this post was submitted on 14 Jun 2024
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[–] Okami_No_Rei 1 points 5 months ago* (last edited 5 months ago) (1 children)

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.

[–] BugleFingers 2 points 5 months ago (1 children)

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)

[–] Okami_No_Rei 1 points 5 months ago

That makes a lot more sense now. Thank you. I know where to look for troubleshooting next time I play.