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  #51  
Old May 24th, 2008, 05:55 PM

MaxWilson MaxWilson is offline
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Default Re: Massive fatigue spells

Sorry, thejeff, I scrapped the test after I was done with it.

I'd be happy if it just capped at +1 extra gem per cast. It's hard for me to conceive of a situation where you'd want anything else to happen. In order to use +x extra gems, you need to be x levels over the minimum path requirements anyway, so using +x gems will merely half your fatigue (it's 1/(2*x) fatigue instead of 1/x). That means it will be a rare spell where spendign the extra gems actually makes the difference between staying conscious and hitting 200 fatigue.

Let's be concrete about this. Say you want to do <Master Enslave, Vortex of Returning>. Master Enslave is S8/800. You need to be casting at +9 (S18) to stay conscious (88 fatigue + encumbrance) after casting it. If gem usage were capped at +1 (9 pearls total), you could do this combo with an S17 caster. Not likely. With the current system, you'd need to be S13 (spend 13 pearls). This is not exactly a mainline scenario. I think the method KO describes (can only use +1 gem total) makes a lot more sense and will almost always be more economical. For the scenario I describe you'd be better off bringing along another caster so the S13 can do <Master Enslave> and the S4 can do <Vortex of Returning> on the same round, anyway.

-Max
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  #52  
Old May 24th, 2008, 05:58 PM

MaxWilson MaxWilson is offline
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Default Re: Massive fatigue spells

Quote:
Endoperez said:
The mechanics work as was intended. It seems Kristoffer was wrong on the part where he was quoted.

<snip>

As an example:
It would be better if AI only used one gem for reducing fatigue. 400-fatigue spell cast by a mage 2 levels higher than the required level could use 4 gems and be left at 133 fatigue + enc, or 5 gems and be left at 100 fatigue + enc, but not 6 gems and be left at 80 fatigue +enc. At least there wouldn't be any confusion about the matter.
The mechanic you describe is the same one that KO says (in the quotation previous) is the way it should work. I agree. Capping at +1 is the way to go.

-Max
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  #53  
Old May 26th, 2008, 10:55 AM

thejeff thejeff is offline
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Default Re: Massive fatigue spells

I'm not following this:
In order to use +x extra gems, you need to be x levels over the minimum path requirements anyway, so using +x gems will merely half your fatigue (it's 1/(2*x) fatigue instead of 1/x).

Are you assuming that Number of gems required = Path required?
Consider Fog Warriors: A5, 300fat so 3 gems. An A5 caster using 4 gems (1 extra) gets 150fat. Using 5 gems (2 extra), he'd be at 100.
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  #54  
Old May 26th, 2008, 11:27 AM
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mathusalem mathusalem is offline
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Default Re: Massive fatigue spells

you can only raise your path level by 1 max using extra gem.
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  #55  
Old May 26th, 2008, 01:43 PM
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Endoperez Endoperez is offline
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Default Re: Massive fatigue spells

Quote:
mathusalem said:
you can only raise your path level by 1 max using extra gem.
Please read my post on the top of this page (page 4), where I quote the manual saying that you can raise your path level by 1 for spell requirement purposes and use further gems to reduce spellcasting fatigue.
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  #56  
Old May 26th, 2008, 05:41 PM

MaxWilson MaxWilson is offline
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Default Re: Massive fatigue spells

Quote:
thejeff said:
I'm not following this:
In order to use +x extra gems, you need to be x levels over the minimum path requirements anyway, so using +x gems will merely half your fatigue (it's 1/(2*x) fatigue instead of 1/x).

Are you assuming that Number of gems required = Path required?
Consider Fog Warriors: A5, 300fat so 3 gems. An A5 caster using 4 gems (1 extra) gets 150fat. Using 5 gems (2 extra), he'd be at 100.
Hmm, good point. Yes, that was my quick-and-dirty assumption, and you appear to have found a case where it might be useful to spend more.

-Max
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