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07-06-2007, 08:13 AM
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#1
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Senior Member
Join Date: Apr 2007
Posts: 701
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How to bring spells up to speed with weapons
As it is, max level 1 spells do 10 damage, and those are ultra-rare. Conversely, ultra-rare great axes and swords do 22 damage (I think, maybe 23?).
Anyways, seeing as how ultra-rare is pretty hard stuff to come by, this is putting all the mages at a serious disadvantage. I know the attack modifier helps nerf the axes and swords somewhat, but it doesn't make up for the 12 damage deficit you casters are facing.
So, I was thinking about it and here is what I think is best (and apologies to anyone who may have posted this idea or something similar elsewhere).
Spells are printed on different materials, and that material impacts their potentcy. For example, let say all level 1 spells come on either papyrus, parchment, or wooden tablets. Then, each one of those has a base rating of 5 for papyrus, 10 for parchment, and 15 for wooden tablets. Then, you can use adjective modifiers just like you do with weapons to determine rarity. For example, a Dirty Steam Parchment would do 8 damage and be common. A Wrinkled Steam Parchment would do 9 damage and be common. A Steam Parchment would do 10 damage and be uncommon. A Pressed Steam Parchment would do 11 damage and be rare. And an Illuminated Steam Parchment would do 12 damage and be ultra-rare. Basically you just need 5 adjectives to modify the base element just like you've got with weapons.
That way, a mage could happen across a Wrinkled Lightning Wooden Tablet that does 14 damage just as easily as a fighter happens across his Corroded Iron Great Sword that does 18 damage. And the attack modifier and energy costs on the Great Sword pretty much levels the playing field at that point.
Plus, I've even thought this out for higher level spells. At Level II you can add Stone Tablets that do a base of 20 damage, at Level III you can add Gold Tablets that do a base of 25 damage, and at Level IV you can add Platinum Tablets that do a base of 30 damage.
I'm a fighter and I'm seeing a lot of validity in the mages saying that they're still underpowered. I think my suggestion would be a way to level the playing field, and I hope you like it.
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07-06-2007, 08:29 AM
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#2
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Member
Join Date: Apr 2007
Posts: 89
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This isn't too dissimilar to what they used to be until a couple of days ago
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07-06-2007, 08:38 AM
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#3
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Senior Member
Join Date: Apr 2007
Posts: 701
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Quote:
Originally Posted by Thorr
This isn't too dissimilar to what they used to be until a couple of days ago
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I wasn't really paying attention as I am a fighter.
I just modeled the idea after how weapons are really.
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07-06-2007, 09:33 AM
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#4
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Stealth Admin
Join Date: Mar 2007
Location: Down South
Posts: 748
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It looks familiar, maybe something geezer posted before he quit, but it is an interesting concept and one we tried in a variation on that theme that didn't work out so well  . That being said, it is still in the blender with the other suggestions and we might be able to use something of this after we blend it some more with everything else.
Thanks for the suggestion!
__________________
What experience and history teach is this -- that people and governments never have learned anything from history, or acted on principles.
-G.W.F. Hegel
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07-06-2007, 12:04 PM
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#5
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Senior Member
Join Date: Apr 2007
Posts: 493
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You also have to keep in mind the Delays. Mages can have 10 spells equipped and only use 30 stamina. A largesword/axe uses 60-70 for the same amount. Damage for a mage should be increased a little but too much and mages, with more frequent critical hits, become overpowered in time.
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07-06-2007, 12:20 PM
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#6
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Stealth Admin
Join Date: Mar 2007
Location: Down South
Posts: 748
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Quote:
Originally Posted by FBGOnetime
You also have to keep in mind the Delays. Mages can have 10 spells equipped and only use 30 stamina. A largesword/axe uses 60-70 for the same amount. Damage for a mage should be increased a little but too much and mages, with more frequent critical hits, become overpowered in time.
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The razor fine balance between not enough power and too much power 
__________________
What experience and history teach is this -- that people and governments never have learned anything from history, or acted on principles.
-G.W.F. Hegel
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07-06-2007, 12:30 PM
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#7
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Senior Member
Join Date: Apr 2007
Posts: 701
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Quote:
Originally Posted by FBGOnetime
You also have to keep in mind the Delays. Mages can have 10 spells equipped and only use 30 stamina. A largesword/axe uses 60-70 for the same amount. Damage for a mage should be increased a little but too much and mages, with more frequent critical hits, become overpowered in time.
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I am. Based on my suggestion, the most damage a level 1 spell would do is 17, versus 22/23 for a level 1 great sword/axe.
That extra damage compensates I think.
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07-06-2007, 12:31 PM
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#8
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Senior Member
Join Date: Apr 2007
Posts: 701
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Psst, Gil, is that update you and Z are working on coming today? It sounded like today based on her post, but it also sounded like a heap of work that wouldnt' likely to be done today.
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07-06-2007, 12:34 PM
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#9
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Stealth Admin
Join Date: Mar 2007
Location: Down South
Posts: 748
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Quote:
Originally Posted by FBG_HULK
Psst, Gil, is that update you and Z are working on coming today? It sounded like today based on her post, but it also sounded like a heap of work that wouldnt' likely to be done today.
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At this time, implementation is kinda fluid. I hope we can roll it out fast  but no promises.
__________________
What experience and history teach is this -- that people and governments never have learned anything from history, or acted on principles.
-G.W.F. Hegel
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07-06-2007, 12:36 PM
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#10
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Senior Member
Join Date: Apr 2007
Posts: 701
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Quote:
Originally Posted by Gil
At this time, implementation is kinda fluid. I hope we can roll it out fast  but no promises.
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No worries. Its seems like a lot to implement. I'll be suprised if you get it out today, but if you do, awesome! If not, no prob.
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