20-02-2007, 05:12 AM
I feel another type of realistic approach may be good aswell.
Think about it this way, you just learned a spell, should you be able to cast it like a spell master? Nope. So have it based on amount of casts, set able in the spell editor, with a multiplier so it only requires you set the first level. In this way each spell can have its own amount of casts needed to go up each level.
Spell Name: Fireball I
Base Dmg: 5
Max Level: 10
XpToLvl: 20
multiply: 1.5
Dmg+ : 1
Now at level 1 a player can do 4 damage to an NPC with 1 defense, after casting 20 times, the player will then do 5 damage, and so on until they max the spell out, doing a total of 14 damage to an NPC with 1 defense ( not including magic stats or leveling)
[Becareful with the multiplier, in this example , to reach level 10 it will take ~1000 casts... alot for a level 1 spell.]
Another decent way IMO
Think about it this way, you just learned a spell, should you be able to cast it like a spell master? Nope. So have it based on amount of casts, set able in the spell editor, with a multiplier so it only requires you set the first level. In this way each spell can have its own amount of casts needed to go up each level.
Spell Name: Fireball I
Base Dmg: 5
Max Level: 10
XpToLvl: 20
multiply: 1.5
Dmg+ : 1
Now at level 1 a player can do 4 damage to an NPC with 1 defense, after casting 20 times, the player will then do 5 damage, and so on until they max the spell out, doing a total of 14 damage to an NPC with 1 defense ( not including magic stats or leveling)
[Becareful with the multiplier, in this example , to reach level 10 it will take ~1000 casts... alot for a level 1 spell.]
Another decent way IMO