08-21-2021, 08:56 AM
(This post was last modified: 08-23-2021, 08:24 AM by edward. Edited 3 times in total.)
Prismatic Spray recently was changed to make it nowhere near as deadly as it was, thus making it a bit less fun to take.
In theory, Prismatic Spray was supposed to be a cone of damage sent out to affect multiple other players. It'd do enough to shoo off those pesky folks following.
In practice, wizards would stun their target and unleash it head on. These are 12 rays which were random prismatic_projectile - and the power was random between 2 and 50 per ray. There was a slight chance that the ray would "split" as well. Even if you roll reasonably on RNG you'd be in deep crit afterwards.
Compared to other spells (back of the napkin math based on code, could be misinterpreting..):
Prismatic spray has a cooldown of 25 seconds - damage is very high - somewhere between 300 and 400 on average & every type of damage
Fireball has a cooldown of 35 seconds - set burning status + a weak explosion (that'd also effect you, wouldn't it?)
Shocking Grasp has a cooldown of 45 seconds - ~75 burn damage + extreme close range - don't stand in water though..
Okay - so comparatively, Prismatic Spray - if you could get someone to stand still was the optimal pick. Run in, magic missile, prismatic, dead. Easy.
Now if you magic missile it's not really useful to prismatic spray.
My Suggestion:
Make Prismatic spray closer to Dungeons and Dragons prismatic spray.
Instant Casting Time
Hits everything in a cone direction of your choosing (let's not do dex saving throws...)
In an instant, each mob in that cone will be hit with a random ray:
* Red: The target is set on fire similar to a fireball but without an explosion + burn damage
* Orange: The target takes tox damage (not sure what would be a reasonable amount here)
* Yellow: The target is affected by something similar to an electric flash - burn damage + disorient
* Green: The target is given a nice dosage of rads
* Blue: The target is made cold enough to cause slowdown + burn damage
* Indigo: The target is stunned as if they were hit by a baton (petrify seems a bit heavy handed)
* Violet: The target is blinded temporarily + teleported to a nearby location
* Special: The target is struck by two rays. Two other random rays (except special)
In theory, Prismatic Spray was supposed to be a cone of damage sent out to affect multiple other players. It'd do enough to shoo off those pesky folks following.
In practice, wizards would stun their target and unleash it head on. These are 12 rays which were random prismatic_projectile - and the power was random between 2 and 50 per ray. There was a slight chance that the ray would "split" as well. Even if you roll reasonably on RNG you'd be in deep crit afterwards.
Compared to other spells (back of the napkin math based on code, could be misinterpreting..):
Prismatic spray has a cooldown of 25 seconds - damage is very high - somewhere between 300 and 400 on average & every type of damage
Fireball has a cooldown of 35 seconds - set burning status + a weak explosion (that'd also effect you, wouldn't it?)
Shocking Grasp has a cooldown of 45 seconds - ~75 burn damage + extreme close range - don't stand in water though..
Okay - so comparatively, Prismatic Spray - if you could get someone to stand still was the optimal pick. Run in, magic missile, prismatic, dead. Easy.
Now if you magic missile it's not really useful to prismatic spray.
My Suggestion:
Make Prismatic spray closer to Dungeons and Dragons prismatic spray.
Quote:Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and Purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
Instant Casting Time
Hits everything in a cone direction of your choosing (let's not do dex saving throws...)
In an instant, each mob in that cone will be hit with a random ray:
* Red: The target is set on fire similar to a fireball but without an explosion + burn damage
* Orange: The target takes tox damage (not sure what would be a reasonable amount here)
* Yellow: The target is affected by something similar to an electric flash - burn damage + disorient
* Green: The target is given a nice dosage of rads
* Blue: The target is made cold enough to cause slowdown + burn damage
* Indigo: The target is stunned as if they were hit by a baton (petrify seems a bit heavy handed)
* Violet: The target is blinded temporarily + teleported to a nearby location
* Special: The target is struck by two rays. Two other random rays (except special)