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View Poll Results: Should players be able to block magic?
Yes but only with a shield 4 7.14%
Yes and and certian shields should be able to reflect spells 6 10.71%
Yes with a shield and/or weapon 6 10.71%
Yes only with a shield if the spells are direct nukes such as fire balls and ice lances 19 33.93%
Yes with a shield and/or weapon if the spells are direct nukes such as fire balls and ice lances 15 26.79%
No. Magic under no circumstances should ever blockable 6 10.71%
Voters: 56. You may not vote on this poll

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Old 2nd August 2008, 15:49   #1 (permalink)
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Default Poll: Should players be able to block magic?

Should players be able to block magic with their weapons or shields?

Never mind the typo's in the poll, I'm kinda tired.

Last edited by Phi : 2nd August 2008 at 16:02.
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Old 2nd August 2008, 16:08   #2 (permalink)
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a nice idea, after all, why should you be able to block waepon attacks but not magic in some sort of way? (i think being able to resit it is also a good choice.)
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Old 2nd August 2008, 16:11   #3 (permalink)
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i agree about the resist, i actually wanted add a "with weapons but it only counts as a resist" option too
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Old 2nd August 2008, 16:14   #4 (permalink)
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From what I gather, the caster will have to aim, cast, and hit a moving target. Twitch will play an important role.

A shield could, in a few circumstances, reflect back or absorb a certain percentage, but I don't want melee to have too many ways to negate magic. Casters should be dangerous if played right thus if melee has too many ways to block elemental dmg, what's the point of playing a caster?
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Old 2nd August 2008, 16:17   #5 (permalink)
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Quote:
Originally Posted by Neek View Post
From what I gather, the caster will have to aim, cast, and hit a moving target. Twitch will play an important role.

A shield could, in a few circumstances, reflect back or absorb a certain percentage, but I don't want melee to have too many ways to negate magic. Casters should be dangerous if played right thus if melee has too many ways to block elemental dmg, what's the point of playing a caster?
this is a very good point
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Old 2nd August 2008, 17:53   #6 (permalink)
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Interesting poll. I hadn't thought much about it.

I think you should be able to block direct spells with both sword and shield. It makes sense that it would dissolve after hitting a target. I think the shield or sword should take some damage from this though. Possibly even get too hot or cold to be used quickly if done too much over a short period.
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Old 2nd August 2008, 21:00   #7 (permalink)
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I dont think magic should be blockable by any physical objects, only magical resistance could lower the damage
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Old 2nd August 2008, 21:50   #8 (permalink)
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I never really understood magical resistance. If someone hurls a fireball at you, it's fire damage, not magical fire damage. At least how I interpret it.

I would say it's more likely to split a fireball with your sword, or just block it with a shield. It's not like it passes through objects until it finds its target (or misses badly). That is, unless it's made out of magical fire. ;p
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Old 3rd August 2008, 00:34   #9 (permalink)
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Other - This is what magic resistance is usually for. Just like equipment with increased defense rating. In most games this is usually ignored on equipment until later stages though.

I can see blocking certain effects though, if the spell has some sort of physical attribute to it (Ice/Stone Lance). But if the spell is purely magical or energy based (Lightning Bolt / Light Ray) I don't see it being blocked.

I can see reflective gear for certain spell types as well, mainly energy based. But really, it gets into a lot of nit-picking and explaining to be done on which what spells are blocked, reflected, absorbed, auto-hit.....

In the type of engine we will be dealing with, I'm assuming most things -could- be dodged, unless they add everything with an always hit clause.

To clarify:
- I'm refereing to magic resistance as an equivalent to armor values, damage reduction, not a % to miss/dodge-like stats.

Last edited by Rathius : 3rd August 2008 at 00:48.
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Old 3rd August 2008, 00:41   #10 (permalink)
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I don't see why people are so interested in seeing magical resistance. That's a pretty random factor when it comes to PvP, unless it's added as a constant counting for every spell. I really don't see why you would want this as a statistic value.
1) As a constant, it might easily become either overpowered on high levels, or underpowered on low levels, and you might aswell balance the game without any such factor to think about.

2) If it gives you a per cent chance to resist spells, it adds more random luck to PvP and less skill.
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Old 3rd August 2008, 14:47   #11 (permalink)
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i hate polls. they never give all possible answers so i almost never vote (which i didn't in this case).

it deppends on what type of spells. buffs and debuffs should not be blocked but have a % to beable to resist. direct damage spells should not beable to be blockd but can be dodged. aoe spells should not be blocked but can be dodged (getting out of aoe before the damage takes effect) and if cought in aoe, resist for half damage (or what ever fraction deppeneding on spell ect.) missle type spells (like bolt spells) although not traditionally blockable, i feel that it is logical that they can be blocked in a fp game only with a shield. but if they are blockable then armor would also have to have an effect on damage taken from these types of spells as they would be given physical properties as opose to magical.
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Old 3rd August 2008, 17:31   #12 (permalink)
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I think spells should be blockable; but not with a traditional way. Lets say there are two skills; one the traditional "Block/Parry" and the other "Magical Block/Parry" in that the later one is used to parry or block strictly magical damage through the use of will power. So you will block using your willpower so to speak instead of relying on an object to block magic.

This gives an interesting combination where one might be nearly invunrable due to magic due to a high magical block skill; but is extreamly weak against physical attacks because the regular block was never really trained.
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Old 3rd August 2008, 17:37   #13 (permalink)
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Quote:
Originally Posted by Shinzon View Post
I think spells should be blockable; but not with a traditional way. Lets say there are two skills; one the traditional "Block/Parry" and the other "Magical Block/Parry" in that the later one is used to parry or block strictly magical damage through the use of will power. So you will block using your willpower so to speak instead of relying on an object to block magic.

This gives an interesting combination where one might be nearly invunrable due to magic due to a high magical block skill; but is extreamly weak against physical attacks because the regular block was never really trained.
I like this idea, but it would also make sense to be able to block a fireball using a metal shield, if it's a wooden shield, well, that wouldn't work :P
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Old 3rd August 2008, 21:15   #14 (permalink)
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Well you can always block a spell with a regular shield. Just don't do it too many times or you might find it a bit too crispy to be of any use (High durability damage if the shield blocks a spell; usefull to save your life once, but not something you should make a habbit out of)
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Old 4th August 2008, 05:57   #15 (permalink)
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Quote:
Originally Posted by Neek View Post
From what I gather, the caster will have to aim, cast, and hit a moving target. Twitch will play an important role.

A shield could, in a few circumstances, reflect back or absorb a certain percentage, but I don't want melee to have too many ways to negate magic. Casters should be dangerous if played right thus if melee has too many ways to block elemental dmg, what's the point of playing a caster?
I'm thinking along the same lines as this. A shield may be able to block/absorb a particular type of spell, but it would be a big hit for the durability of the item - that way it doesn't work to neg magic too much, all the time.

I'm all for a magic resistance skill/action instead - but something that's reworked a little to take most of the chance/randomness factor out of it.
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Old 4th August 2008, 19:36   #16 (permalink)
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While most of skills are sorta magic, I'd propose that characters w/o any magical skills (for example raising hp/sp, uber dmg, faster moving, stealth etc) would be resistant to magic. To make it more difficult, they'd have to use certain weapons (for exaple 2 blades/knives). This way, they could reach sorcerers w/o being killed or stopped by 1 spell.
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Old 4th August 2008, 19:44   #17 (permalink)
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Quote:
Originally Posted by Joszek View Post
While most of skills are sorta magic, I'd propose that characters w/o any magical skills (for example raising hp/sp, uber dmg, faster moving, stealth etc) would be resistant to magic.
This actually reminds me of something cool. In Final Fantasy Tactics, there's a stat called Faith. When your character had high Faith they would have increased magical effects, but also recieve more magical damage or healing. At low Faith, they were resistant to magic.

Faith was basically a scale going from 1 to 100. Raising and lowering it could be done by certain skills, like praying. If it was higher than 95 at the end of a battle, that player would desert you to serve a higher power. It couldn't work like that in Mortal, obviously, but it's a system that could be checked out. I'd rather see consistency in resisting parts of magic if magical resistance is a stat, instead of a chance to deflect a full blow.
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Old 5th August 2008, 01:35   #18 (permalink)
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We need resist magic, no more !
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Old 5th August 2008, 03:44   #19 (permalink)
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If a spell is like an arrow, such as a fireball, then yes, my shield should be able to stop the impact of said fireball if the shield is hard enough to stop fire.

Also, magic even smaller, maybe more direct nukes, should be able to be blocked with weaponry. Nothing overboard, though.

A light bolt from the sky, the size of twelve men in diameter?

Unblockable, kaboom.
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Old 5th August 2008, 12:51   #20 (permalink)
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Quote:
Originally Posted by Dagger View Post
I'd rather see consistency in resisting parts of magic if magical resistance is a stat, instead of a chance to deflect a full blow.
But having a shield you are going to be able to defend arrows, bolts and other throwing weapons such as axes or javelins.
So, why long range chars should have less chance than mages to inflict a melee player using shield (in this very case) ?

Quote:
Originally Posted by Eknav View Post
If a spell is like an arrow, such as a fireball, then yes, my shield should be able to stop the impact of said fireball if the shield is hard enough to stop fire.
Also, magic even smaller, maybe more direct nukes, should be able to be blocked with weaponry. Nothing overboard, though.
A light bolt from the sky, the size of twelve men in diameter?
Unblockable, kaboom.
Ok, but how many fire bolts and fireballs should a shield deflect ?
Normally wooden shield would burn after taking 1 such hit.
Wrought shield could deflect more, but ... holding a hot shield should at least drain HP continuously.

As it goes about thunderstorm ... no way to defend from it.

Maybe by wearing a rubber shoes and armor equipped with lightning-conductor xD
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Old 5th August 2008, 20:38   #21 (permalink)
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Quote:
Originally Posted by Joszek View Post
But having a shield you are going to be able to defend arrows, bolts and other throwing weapons such as axes or javelins.
So, why long range chars should have less chance than mages to inflict a melee player using shield (in this very case) ?
I'm not quite sure what you are saying here, so please explain this a bit more if my reply doesn't give you a good answer.

My previous reply was just a sort of suggestion to a system that, I personally think, is a lot better than current magical resistance systems. The problem with the standard system is that it is heavily gear dependant. You stack a MRES (or any specific school of magic res) stat until it's "maxed." Then you have a sort of chance to resist 25%, 50%, 75% or 100%. A random chance, that in a PvP situation can occur 10 times in a row if you're lucky, or not at all if you're unlucky. I honestly do not think this would work well for this game.

With the faith system that is used in FF:Tactics, you don't need gear at all. It's all up to whether you pray and have a lot of faith in the supernatural, or don't and have low faith. One increasing damage given and recieved, the other one reducing it.

I am, however, more against the resistance systems and for a possibility to block missile spells with your shield or sword if you can wield those well enough. (For new readers: Please look at my first reply in this thread if you want to read more about this.)
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Old 5th August 2008, 21:48   #22 (permalink)
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Oh, right, Joszek. Of course there will be wear-n-tear on your equipment!

If someone is pummeling you with frigid ice bolts, your tin shield should only last but so long. Plus there is the stamina required to hold your shield up against the blasts.

Lots of factors say that, really, you'd be lucky to block even one or two blasts from a strong magic spell.

I also agree with Dagger (of course). No gear dependancy. If there are "resistances" it should be against the natural effects of things, certainly not a percentage or random chance of "nullifying" a spell.

I hate using this example, but DAoC's element effects and statuses changed according to the weather and environment. The same can be applied to armors and weaponry. A fire spell is stronger on someone who has enchanted armor infused with ice. It's logical. Not 10% stronger, but stronger; we don't need numbers, in my opinion, but that probably will never happen. ;D

why kint i theorycraft mo lolz?!
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Old 5th August 2008, 23:36   #23 (permalink)
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Quote:
for a possibility to block missile spells with your shield or sword if you can wield those well enough.
I tend to agree; resistances belong in pen and paper tabletops; they are no longer fitting on a PC game as the primary "Magic Blocker"...
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Old 6th August 2008, 00:39   #24 (permalink)
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Dagger: I was pointing a thing, where melee char should have a possibility to defend long range magical attacks - having on mind that such attacks are aimed directly (fireball, iceball etc), withot AoE attacks (hoping that there will be friendly attack turned on, cause it would be sort of defence - at least if caster wasn't retarded).

So, why a shield by default would defend normal long range attacks such as arrows, bolts, throwing axes etc. , magical weapons attacks such as fire bolts, but not truly magical attacks like fireballs ?

If it goes to resistance to magic based on items, it should be higher using a dedicated combination of weapons ( for example 2 knives, of a blade with shield). It's obvious that such weaponry should be less effective in 1v1 fight or cause less damage than best weapons which player could use on his current lvl of skills (or any stat which would be required to use it effectively).
Hmm.. for example using dual wielded knives +0 without any magical upgrades would allow a player to reflect a magical attack.
The higher upgrade of a gear, the less chance of defending a magical attack (it compensates with higher dmg). Dunno how it would go with magical upgrades (something like ice stones put into sword/shield/blade/...)

Mages learning dedicated spell tree in almost all mmorpg games were given resistance (mostly skills) to such magic. I'm not against it, cause it makes fair when two "identical" mages start to fight with each other.

Skill based resistance ? Don't even try to say that only 1 skill tree could have magical resistance or even worse: healers (if they magically would be implemented in MO). If yes, then it should be a global skill for every1 and every char. Or even better, a skill which would have to be used (or throwed) exactly before magical attack inflict player's character - some sort of magical shield lasting for 0.5 sec only to deflect 1 attack. It would force a player to have a good timing using it, and huge amount of luck.

Eknav: As it goes about considering weather influence at this moment is useless, cause we know s***t about it srsly (maybe in next batch of news devs will mention something about weather and environment fluence on gameplay).

But didn't devs mentioned about rare weapons abilities ?
Grrr...reading day by day about new things being implemented in mmorpg, I've lost calculations what is going to have this and that title :\


I've deleted some of my thoughts after reading again whole thread, some things which are mentioned aren't now even understandable for me ... so just give a try to understand my words
Even my engrish is more than bad. But at least I try to say something in foreign language :\
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Old 6th August 2008, 01:30   #25 (permalink)
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Quote:
Originally Posted by Joszek View Post
So, why a shield by default would defend normal long range attacks such as arrows, bolts, throwing axes etc. , magical weapons attacks such as fire bolts, but not truly magical attacks like fireballs ?
Well, if you read my posts, I'm not saying that they should not defend versus fireballs. If it's a missile spell (meaning a spell that simulates an arrow, or something like that), I think you should be able to deflect it if you're skilled enough. Of course, an area of effect attack should be rather impossible to deflect. You could however dodge the meteors of a meteor rain (just an example of how an AoE situation could work).

Quote:
Originally Posted by Joszek
If it goes to resistance to magic based on items, it should be higher using a dedicated combination of weapons ( for example 2 knives, of a blade with shield). It's obvious that such weaponry should be less effective in 1v1 fight or cause less damage than best weapons which player could use on his current lvl of skills (or any stat which would be required to use it effectively).
Hmm.. for example using dual wielded knives +0 without any magical upgrades would allow a player to reflect a magical attack.
The higher upgrade of a gear, the less chance of defending a magical attack (it compensates with higher dmg). Dunno how it would go with magical upgrades (something like ice stones put into sword/shield/blade/...)
I'm sorry, but I don't quite understand what you are trying to say to me with this.

Quote:
Originally Posted by Joszek
Mages learning dedicated spell tree in almost all mmorpg games were given resistance (mostly skills) to such magic. I'm not against it, cause it makes fair when two "identical" mages start to fight with each other.
Again, I'm against the concept of resistance as you speak of it, as I mentioned in previous posts. Check what I've said about a Faith stat back in post #17 for somehing more viable. You're not likely to see a "spell tree" in this game, if I understand devs correctly.

Quote:
Originally Posted by Joszek
Skill based resistance ? Don't even try to say that only 1 skill tree could have magical resistance or even worse: healers (if they magically would be implemented in MO). If yes, then it should be a global skill for every1 and every char. Or even better, a skill which would have to be used (or throwed) exactly before magical attack inflict player's character - some sort of magical shield lasting for 0.5 sec only to deflect 1 attack. It would force a player to have a good timing using it, and huge amount of luck.
There you go on about a skill tree. I haven't mentioned this at all, and I don't see where it's coming from (if it's me you're referring to).

So you want casters to have as good a chance as a melee who has a shield to defend against missile effects?