this post was submitted on 14 Jun 2024
81 points (96.6% liked)
Patient Gamers
11357 readers
13 users here now
A gaming community free from the hype and oversaturation of current releases, catering to gamers who wait at least 12 months after release to play a game. Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases.
^(placeholder)^
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I was not counting mana cost, no. So it'll just drop modifiers if it doesn't have enough mana, and still cast the base spell? That does explain some of the behavior I was seeing. I figured it would fail to cast entirely if I didn't have enough mana for the full block.
One theory I had, if you can confirm, is that shuffle doesn't just shuffle spells, it shuffles all spell nodes.
So if I have a 4-slot shuffle wand with: PPMP (P = Projectile Spell, M = Modifier)
I was thinking the cast table could either be:
P1 - 33%
P2 - 33%
MP3 - 33%
Or
P1 - 25%
P2 - 25%
MP3 - 25%
P3 - 25%
Depending on whether the modifier block was a valid place for the shuffle to land.
I was planning to try to build some wand experiments to differentiate which of these scenarios is true. Good to know that mana can be a confounding variable.
Edit: Also, is shuffle fully random or does it draw without replacement like a deck of cards until all stored spells are cast and it can recharge? Just thought of this and realized I hadn't tested for it.
You know, I'm not actually entirely sure if it sees the modifier as a valid selection, but yes, it will kill a modifier and cast a non-modified spell if it does not have the capacity. The only time it will not fire at all is when 1) the base spell has a greater cost than total capacity. Or 2) you are out of casts for spells that have a cast limit (donated by a number within the spell's block).
A shuffle wand will always cast all spells available in the selection before hitting the recharge, I can say that for sure. So if you have 5 spells each at 20% chance, then you cast one, you have a 25% for each of the remaining four, then 33%, then 50% then you will 100% cast the spell you haven't cast yet before the wand goes through recharge and all spells become available again.
When talking about dual casts and tri-casts I'm not entirely sure how it resolves what to cast when mana capacity is an issue, but I believe it goes left to right, and checks the validity against your capacity, yes=cast no=not cast which would be why someone would end up casting a couple, but not all of, a block's spells.
Spells and modifiers all can add (or remove) mana, modify cast delay/recharge delay. So do keep an eye on how that all gets changed based on what spells you use. One spell selection could be the difference between chaingun or a slow firing one shot. Some spells have 1 second delays built in (which technically can be overcome)
That makes a lot more sense now. Thank you. I know where to look for troubleshooting next time I play.