Some balance feedback.
Posted: February 3rd, 2009, 1:43 pm
Im playing as magic user and i find myself meleeing most foes anyway using buffs. Reason for it from my point of view is way to low dmg output per mana for spells or small mana pool/regeneration rate. (ive put all my points into int/perception 50/50)
d/m -damage per mana
Lets see what do we have:
Fire Dart - 1.5 d/m average.
Compress Atmosphere - 0.83 d/m (can affect few mobs around you, but lets take 3 mobs as more in close range isnt really usual situation - 2,5 d/m)
Deep Freeze - 1.08 d/m (only living target restriction)
Fireball - 0.91 d/m (can affect few targets but on average that will be 3 - 2,73 d/m)
Supernova - cant comment yet as i dont have it and dont know if according to description it hits all on screen or all in whole area...
Smite - 0.8 d/m
Mass Boil - 0.4 d/m (average amount of targets 5 - 2 d/m)
Sunder Flesh - 1.08 d/m
Fleshboil - 1.5 d/m
So, lets see. i have 33 int and 33 per i have 115 mana. Average on enemies i fight 50 - 100 hp and much more after that, yet mana pool doesnt increase even close to enemy hp increase rate...
So that means i have to spend all my mana for 1-3 foes (they can also resist spells which makes you run out of mana even sooner) and after that i need to flee and find safe spot to sleep. You might say that i should use mana pots, but then spell costs turn almost directly to gold since prices for mana potions are exorbitant...
Description of some attributes say they agument skills, but i tested it using artmoney programm to get me lot of stat points and check them, for example even at 100 dexterity bow skill or any other skill that it supposed to agument didnt change at all. So i guess all this agument talk is empty words...
Some attributes seem to yeald much more then others...
Str - gives weapon dmg,toxin resistance, hp and carry weight
Dex - To hit, armor
Endurance - all resistances,hp
speed - armor,weapon dmg
Int - minor increase in mana gains every lvl for mage (yet you dont gain that many lvls in game), elemental resist, allows to identify items better.
wisdom - minor increase in mana gains every lvl for healer, magick resist.
Per - Minor increase in mana total?, minor increase in mana regen, spot hidden things better??
concentration - minor increase in chance not to be interrupted during casting when hit?
So looking on all this you can see that physical attributes are certanly better and also you can see that physical combat is much easier then magick since you dont have to run away every time your out of mana.
My point of view how to solve that -
1. Magic relate stats/skills should increase spell dmg
2. Magic related stats/skills should reduce mana cost
3. Mana regen should be increased manyfolds for mages via stats/skill so it will be usable during combat.
d/m -damage per mana
Lets see what do we have:
Fire Dart - 1.5 d/m average.
Compress Atmosphere - 0.83 d/m (can affect few mobs around you, but lets take 3 mobs as more in close range isnt really usual situation - 2,5 d/m)
Deep Freeze - 1.08 d/m (only living target restriction)
Fireball - 0.91 d/m (can affect few targets but on average that will be 3 - 2,73 d/m)
Supernova - cant comment yet as i dont have it and dont know if according to description it hits all on screen or all in whole area...
Smite - 0.8 d/m
Mass Boil - 0.4 d/m (average amount of targets 5 - 2 d/m)
Sunder Flesh - 1.08 d/m
Fleshboil - 1.5 d/m
So, lets see. i have 33 int and 33 per i have 115 mana. Average on enemies i fight 50 - 100 hp and much more after that, yet mana pool doesnt increase even close to enemy hp increase rate...
So that means i have to spend all my mana for 1-3 foes (they can also resist spells which makes you run out of mana even sooner) and after that i need to flee and find safe spot to sleep. You might say that i should use mana pots, but then spell costs turn almost directly to gold since prices for mana potions are exorbitant...
Description of some attributes say they agument skills, but i tested it using artmoney programm to get me lot of stat points and check them, for example even at 100 dexterity bow skill or any other skill that it supposed to agument didnt change at all. So i guess all this agument talk is empty words...
Some attributes seem to yeald much more then others...
Str - gives weapon dmg,toxin resistance, hp and carry weight
Dex - To hit, armor
Endurance - all resistances,hp
speed - armor,weapon dmg
Int - minor increase in mana gains every lvl for mage (yet you dont gain that many lvls in game), elemental resist, allows to identify items better.
wisdom - minor increase in mana gains every lvl for healer, magick resist.
Per - Minor increase in mana total?, minor increase in mana regen, spot hidden things better??
concentration - minor increase in chance not to be interrupted during casting when hit?
So looking on all this you can see that physical attributes are certanly better and also you can see that physical combat is much easier then magick since you dont have to run away every time your out of mana.
My point of view how to solve that -
1. Magic relate stats/skills should increase spell dmg
2. Magic related stats/skills should reduce mana cost
3. Mana regen should be increased manyfolds for mages via stats/skill so it will be usable during combat.