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Ulir
 
PostPosted: Wed, Nov 03 2010, 20:57 PM 

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Ahoy!

When infusing a weapon with elemental damage, you usually get the glow of the element (except negative). I wish to remove the glow from the weapon, making them look ordinary with no flashy flashy, so I thought about giving the weapons, via greater mythal, a negative energy appearance. Would that remove the already existing elemental appearance or do nothing?

Are there other means of removing the visuals from an elemental blade?

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TormakSaber
 
PostPosted: Wed, Nov 03 2010, 21:01 PM 

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Can't. 1d6 or more elemental damage, save negative, gives a permanent visual. The only way around it is to not use an element.

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drahgon
 
PostPosted: Wed, Nov 03 2010, 21:05 PM 

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Get a weapon that does one of the physical dmg types (slash/bludg/pierce) as additional dmg, or negative or magic.

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TormakSaber
 
PostPosted: Wed, Nov 03 2010, 21:07 PM 

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O, uh, silly me, I guess I din't really red the topic.

If you give a weapon the "visual Effect" property, it will override the default VFX from any element, including spells, yes. I have a sonic VFX'ed sword that always looks sonic, even though it has physical damage. Even when it's flame weaponed, it looked Sonic.

Your negative energy VFX will do the same.

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Wolfking6116
 
PostPosted: Wed, Nov 03 2010, 21:12 PM 

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Wait, how do you do that?

I want to make my sword burn for all eternity... even if it does cold damage. >.>

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-Cloak-and-Dagger-
 
PostPosted: Wed, Nov 03 2010, 21:16 PM 

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There was a null vfx property added in the hak, that overrides any automatic elemental vfx....but thats a toolset thing. Something for DCs rather than Mythals.


 
      
Wolfking6116
 
PostPosted: Wed, Nov 03 2010, 21:28 PM 

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Gah, lame.

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TormakSaber
 
PostPosted: Wed, Nov 03 2010, 21:36 PM 

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Wolfking6116 wrote:
Wait, how do you do that?

I want to make my sword burn for all eternity... even if it does cold damage. >.>


You can use a mythal to add the Fire VFX to your weapon. Then no matter what damage it has, it will be on fire.

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drahgon
 
PostPosted: Wed, Nov 03 2010, 23:11 PM 

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TormakSaber wrote:
Your negative energy VFX will do the same.


Tormak, there is no visual effect for Negative energy, closest would have to be Evil. Sadly you cant "add" vfx Neg energy because it doesnt exist. I double checked this on toolset, it lists fire, acid, cold, electric, sonic, holy, evil. So Ulir has to do basically... this...

drahgon wrote:
Get a weapon that does one of the physical dmg types (slash/bludg/pierce) as additional dmg, or negative or magic.


or just remove all dmg type from the blade itself.

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Gers
 
PostPosted: Wed, Nov 03 2010, 23:18 PM 

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Evil = Negative energy red glow. The same effect is given by like having +5 vs good on a sword, or 1d6 negative energy.

Unfortunately, I think those only come off divine mythals. Or, you can pay a few DCs to have the permanent item visual put on, and the damage type changed to something else.

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drahgon
 
PostPosted: Wed, Nov 03 2010, 23:35 PM 

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well even if you add 1d6 or 1d8 negative energy on a weapon, they wont glow red, you have to actually add the visual effect evil, which, yeah you pay 3 DC or get a divine mythal to add

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TormakSaber
 
PostPosted: Thu, Nov 04 2010, 3:59 AM 

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drahgon wrote:
well even if you add 1d6 or 1d8 negative energy on a weapon, they wont glow red, you have to actually add the visual effect evil, which, yeah you pay 3 DC or get a divine mythal to add


Yes. He did ask abot the visual though, so I answered. If he has it placed, it will override everything else.

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drahgon
 
PostPosted: Thu, Nov 04 2010, 7:20 AM 

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The OP asks about taking a weapon with say 1d6 fire dmg, and adding a negative energy vfx, only theres no such thing as negative energy vfx that removes the weapon glow.

But yes Ulir, like Tormy said, you can only replace the glow with a different one

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Ulir
 
PostPosted: Thu, Nov 04 2010, 8:44 AM 

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Thanks for that. I just checked. I thought there was a negative glow. Seems like I have to go with negative damage to get what I want (on a non wf weapon or similar).

Thanks for the input.

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TormakSaber
 
PostPosted: Thu, Nov 04 2010, 9:35 AM 

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There is a negative glow, but it's not available on the standard mythals, only a divine. Dunno why.

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drahgon
 
PostPosted: Thu, Nov 04 2010, 10:45 AM 

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if Divine mythals were more common, it would be more worth getting holy/evil glow lol... as it is, Divine (to my knowledge) is only handed out by dms during events

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Dramatic_Prince
 
PostPosted: Thu, Nov 04 2010, 10:54 AM 

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drahgon wrote:
if Divine mythals were more common, it would be more worth getting holy/evil glow lol... as it is, Divine (to my knowledge) is only handed out by dms during events

Weapon visuals should just be included in the greater mythal spectrum.

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TeroSNS
 
PostPosted: Thu, Nov 04 2010, 13:20 PM 

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drahgon wrote:
well even if you add 1d6 or 1d8 negative energy on a weapon, they wont glow red, you have to actually add the visual effect evil, which, yeah you pay 3 DC or get a divine mythal to add

hey, I could even afford that!

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TormakSaber
 
PostPosted: Thu, Nov 04 2010, 20:32 PM 

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Dramatic_Prince wrote:
drahgon wrote:
if Divine mythals were more common, it would be more worth getting holy/evil glow lol... as it is, Divine (to my knowledge) is only handed out by dms during events

Weapon visuals should just be included in the greater mythal spectrum.


They are, save the holy and unholy glows. I do not know who decided those glows were high up, but Kung did most of the mythal masterminding on his own, so I assume it was him.

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drahgon
 
PostPosted: Thu, Nov 04 2010, 20:56 PM 

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Perhaps the suggestion should be made to have Holy/Evil glow be moved from Divine to perfect or flawless? or perhaps add divine mythals in the epic drop loot bin?

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TormakSaber
 
PostPosted: Thu, Nov 04 2010, 21:02 PM 

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The idea was for DMs to drop them from events, but there's not always a perfect reason or way or why a giant chunk of mythal, perfect or divine sized, should be involved in a plot, especially from the RP side. Looking over the crystals, I would sooner see the Divine's function rolled over into the Perfect and combining the two. And if a DM needs a plot specific "Divine" mythal, we can simply hand make it and personalize its effects.

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PaladinOfSune
 
PostPosted: Thu, Nov 04 2010, 21:10 PM 

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Yup, I'd support that. Divine mythals always seemed a bit superfluous when there's already two 'epic' tier mythals available.

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drahgon
 
PostPosted: Thu, Nov 04 2010, 21:12 PM 

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woohoo! I made a half decent suggestion!

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Dramatic_Prince
 
PostPosted: Fri, Nov 05 2010, 16:58 PM 

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TormakSaber wrote:
Looking over the crystals, I would sooner see the Divine's function rolled over into the Perfect and combining the two.

Maybe this suggestion to the system could be made at a convenient opportunity?
But perhaps some on-hit powers and DR should not be made too readily available?


 
      
Athyonn Ursidae
 
PostPosted: Fri, Nov 05 2010, 17:08 PM 

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Oh hit powers are notoriously laggy I seem to remember at lest one of the Dev's telling me once. So I dont see an open availability being made for those any time soon Prince :)

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drahgon
 
PostPosted: Fri, Nov 05 2010, 21:13 PM 

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they are on hit diseases/poisons anyways, not really like anyone is going to sacrifice mass crits or something for it, well... I wouldn't atleast *shrug*

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TormakSaber
 
PostPosted: Sat, Nov 06 2010, 0:25 AM 

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Athyonn Ursidae wrote:
Oh hit powers are notoriously laggy I seem to remember at lest one of the Dev's telling me once. So I dont see an open availability being made for those any time soon Prince :)


Those are for cast spells, not onhits.

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Wolfking6116
 
PostPosted: Sat, Nov 06 2010, 2:05 AM 

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Isn't it on hit cast spell? Which is sort've an on hit... But only certain ones are laggy, ie the spell ones? >_> idk... I know crap all about mechanics.

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drahgon
 
PostPosted: Sat, Nov 06 2010, 2:54 AM 

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yes an onhit spellcast would be more laggy, but the special onhits that divine mythals give is a poison/disease which isnt laggy

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Selvec Darkon
 
PostPosted: Sat, Nov 06 2010, 3:01 AM 

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drahgon wrote:
yes an onhit spellcast would be more laggy, but the special onhits that divine mythals give is a poison/disease which isnt laggy


And is pretty much completely useless <_<

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Dark Immolation
 
PostPosted: Sat, Nov 06 2010, 6:10 AM 

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Selvec Darkon wrote:
drahgon wrote:
yes an onhit spellcast would be more laggy, but the special onhits that divine mythals give is a poison/disease which isnt laggy


And is pretty much completely useless <_<


Completely = 95% of the time.

I'd thoroughly enjoy seeing Perfects and Divine's combined.

As well, a certain few spells added to the options. But that's just my magic-loving self.


 
      
ticket
 
PostPosted: Sat, Nov 06 2010, 6:28 AM 

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On hit blindness on everybody's weapons? And to a lesser extent, on hit stun? Interesting.

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MoshingChris
 
PostPosted: Sat, Nov 06 2010, 6:31 AM 

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And those of us with divine mythals that we acquired are left out in the cold rain, lamenting the fact we even picked the meteor sized chunk of rock up in the first place.

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Dark Immolation
 
PostPosted: Sat, Nov 06 2010, 6:37 AM 

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MoshingChris wrote:
And those of us with divine mythals that we acquired are left out in the cold rain, lamenting the fact we even picked the meteor sized chunk of rock up in the first place.


All 3 of you? :wink:


 
      
MoshingChris
 
PostPosted: Sat, Nov 06 2010, 6:42 AM 

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Don't blame me, blame my superior role-playing prowess.

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drahgon
 
PostPosted: Sat, Nov 06 2010, 6:42 AM 

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MoshingChris wrote:
And those of us with divine mythals that we acquired are left out in the cold rain, lamenting the fact we even picked the meteor sized chunk of rock up in the first place.


I was given a Divine mythal from a DM run quest, was a damn fun quest mind, but when I got the divine mythal, all I could think about was.... should I waste this on holy/evil glow, or just trade it?

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Dark Immolation
 
PostPosted: Sat, Nov 06 2010, 6:44 AM 

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MoshingChris wrote:
Don't blame me, blame my superior role-playing prowess.


Yes, Mosh. Only your form of roleplay could be so foul and damnably horrible where a god sends a giant meteor crashing down on your PC to shut them up and end the suffering. ;P


 
      
MoshingChris
 
PostPosted: Sat, Nov 06 2010, 6:46 AM 

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Its even worse when you consider the fact i was so intoxicated at the helm i actually have no recollection of how i ended up with the silly thing.

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Selvec Darkon
 
PostPosted: Sat, Nov 06 2010, 8:28 AM 

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I'd like to see Divine's given the ability to trade for a DC.
Yes it's pretty silly since DM's give DC's out, but it's a way of forming that DC into an IC reward.

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TormakSaber
 
PostPosted: Sat, Nov 06 2010, 8:30 AM 

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DCs are not IC and should not be given any semblance of such.

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Selvec Darkon
 
PostPosted: Sat, Nov 06 2010, 8:37 AM 

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Shoo orange boy. :lol:

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Dark Immolation
 
PostPosted: Sat, Nov 06 2010, 12:29 PM 

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TormakSaber wrote:
DCs are not IC and should not be given any semblance of such.


They could be like crystallized versions of the Wish spell.

I think they would be really popular, and people would probably fight over them a lot though. But that would inspire RP!

In fact there should be 7 of them, just to make it that much difficult. And they like shoot off into the air when you're done.

And they should be spherical too. And be like a reddish color. But not too red. Like an orange color or something. And have stars on th-



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Wait, nevermind, IC DC's are a terrible, terrible idea. A great plot device though.


 
      
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