#Thread of Wild Magic
25 messages · Page 1 of 1 (latest)
can a it do double spell damage, but with a 50% chance of additional negative effects on the player who casts it?
like shrink/grow the player or cause random transformations, more akin to the D&D Wild magic
The name perhaps has too much baggage, my intention wasn't to emulate wild magic from D&D but to introduce a simple Crit mechanic for those that like to gamble with their spell damage. Double damage I think would be too much, as spell damage can already get quite high
I just wanted a thematic name that wasn't "Spell Critical"
where did this idea come from
I saw someone ask if spells can crit and I thought "They don't, but maybe we can make a way for them to"
this is now a thread on why the base mod needs some form of magic movement like a boom stick
Would every glyph in the spell get a chance to crit?
Might get out of hand kinda quick
The spell damage thread already has this problem too, every glyph gets the damage buff individually which I don't think we were super happy with
The base enchanter bangle give a +2 but it's on a chance roll
Because even +2 on all seemed pretty big to me with all the combo and delay exploit
So, I figure there are a few ways it could go-
- Apply the chance to each instance of damage separately
- Apply it to the entire spell with one check per spell
if it can get applied per damage effect, I think it's actually weaker than the spell damage thread
leaning towards the 5% chance per level, so it caps out at 15%
if it applies to each damage effect separately then it would encourage fewer, but more powerful damage effects in the spell
if it applies to the entire spell then that would encourage more of the damage/delay/damage shenanigans, I would think
or you could apply the chance to each glyph separately, and limit it to one crit per spell
but that might not be the way players expect it to work
how about you start with of a wild magic that when you try to cast a spell it may or may not be the wrong stuff and the least anti wildmagic the worse it will be when it does go wild
crit explosion amplified. goodbye everyone.
ok
maybe Spell Overcharge? (as it would be a greater charge of magic, rather than a critical, which is traditionally a double damage or more)
criticals in Minecraft are +50% damage