I hadn't considered that someone would want vanilla Evil Gate and Firenado at the same time. Seems crazy to me but whatever, I'll support that combination.
Lemme know the precise technique you plan to use so I can update the RHDN version of the hack. I have a version in progress that integrates most of your edits already. Just need to come to consensus on how to handle the spell definition code.
I'm more interested in knowing your thoughts on removing the multi-target penalty so that use on normal enemies has more value (at its exorbitant mana cost)
I hadn't considered it. Don't see a reason why not to support that. Sounds good to me.
overhauling the damage logic so that level 0 isn't functionally the same as level 8 once you hit bosses with enough health.
This I'm more skeptical of. Makes it more like a regular damage spell, which undermines the whole point of a gravity attack: that it doesn't consider the spellcaster's level as part of the damage calculation. Making the spell weird (high cost, ignores spell level, etc) is a feature, not a bug. The goal should be to be unique, interesting, and useful mainly in niche situations rather than all the time.
Again, my ideal scenario for when it is useful is:
1. When fighting a particularly mean boss (especially when playing with boss HP amped up)
2. That isn't immune to it
3. When the magic recharge hack is enabled
4. When time is of the essence or you'll die
The combination of those things means that casting Freeze 4 or 5 times might do more damage at less MP cost, but it would take more time. In such a situation, the player may value time more than MP as doing damage quickly is more likely to keep you alive; thus the high MP cost is a worthy sacrifice.
If that strategy ends up being ideal for only like 3-4 bosses in the whole game, that's good enough for me. We should have variety as to what strategy is best for which bosses. Similar to how barrels with the changes we made to them are now a good strategy against Spikey Tiger and maybe a handful of other bosses, but they're still fairly useless. But not completely useless. That's all I aspired to.
My initial thought is a damage cap based on spell level so that the mana cost can be brought back down
All that said above, I actually am not opposed to this idea so long as the cap isn't scaled too widely.
Perhaps something like this (or close to it):
- Max damage at level 0: 750
- Max damage at level 1: 780
- Max damage at level 2: 810
- Max damage at level 3: 840
- Max damage at level 4: 870
- Max damage at level 5: 900
- Max damage at level 6: 930
- Max damage at level 7: 960
- Max damage at level 8: 999
Then MP being lowered back to 8 (minimum) to 10 (maximum) would be more reasonable.
Gave myself a new longterm goal of removing the full-pause from spell animations that have them
If you figure out a way to do that I'll be impressed and grateful because I think all of us here dislike that limitation. I have been under the impression that it isn't possible because the high level animation needs all the available VRAM to animate the fancier animation. Do you have any preliminary thoughts on 1. if that is true and 2. if so how it could possibly be mitigated?