New spell idea-Blood Leech (in General)
July 4 2011 1:00 PM EDT
Or call it Life Tap etc..
Works only in melee. HoC makes it work in last missile round.
Damage is equal to that of MM, that is approaching 48% of spell level.
However, it does the following.
Works on the first minion, ignores AoI as other DDs.
Damage is lowered, not raised by AC, Each point of + on armor has double effectiveness vs this spell. AP increases that effectiveness to 2.5%
This spell IGNORES PL like the MoD.
This spell gives HP back to the caster up at a ratio of 20%. Like the MH. Of course if the target has lower hp than the damage, only hp left can be leeched at 20%, like the MH, VA or Bth.
I have not completely thought out the spell but these are some basic guidelines.
Ideas? Or is this just another of my truly idiotic ideas I present. To quote someone from my CM box :)
Just 1 note. All the % damages for the DD spells in the wiki are off. They are way out of date.
Just for a reference FB is about 39.2% or 7.84% listed.
July 4 2011 1:19 PM EDT
I was in fact using the wiki.
But keep the damage for this spell equal to that of MM.
Do you think it is a good idea?
Tweaks? Major changes?
Something new for the game?
back to front. A vampiric spell doesn't seem like it should be front to back.
July 4 2011 1:28 PM EDT
middle to back... a vampiric spell doesn't seem like it should go front to back or back to front
July 4 2011 1:42 PM EDT
My idea was to have a way for people to take out the 20 hp blocker minions in front that people use for decay and other DD spells, especially if backed by a HP/TSA/PL wall.
To give an option to SG, a spell that AC makes lower damage.
If it worked back to front, I personally would not see many people using it.
Front to back would be a nice option to SG.
This is a little off topic but my own idea for a front to back ranged spell was something called like gravity and it has a base damage of 1/2 of MM. Each round it hits the same minion though it doubles in damage from the last round.
I'd really like to see a bunch of new spells, skills, and items.
July 4 2011 3:19 PM EDT
I would also.
However, I think the best method would be for use to propose new items/spells/skill and have Jon and/or NS look them over and use/tweak them if they are approved.
In such a game, with limited damage forms and options, it is hard to think of new innovated things that would not unbalance things.
So back to my spell, what do you think of it Nat?
It would work. A vampiric spell like this has been proposed several times before over the years.
Damage is lowered, not raised by AC
Isn't that what AC does normally?
Each point of + on armor has double effectiveness vs this spell.
Makes it rather weak. Why not just adjust the % damage?
I forgot about that part. I really don't think its necessary. A melee DD spell hits 1 target and drains 40% in hp. Damage is equal to MM. I think that works.
July 4 2011 10:58 PM EDT
The AC part was just a thought to make people decide on using AC vs this or less AC vs SG.
But you are right, AC works well on numerous other spells and physical damage so that part and the bonus from AP can be left out.
Any idea if this is a serious contender for an addition to CB?
How bout it leeches at 14% to caster HP and has a bleed effect so damage increases by a marginal percentage for each attack against that minion until it dies.
Front to back is fine, second slot to back seems cooler. ;)
July 4 2011 11:13 PM EDT
The big thing is that it ignore PL, to give DD a MoD type effect if they want.
I dig this idea. Make it happen.
That's what I would say if the gameplay was still being updated, which it isn't
I like it, throw in a familiar that does the same is all I ask (new supporter item?). Every other DD spell has a familiar but decay (which I think it should get one.. another supporter item?) I don't see why this should be any different considering it would work similarly to MM.
July 5 2011 3:49 AM EDT
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