes)


Whirlwind (12 Pts)
Melee attack has 25% chance to hit 2 additional targets within 2 tile of target


Earth Elemental Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Hardened (4 Pts)
+5% Damage and +10% Armor


Grounded (6 Pts)
+25% Hit Points and +25% Dispel Resistance


Earthpull (6 Pts)
10% Physical Damage Resistance and greatly increased Aggro


Rooted (8 Pts)
+15% Damage and immune to Knockback and Hinder and if stationary for at least 5 seconds


Slam (8 Pts)
15% chance on melee attack increase the attack's damage by 66% and reduce target's Accuracy by 25% for 15 seconds


Stonewall (12 Pts)
Physical damage taken reduced by 10% for each minute alive (50% max)


Purge Impurities (12 Pts)
+10% Damage and melee attacks have a 75% chance to remove Poison, Disease, and Bleed effects


Fire Elemental Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Scorched Earth (4 Pts)
On each Autodispel attempt against creature, dispelling creature takes 125 Damage (amount is increased by damage bonuses)


Explosive Departure (6 Pts)
Inflicts 250 Damage divided amongst enemies within 2 tiles on death (amount is increased by damage bonuses)


Wildfire (6 Pts)
Spells have 25% chance to leave Fire Fields


Unstable Sorcery (8 Pts)
Becomes ranged spellcaster and gains +15% Charged Spell Chance


Glass Cannon (8 Pts)
-25% Hit Points and +25% Damage


Fanning the Flames (12 Pts)
Spellcast adds 3 seconds to summon duration and increases Dispel Resistance by 10% for 30 seconds (cannot increase summon duration beyond 15 minutes)


Burning at Both Ends (12 Pts)
-25% Summon Duration and +35% Damage


Water Elemental Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Eldritch Essence (4 Pts)
+10% Eval Int and +20% Magic Resist


Deep Water (6 Pts)
+25% Hit Points and +25% Dispel Resistance


Spell Siren (6 Pts)
15% Magical Damage Resistance and greatly increased Aggro


Stagnant (8 Pts)
Spells have 10% chance to inflict Deadly Poison


Reflecting Pool (8 Pts)
15% Chance to Reflect Spells


Ebb and Flow (12 Pts)
Increases Damage Reduction from Direct Damage Abilities to 66%


Purification (12 Pts)
Immunity to Poison, Disease, and Bleed effects


Summon Daemon Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Fiery Temper (4 Pts)
Increases Fireblast chance on Spellcast to 25%


Bloodthirsty (6 Pts)
Damage increased by 20% if target below 50% health


Sadistic Rage (6 Pts)
Has 15% chance on Damage Taken to increase Damage by 15% for 30 seconds


Vengeance (8 Pts)
Damage increased by 0.5% of Health percent missing


Daemonic Frenzy (8 Pts)
Has 25% chance on melee attack to increase Attack Speed by 25% for 30 seconds


Greater Daemon (12 Pts)
+50% Hit Points and +50% Dispel Resistance


Growing Fury (12 Pts)
+10% Damage for each minute alive (max +50%)


Energy Vortex Summoner's Tome Upgrades


Arrival Aura (2 Pts)
+50% Dispel Resistance for 30 seconds when summoned


Spirit Pact (2 Pts)
+10% Hit Points


Corporeal Tether (4 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)


Dismissive (4 Pts)
+25% Dispel Resistance and refunds mana used for Dispel and Mass Dispel cast against creature


Ethereal (6 Pts)
Each mana spent by caster increases Accuracy by 0.25% for 30 seconds (max +25% accuracy and player must be within 18 tiles)


Abyssal Essence (6 Pts)
Autodispel cannot reduce hit points to lower than 33%


Conduit (8 Pts)
Each mana spent by caster increases damage by 0.25% for 30 seconds


Void Strikes (8 Pts)
Melee attacks have a 80% chance to ignore target's Armor


Feedback (12 Pts)
Melee attacks restore 1 mana to caster (max 50 mana restored and player must be within 18 tiles)


Energy Surge (12 Pts)
Melee attacks also inflict 33% of damage to a random enemy within 4 tiles
 
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#7
This is really nice innovative work. Another fresh spin on UO. Even having a 120 tamer I want to roll summoner just to level it up.

One question though. Can you explain where you're trying to position summoners in relation to tamers, I.e, we want summoners to have the mobile versatility of choosing game play on the fly with reduced effectiveness, while taming remains top tier pet class, but lacks the ability to adjust it's role outside town.
 

Luthius

Developer
Staff member
#12
Right now most of the upgrades and bonuses don't work in PvP; I'm looking at how much of that we want to change currently. Since it's largely based off of one "primary" skill, spirit speaking, I'd probably lean more towards not much, if any. But we have some time to think about it
 
#13
i tinkered with blade spirit felt neat with a dexxer build although the charges were capped at 100% and not 500%.

however for summon creatures, they felt less "meaty" but i couldnt get any ancients to summon (need more time while i was 4 for 4 ancient blades, 0 for 2 summon creature at 70 ss). It would be great if we could summon "5 random creatures" at 18-24 points cost so we could roleplay a little better without downtime. the downtime for casting summon creature is a bit of a chore/not fun imho (6 second cast times , by the time you summon 5, the first few are almost gone).

it would be neat even if there was a chance to summon at like (magery + ss ) /4 or /2 etc or some reward point option to summon low end spawns (creature or blased) 2+ at a time to cut down the long casting time.
thanks for reviewing.
 
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#15
A. Demons a little underwhelming accross the board but maybe i need to try ancients otherwise im thinking 10-20% buff To base stats

B. Blade spirits and summon creature are super slow to cast, not sure if perks help them stick around long enough to offset the long casting times. They do attack slow

C.Maybe to synergize with edlritch effective SS, have spirit speak effective help reduce summon cast times ...
like 120 ss (+ eldritcu bonus) is total SS * .25 % reduction in cast time (100 ss reduce cast time by 25% aka 6 seconds to 4.5 sec)

D. Summon creatures take a while to summon 5 if #c doesnt happen it would be cool if they lasted 30 seconds longer to compensate for (5* 6 seconds casting)

E. Summoning stones are a but of a pita (sorry just kind of why i never used them) what about having... historically folks complained about the falloff for summons at bosses
120: 100% chance ancient
100 ss: 100% eldtritch
prorated below 100
-no stones?

This is a rad patch thanks!!
 
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#16
Fire elementals are outrageously powerful. 40 - 80dps with a pair. I think they need eval int balanced and remove the self-heal, that should be on water.

Water elementals feel like a decent upgrade damage-wise.

Doesn't feel like daemons and earth elementals have much of a purpose, but I'm going to tackle some tougher mobs tomorrow and see how they fare.

Energy vortex, this one I don't like at all. SInce it's locational (e.g. they don't follow you) you'll already be spending far more mana summoning them while farming, and to clear up the control slots you're spending ANOTHER 20 mana, and their damage output is hugely unimpressive anyway. They're going to be hard to level up, lots of mana spent on dispel and resummoning that would otherwise be spent on a flamestrike or mindblast. Also, if you're forced to abandon an energy vortex for whatever reason, you're completely handicapped for 8 - 10 minutes until tey either die or unsummon.

Summon creature should have a sliding window of summons; base is 50 - 65. Upgrade level 1 should shift that to 60 - 75, level 2 to 70 - 85, etc. etc. in some sliding fashion. As it is, you can buy that up to level 4 and still end up with 5 level 50 pets from what I see.

Also, considering the cast time it might be interesting to add a multi-summon behaviour; summon fey on OSI would summon up to X followers at once; perhaps summon creature could "fill" remaining control slots with a single cast, something along those lines? Probably hard to balance that one, could get five ancient snowdrifts for 14 mana...
 
#18
I think your existing overworld mobs might offer some interesting options for upgrades.

For Fire, replace burning at both ends with a -33 pct to duration but also chance on hit defensive flamestrike, like so many fire-based mobs have.

Water should get the self-heal.

I don't know if the bleed/heals/poison removal on earthies is quite so useful, but it seems like these guys are targetting bosses so I'll reserve judgement so far. I wish they'd been given an ability similar to the Ancient Earths in Petram re: the slam move. Possibly something interesting like transfer the status effect back to whatever it's attacking?

Shoudl Air have a spellcaster debuff as an upgrade option? Reduction in cast speed/damage?
 
#19
Caster stats on all spellcasting summons were increased too much, especially fire.

Fire elemental has base stats of a phoenix (4 slot tamer pet) and does similar DPS (one ancient fire elemental by itself does similar DPS to a level 10 phoenix).
Air/Water elementals have base stats of a wisp (3 slot tamer pet) and also do similar DPS.

Suggest to pull magery back to 50 for all casters (where it is on live). Leave eval at 75 for air/water. Pull fire down from 150 to 75 (give it 20% flamestrike chance on hit to let it pull ahead on DPS more modestly).

Also fire elemental's damage-based heal has all the same problems that cryptwing had when that pet was introduced. % of damage as health return will always be imbalanced (it'll either be too little in most scenarios, or else scale too high when damage multipliers are at play). The fire elementals on test server are immortal because they can heal themselves to max every spell.