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Post by Variaz on Aug 7, 2008 16:44:30 GMT -5
Hmm, as it was, spells did less damage than melee... so I'm wondering if this fix was such a good idea? Personally I don't like it. The stats I posted, 100 Int, 100 elem and 100 spellcraft isn't much, and can be reached rather easily. By level 20, an Enchanter can get this. 100 Crafting = 20 tp, so it takes 10 items to boost the two skills. The remaining can be spent on Intelligence, and combined with the Enchanter's natural Int, will reach 100. Yeah, melee will still outclass it later on, but probably much later. And by that time, there will be new items that will give the "to_spell" bonuses to boost magic. Magic's main advantage isn't raw damages, but rather radius, range, accuracy, great elemental diversity and then all other schools that offers all kind of supportive effects. If it turns out we need to empower magic, then I prefer doing it in a way where I actually know what I'm doing.
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Post by sekira on Aug 13, 2008 1:33:16 GMT -5
Hmm, as it was, spells did less damage than melee... so I'm wondering if this fix was such a good idea? Personally I don't like it. The stats I posted, 100 Int, 100 elem and 100 spellcraft isn't much, and can be reached rather easily. By level 20, an Enchanter can get this. 100 Crafting = 20 tp, so it takes 10 items to boost the two skills. The remaining can be spent on Intelligence, and combined with the Enchanter's natural Int, will reach 100. Yeah, melee will still outclass it later on, but probably much later. And by that time, there will be new items that will give the "to_spell" bonuses to boost magic. Magic's main advantage isn't raw damages, but rather radius, range, accuracy, great elemental diversity and then all other schools that offers all kind of supportive effects. If it turns out we need to empower magic, then I prefer doing it in a way where I actually know what I'm doing. Well, I think we should then... heh. It just didn't really make sense to me to nerf magic damage when magic was already much weaker than melee in terms of damage. Heck, magic is inferior to firearms too, so it isn't even the most damaging ranged method of attack. Now it seems to me that it is going to be WAY weaker. I propose that magic damage gets a second boost to damage from the spellcasting stat, like strength boosts melee and dex boosts ranged. 1% per point of spellstat. Not much, but it is a start.
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Post by Gando on Aug 13, 2008 10:30:05 GMT -5
Magic works differently from ranged and from melee because thats why it exists...as an alternative method of combat. If we homogenize the skills/stats completely what we will have is a sterile game mechanic. On the other hand if we emphasize the differences and support them the result will be a richer more dynamic system. Im not sure increasing damage by stats is the way to do this.
Is it possible to tweak the difference between spell and resist? the result of that relationship is where the damages are finally calculated if I understand the mechanics right.
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