ok guys. I just wanted to say to everybody contributing to this project, even those just giving feedback and advice and testing, GREAT JOB! This is really fun!
While enlightenment is less than half finished, I think I see some items that can be tweaked on the corruption side. Skeletons are pretty powerful minions now and they also crowd things up a bit. I think we should reduce the limit to two skeletons and up the price to 75g, but keep the summon speed abut the same. I don't want to touch their stats personally, I'm just getting them to where they can actually survive long enough to make "calcified"! A newborn skelly with full upgrades near his owner now looks like this:
Fully Upgraded Skeleton- HP: 813 (7 regen)
- Armor 5+25 (bone)
- Sight: 4+7
- Attack Damage: 50...110+20 (Slashing) -- and that's 70 to 130 damage.
- Health Stolen: 8% (damage from each hit "stolen" and used to heal the skeleton: 6 to 10 points)
- Attack Speed: 100
- Walk Speed: 200+25
I think zombies are too powerful -- not offensively, but defensively. I'm going to make them run faster (240-250-ish) and have less HPs and armor (but not much less armor). As they are, they obsolete the behemoths and I don't like that. I was hoping for them to be a very mean offensive unit (and that they are), but a weaker defense should be a cost. That was also Justcallmeike's original basis (the guy that posted the original ideas and then disappeared!!! LMAO!) This is what zombies look like now, newborn with full upgrades and near their owner:
Fully Upgraded Zombie- HP: 1688 (Regen: 9)
- Armor: 30+25 (Metal)
- Sight: 6+7
- Attack Damage: 115...265+48 (Slashing) -- that's 163 to 313
- Health Stolen: 8% (13 to 25 points per hit)
- Attack Speed: 100
- Attack Effect: Festering Wound (not shown in game) - 25 damage per tick and -25 armor for 10 ticks (about a second per tick). There is a 20% chance with each attack that this will occur.
- Walk Speed: 190+25
Also, the "dance of the dead" thing is because necromancers are trying to heal the pets of other necromancers. I'm thinking that the easiest solution is to make them only heal their own pets. But it was funny as hell!!
I'm making the EPs used to summon skeletons & zombies the same, but I need to test it. If it uses more than they are regenerating, you can get most of the way through summoning and run out of mana, it pissed me off quite a bit. Also, since necromancers can auto-heal their own pets, I think I should back down the regeneration from their emanation a bit although this fast regeneration is supposed to be part of the power of working with animated forms.