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Originally Posted by Kiras
I'm not sure if this is the right thread, or the other one is.
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I prefer this one (although I pretty much respond to either)...
Quote:
Originally Posted by Kiras
Anyways, I'm playing a mage. Near the end of Haas's Labrynth, and I have 45 int. I think a couple spells may be a bit unbalanced at this point.
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That's some really high intelligence. Let me list your bonuses:
sp_hero = 1.30 (assume that you're level 30)
sp_destroyer = 1.50 (assume you've got level 3 Destroyer skill)
int_power = 1.45 (you have 45 intellect)
int_pwr = 1.60 (45/7 floored is 6 so +60% total)
Your multiplier is a minimum of 1.30 * 1.50 * 1.45 * 1.60 = 4.52.
Wow! That is pretty high...
Quote:
Originally Posted by Kiras
Armageddon - does 0% damage to friendlies. They take 1 damage, and 1 burn damage/turn.
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At level 3 Armageddon, base PRC (friendly) damage is 100 - 20 = 80%; however you've got a modifier so friendly damage is 100 - 20 * 4.52 = 100 - 90.48 = 9.5% friendly damage. So you must have some more modifiers, maybe an attack bonus or a child bonus.
You are doing at least 100 - 300 damage times the 4.52 modifier and the +125% increase per spell level, which is 1 + ( spell_level - 1 ) * 125 / 100 = 3.5. So your damage range is 100 * 4.52 * 3.5 = 1585 to 300 * 4.52 * 3.5 = 4750. At the minimum, 9.5% of that is 150-450 damage. This is kind of what I was targeting for a really high level and powerful mage, but your bonus is 100 or over so that you get 100 - 100 = 0 on the friendly damage.
I just looked into SPELLS_POWER.LUA and I see that I have a limit for it, but I set it wrong - I'm limiting the value between 0 and 95, but since it works backwards, I should be limiting it between 5 and 100 (so that it does between 5-100% of normal damage). So thanks for pointing this out!
As an aside, the thought here was to limit Armageddon's friendly damage to 5% of total damage and so I'm not sure how much your damage actually is (but it is probably higher than I listed) so I was thinking a few hundred points of damage would encourage you to use it because there is no resistance to it. I'll fix this in my latest build - in fact I just did!
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Originally Posted by Kiras
Stone skin - +80% phys resist for -1 init. Add in Tolerance + Slippery Cuirass or Twinkling boots, and everyone has 95% phys resist. Physical attacks might be a bit underpowered given this.
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For level 2 or 3 (3 is mass so bonus is the same) spell power is 20. Your bonuses are probably:
sp_hero = 1.30
sp_healer = 1.30 (assume you've got level 3 Healer skill)
int_power = 1.45
int_pwr = 1.60
Your multiplier is a minimum of 1.30 * 1.30 * 1.45 * 1.60 = 3.92.
So Stone Skin power = 20 * 3.92 = 78 (so once again you may have another bonus somewhere). Once again that is pretty high and to your point, another item or two and you've got 95% physical resistance.
There are other factors, too, like other resistances that you get from skills and your Hero's Defense. If you've got your Tolerance skill up to level 3 you get another +6% resist all and then you get +2% resist all for every 7 Defense. So maybe you have another +10% resist all total.
This one is tricky to get its power right compared to Divine Armor. Incidentally, you'd probably have +60% resist all at Level 3 Divine Armor (since it is 15 * 3.92 = 59). The trick here is that Stone Skin has to be better than Divine Armor otherwise you wouldn't use it. Some of this goes back to when Stone Skin was not mass at level 3, so perhaps if I set the bonus to be 15 (just like Divine Armor is at level 3) the mass cast may be enough of a difference to get you to use it.
There are plenty of enemies, though, that do damage other than Physical towards the end of the game, so maybe it is okay. For hero battles, I'm not too worried about having it be that high because their damage scales very well.
So I'll think about changing Stone Skin's power progression from 10, 20, 20 to 10, 15, 15. This change will cause a decrease in the mana / crystals as well as its cost since I have all this linked via formula.
Quote:
Originally Posted by Kiras
Battle Cry - +5 morale, mass. Thing is, between diplomacy and wife bonuses, it's easy to hit the morale cap anyways. So it doesn't seem very useful.
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Well you only get +1 with Diplomacy and your wife bonuses only apply if you use her troops. It also can dramatically offset morale penalties if you decide to use intolerant troops together and haven't leveled up your Tolerance skill, yet. So it is still useful somewhat, in these types of situations. And although it might not make much of a difference, your morale gets pretty lousy if you play into the drudgery stages of combat so this can help boost morale then if you need it (although at this stage a player is probably just milking the turns to recover dead units). Lastly, It does provide a use during the early game, though, when you typically have no morale bonuses and since you can get the spell early, that's when it's use is encouraged.
Well thanks for the comments

- feel free to post any other inconsistencies you feel are present since they just might be a bug like the limits I had on Armageddon!
By the way, I haven't played a Mage for a while, can you tell me what you're Spirit levels are? I'd like to get a feel for how high you can get them now with a Mage since I'm playing a Paladin. Thanks!
/C\/C\