Showing posts with label oddity. Show all posts
Showing posts with label oddity. Show all posts

Monday, April 11, 2011

ICH #1

Out of the ethereal realms we discover,
From under the helms where reason recovers,
Come the notes on sheets 
Without rhythm, keys, or beats.
A major paradox, an interesting puzzle, 
Where the sea surface shines of rubble;
Where the metal is tanned, and the leather fused; 
A combination, at surface, sure to confuse.
But the symbols are there, almost fixated,
On an essence that's not premeditated.
Yet even nature yields not the forces of separation
For the pieces to be parted in dual isolation.
Though, time will be your companion in finding the key to this.
Look forward for more, and soon, your pieces will fit.

Monday, October 25, 2010

The Sea Cucumber

@DragonBrightWiz made this for me :)


If you haven't seen it yet, check Friendly's post here.

That's why.

Plus, Celestia's coming up on Wednesday of this week.  I think I'm ready....

Friday, June 25, 2010

Ghost Rider Glitch

Hey Witches and Wizards,

So, below is a video of what happened when I got a little too excited and multi-tasked, acting too many steps ahead of myself. The second tiger, second pig, and broomstick belong to John Lifeglen over at Through The Eyes of a Sorcerer.

Please do not ask me or John on how to reproduce this. I reported this directly to Ian when I discovered this, mainly because it does modify game play entirely. But, before it disappears forever, I captured our fun as we "ghost-rode" through the first four worlds. Enjoy!




Hm...reminds me of my glitching days in Ocarina of Time... :)

Sunday, May 23, 2010

Into the Spiral: Ice Magic Anomalies

One of Autumn Duskhunter's recent posts comes with amazing timing, as it provides the best--if not perfect--opening for this entry (which I decided to dust off after leaving it as a draft ever since Thursday, May 13).  I had not realized the nature of this contemplation until she, once again, indirectly enlightened me in her insightful fashion; I give my gratitude to the writer of Homework in a Graveyard.  Here is my "emptying of the cup," with a touch of her presentation style...

There is a thought that I would like to revive, which was formed and neglected in my early levels, while my enjoyment for Wizard101 grew.  I had extinguished a minor need to understand why a lot of the spells for the Ice school trail away from universal themes, in form and/or in concept.  What we are familiar with, when it comes to the term "ice," are not readily present or recognizable in the game's creatures/attacks and effects.  In fact, it takes quite an amount of gameplay before we can make solid connections from what we knew before Wizard101 to what we see on our screens.

The majority of the spells of Ice is questionable when we observe the summoned creatures or attacks, and consider their origins.

Beginning with the Frost Beetle, the closest relation I could find to my class's first attack is this.  However, to be fair to KingsIsle, the initial attacks for each class are symbolically unrelated to their school, with the exception of the Imp, so the lowest level spells are exempt from making my point.  Snow Serpent is probably a reference to something that began before I stepped foot into this world (and another meaning to the acronym CPA).  Evil Snowman is the first, solid connection players can make when casting an "Ice" spell and witness a common image of that school.  Continuing on, we hit another bump in the road with the Ice Wyvern, but it may be a small allusion to this.  The image of the Ice Colossus is present in quite a number of games, including Guild Wars and Runescape.  And last but not least, the incorporation of the Frost Giant presents an ambiguous reference: it represents a Norse god of ice (whose name is really Skadi, but she is a goddess skilled in archery) with the resemblance to Thor, another Norse god, who is actually the deity of thunder and wields a hammer.

Update:  Thanks to Kestrel Shadowthistle for making Frost Giant an actual connection!

But Mr. "Chill bee log guy", KingsIsle is just doing their "own thing."  It's a different game, so there are different creatures involved, and the Company doesn't have to relate the spells to existing symbols, icons, or legends/mythologies!

True, and good point, but I present to you the following cases:

  • In many Asian cultures, the term used for a life force, or our internal energy, is Qi, pronounced "chi" (of course, there are variations in the way those cultures say it).  The replenishment of Qi through meditative exercise is representative of the "positive half" of the cycle of nature: growth and recovery.  What generally comes to mind when "growth" and "nature" is considered?  Trees and plants.  In Wizard101, we see the Woodwalker/Nature's Wrath tree, the Dryad tree, Rebirth's Bartleby, and even the Imp (which I linked to an outside source; it explains the origin of the creature's name).

  • Death magic/abilities in countless games have the universal theme of conversion, whether it is:  trading life of a second party to replenish one's own; damaging one's self to be compensated with power or energy; or "recycling" a corpse to do some bidding.  The creatures and spirits from Ghoul (the "zombie") to Wraith (the "Grim Reaper") are unmistakably derived from lore involving the "negative half" of the cycle of nature. 

  • Fire is generally viewed as destruction in two ways:  its essence slowly consuming what it touches, or instantaneous neutralization, thus setting that school in both the Damage Over Time (DoT) and Nuker class (a category for damage dealers who use spells that cause a sharp drop in the health points of their targets).  The creatures of this school (Firebird, Phoenix, Dragon, Heckhound [sic]) are easily denoted, and a real life "phenomenon" is loosely mirrored by Immolate.

  • Storm school does seem to have an array of attacks that are as Wild as its Bolt connecting them to stories or documents outside the game, but the summons are tied to the elements of this class with a shocking attack: water and air.  For water, we have Storm Shark, Kraken ("humanoid squid," as Ronan Dawn puts it), and Triton; for air, we have Storm Bats and Storm Lord (whom I believe represents Zeus (Greek) or Jupiter (Roman adaptation of Zeus)).  Stormzilla is a direct parody of Godzilla, who also happens to breathe lightning.  Zing!

  • Both Myth and Balance Magic require some experience with the game before they are readily classifiable, given that these two schools are custom (if not original) creations of KingsIsle, but when the concepts of both magics are grasped, we can simply identify them to common themes, each.  Myth spells are in light of the school's name, displaying creatures of various mythology, such as the Minotaur, Orthrus, Cyclops, and Troll.  Balance magic seems to focus on sand affinities early on, like Scarab, Locust Swarm, and Sandstorm (of course!), while taking on more elemental-based attacks during late-game, such as Spectral Blast and Hydra. 

With all the pop culture references across different generations in the game, I'm surprised the Company did not implement an attack for Thaumaturges to send out arctic, flightless birds wielding blunt objects to parody another game; heck, that site was even recognized by J. Todd Coleman as one of the solid games currently "in the market."  How about some polar bears, or the Woolly Mammoth?   (UPDATE:  Through Zafaria, the Woolly Mammoth has been added as an Ice Spell! [11/6/11])

In addition to imagery in Wizard101, Ice (and Storm, to be fair) is lacking its universal concept and gameplay mechanics.  Ice (commonly represented as "winter" or "snow" throughout various cultures) is the symbol of preservation, delay, immobilization, (re)birth, and "hate."  (5 points to the first person to reference the last symbol)

In the game, the ability to take copious amounts of damage and carry an abundance of damage reduction (Ice Armor) and universal resistance (Tower Shield) cards illustrates (self)-"preservation."  Bingo, one down.

There aren't any true spells that "delay" an opponent; by this, I mean "slowing," rather than "stunning."  However, it's not a big deal, considering that this is a turn-based game, and I would imagine it difficult to apply such a concept; yet, I did a little "theorycrafting" (ooh, Autumn-esque again) at the end of Study Hall on Ravenwood Radio Episode 14.

Here's the meat of the oddity, for both Ice and Storm:  in general, "ice" and "storm (focused on lightning)" have universally recognized characteristics that eliminate motion on victims.  For the former, low temperature conditions constrict those under its effect; for the latter, paralysis.  In Wizard101, Ice is given the spell "Freeze" and "Frost Giant" to stun opponents (individually and in a group, respectively); Storm is given "Storm Lord." 

Hah!  Leaving Freeze to the side (for now), notice how it requires 7 pips for either school to produce an effect (stun) that is usually an innate effect or proc to these elements.  Now look over at each school's natural counter (Fire for Ice, Myth for Storm) and check out what Choke and Blinding Light does and for how many pips.

Gadzooks!  Area Of Effect (AoE) stun for only two pips??  It's somewhat ironic that Fire and Myth are the feared chain-stunners, rather than Ice and/or Storm, isn't it?  :)  In other words, Fire and Myth may cast their immobilization spells more frequently than their counter schools can!

Now, let's add in Freeze, for more "wow" factor.  Check out the accuracy on that; it's only 70%.  Choke and Blinding Light are 80%.  Apply Keen Eyes (+10% accuracy) to the spells, and wear full Commander Arena Gear (16% accuracy boost).  That means Choke and Blinding Light, the most inexpensive AOE stuns, have 106% (or perfect) chance of landing on opponents.  For Freeze, however, there is still a 4% chance of missing a single target with said spell.  I suppose that's the way Wizard101 rolls ;)

Keep in mind, these are merely observations...I'll still be happy if changes aren't made or planned.   /shrug.  What are your thoughts?

Thanks for your time!

Saturday, May 8, 2010

Unseen Record Breaking Damage

Click the title above and you'll be transferred to Youtube.


Let's consider what we know about the game.  Traps and Blades work Geometrically.  If you don't want to do all that reading on what it means, here's a simple example:

You plan to attack a monster with a 100-damage wand, and you've trapped the creature with a Feint (1.7 or 170%)  and a Curse (1.2 or 120%), in that order.  There is no damage boost from armor, and no natural boost or weaknesses; in this example, you're a Storm Wizard in Grandmaster Gear using Redwind's Sword.  Your damage is calculated geometrically as followed:
100 x 1.2 x 1.7 = 204 (rounded down, per Wizard101 mechanics)

Had we had Weakness on our Storm Wizard, the calculation is:
100 x 0.75 x 1.2 x 1.7 = 153 (rounded down).

Reduction is also geometric (the state in which all values are multiplied with one another), but the value never reaches exactly zero unless you are multiplying by zero.  Taking a half of a half of a half of a quarter will still give you a positive number, an existence of something, and not "nothing" (zero).  The only time we see "zero damage" is when there is an Absorb, but that is another post, given that wards/shields weren't used at all in our experiment.

So, how did we get damage to skip past 0 and into the negatives?  I would loosely explain it by introducing the figurative expression, "It hurt so much that it felt good."  In other words, we must have broken a limit on damage, whatever that number is?  But, Sacrifice Minion did -5,709,186 to the minion, "healing" it and healing Cheryl.

Hey, wait a minute, when did an attack ever heal the target itself?  It's impossible, especially when it doesn't register as a "heal."  I bet if we were allowed to run two Bubbles at the same time, adding Sanctuary wouldn't do anything to the negative five million, so it's not a recovery spell.  It was damage (notice the fist icon next to the number).

Here's a personal mathematical theory (in the region of calculus and advanced algebra) regarding what our experiment showed:  The number we produced was outside of the programming code's range.  What that means (just in case you don't want to read that either) is that our input did not produce an acceptable output.  For example, if you had the numbers 1, 2, 3, and 4, as inputs, and I asked you to square these (multiply them by themselves), your acceptable outputs would be 1, 4, 9, and 16, respectively.  If I gave you 5, to input, not 1,  3, or 47. 

Whether it's based on a maximum amount of digits in a floating number, or a maximum value, I can't say.  We have seen damage go as far as around 130 million damage with a Tempest.  The base damage, without modifiers, is 85 damage per Pip equivalence, or 1190 maximum, under ten times less of Sacrifice Minion.

Though, this is just one experiment, with many factors to consider:
  • Cheryl used a treasure Sacrifice Minion (ice class) to utilize Fire damage
  • No elixirs were used
  • There seems to be an abundance of Ice Traps on the Minion, and all class-biased traps, including Elemental Traps, were placed before the treasure Fire Prism
So, expect more to come in the near future!

Wednesday, May 5, 2010

Is This New?

I woke up this morning and decided to do a quick check on the Test Realm to see the minor changes KingsIsle announced about.  I sent a chat asking Ronan Dawn if he got a chance to see the changes, to which he replied, "i found a crazy door in live realm."  So, naturally, I decided to check it out.

Has anyone seen this before?


Sadly I haven't paid attention to this area in the past, and I'm not able to find a "before" picture.  It's a wide cylindrical structure with the entrance to a door marked by some railings and Dragonspyre lanterns, and a Dragon statue on top.  It seems to be some sort of elevator mechanism. 

If this wasn't here before, then this is one of the things that KingsIsle had been sneaking onto the Live realm the past few days...perhaps last night.  But, can someone please confirm?

Thank you, and Happy Hunting!