Talk:Lesser melioration

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Revision as of 12:49, 3 September 2010 (edit)
Esmene (Talk | contribs)

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Jschaab (Talk | contribs)
(further thoughts on healing xp)
 
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---+--[[User:Jschaab|Fulin]]
Actually, the higher-level versions of the spell seemed to have been a little more touchy for me than usual the last time I tried it. I'm guessing that maybe I was either in a slump, or else the cheat-punishing code was updated to be a bit harsher for whatever reason. I'll test a bit more to see if there's a good way to make sure that the xp loss doesn't happen. Actually, the higher-level versions of the spell seemed to have been a little more touchy for me than usual the last time I tried it. I'm guessing that maybe I was either in a slump, or else the cheat-punishing code was updated to be a bit harsher for whatever reason. I'll test a bit more to see if there's a good way to make sure that the xp loss doesn't happen.
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--[[User:Esmene|Esmene]] 12:49, 3 September 2010 (EDT) --[[User:Esmene|Esmene]] 12:49, 3 September 2010 (EDT)
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 +
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 +I definitely agree that simply removing healing xp altogether would be much better than the way it is now. I wasn't sure that held true at higher levels, but as it is now I gave up on the cleric I created. I've heard in OOC repeatedly that with the current code you will gain more xp than you loose unless you are exploiting. I found this simply isn't true.
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 +--[[User:Jschaab|Fulin]] 11:50, 8 September 2010 (EDT)
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 +My cleric, Gesus, has only cast this spell 3 times, because major melioration was easy to get. I cast that spell a lot and never felt like I was losing more than I gained with that spell or any healing spells.
 +--[[User:Fruri|Fruri]] 03:36, 9 September 2010 (EDT)
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 +I also haven't especially noticed any tendency for my cleric to lose more xp than she gains when casting melioration spells. I haven't replicated my experience of a few days ago, and think that may have been a fluke. --[[User:Esmene|Esmene]] 03:39, 9 September 2010 (EDT)
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 +Hmm... ok, I'll go back to assuming the problem is specifically with this version of the spell.
 +
 +--[[User:Jschaab|Fulin]] 10:52, 9 September 2010 (EDT)
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 +Was thinking about this some more. Here is my suggestion for how healing xp could work:
 +
 +when a cleric cast a heal on someone it leaves an invisible effect on that person with a 1 hour duration, which tracks the amount healed and the healer.
 +if the effect expires the healer gets some minimal xp reward and becomes ineligible for expired effect xp for the next 30 minutes or so (this is mainly to provide at least some incentive for healing a pacifist)
 +if the healer heals the same person again the existing effect continues to accumulate the amount healed, but does not reset its expire time.
 +if the person being healed kills something the effect immediatly dissipates and gives the healer the lesser of these two(either xp equal to what the person being healed got for killing whatever was killed, or the xp the healing itself was deamed worth under the old algorithm)
 +
 +thoughts? is that implementable? is it easily exploited to a greater degree than things already in-game?
 +
 +--[[User:Jschaab|Fulin]] 10:27, 7 October 2010 (EDT)
 +
 +Further refinement:
 +
 +Actually the xp grant doesn't have to be limited to when the person healed kills something. instead it could be anytime the get xp for any reason other than healing(don't want an infinite xp healing loop :P ).
 +
 +In that case no xp is required if the person healed goes an hour without gaining xp. The effect can just expire.
 +
 +--[[User:Jschaab|Fulin]] 11:05, 7 October 2010 (EDT)

Current revision

I would recommend avoiding this spell. It heals the target repeatedly for a duration, and while you might get some xp on the first heal, the xp loss from each successive heal will be far greater. For a level 8 kedeth I repeatedly saw this pattern:

+3xp -9xp -9xp -9xp ...

the -9xp would continue until the spell ran out, which takes awhile. (maybe 15 or 20 times?)

Esmene also indicated that the spell gives a net xp loss, but that the greater version works correctly, so there is some hope for clerics that persist long enough to learn higher level spells.


--Fulin

Actually, the higher-level versions of the spell seemed to have been a little more touchy for me than usual the last time I tried it. I'm guessing that maybe I was either in a slump, or else the cheat-punishing code was updated to be a bit harsher for whatever reason. I'll test a bit more to see if there's a good way to make sure that the xp loss doesn't happen.

Personally, I think the devs ought to have just taken healing xp out altogether, or else have deleted the entire atman of the fuckwad who was caught in the bottom of the well with the snakes as an example (and deleted any backups of that atman).

Grr.

--Esmene 12:49, 3 September 2010 (EDT)


I definitely agree that simply removing healing xp altogether would be much better than the way it is now. I wasn't sure that held true at higher levels, but as it is now I gave up on the cleric I created. I've heard in OOC repeatedly that with the current code you will gain more xp than you loose unless you are exploiting. I found this simply isn't true.


--Fulin 11:50, 8 September 2010 (EDT)

My cleric, Gesus, has only cast this spell 3 times, because major melioration was easy to get. I cast that spell a lot and never felt like I was losing more than I gained with that spell or any healing spells. --Fruri 03:36, 9 September 2010 (EDT)

I also haven't especially noticed any tendency for my cleric to lose more xp than she gains when casting melioration spells. I haven't replicated my experience of a few days ago, and think that may have been a fluke. --Esmene 03:39, 9 September 2010 (EDT)


Hmm... ok, I'll go back to assuming the problem is specifically with this version of the spell.

--Fulin 10:52, 9 September 2010 (EDT)

Was thinking about this some more. Here is my suggestion for how healing xp could work:

when a cleric cast a heal on someone it leaves an invisible effect on that person with a 1 hour duration, which tracks the amount healed and the healer. if the effect expires the healer gets some minimal xp reward and becomes ineligible for expired effect xp for the next 30 minutes or so (this is mainly to provide at least some incentive for healing a pacifist) if the healer heals the same person again the existing effect continues to accumulate the amount healed, but does not reset its expire time. if the person being healed kills something the effect immediatly dissipates and gives the healer the lesser of these two(either xp equal to what the person being healed got for killing whatever was killed, or the xp the healing itself was deamed worth under the old algorithm)

thoughts? is that implementable? is it easily exploited to a greater degree than things already in-game?

--Fulin 10:27, 7 October 2010 (EDT)

Further refinement:

Actually the xp grant doesn't have to be limited to when the person healed kills something. instead it could be anytime the get xp for any reason other than healing(don't want an infinite xp healing loop :P ).

In that case no xp is required if the person healed goes an hour without gaining xp. The effect can just expire.

--Fulin 11:05, 7 October 2010 (EDT)

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