<<No, you're wanting spiritual pures to have their cake and eat it too
I'm not trying to get anything for spiritual pures. I don't have a dog in that fight. If they think they're under-powered, they can advocate for a change. I'm trying to suggest something to plug the hole you keep bringing up and your response seems to boil down to "well, someone else might get a benefit from it, so it's unacceptable." Which is pretty frustrating, tbh. If it fixes your concern, why does it matter than someone else may get a minor, sub-optimal, but "technically possible" benefit from it?
Also, you've specifically used the phrase "have cake and eat it too" as something you think wizards should get. Again, this feels like an intractable double standard.
CURTIS
CURTIS
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 02:58 PM CDT
<<A difference of 7. Likely won't make much difference.
Ok, fair enough. Then I guess the difference mostly comes down to availability of specific bolt spells and 515, depending on situation. (But I still think those are pretty substantial differences.) It's like saying a wizard can technically wear double leathers just as well as a cleric. All they have to do is train more and track down armored fluidity all the time. It's just not the same.
Ok, fair enough. Then I guess the difference mostly comes down to availability of specific bolt spells and 515, depending on situation. (But I still think those are pretty substantial differences.) It's like saying a wizard can technically wear double leathers just as well as a cleric. All they have to do is train more and track down armored fluidity all the time. It's just not the same.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:02 PM CDT
>I'm trying to suggest something to plug the hole you keep bringing up and your response seems to boil down to "well, someone else might get a benefit from it, so it's unacceptable." Which is pretty frustrating, tbh. If it fixes your concern, why does it matter than someone else may get a minor, sub-optimal, but "technically possible" benefit from it?
I'm not looking for a fix that unbalances the entire bolting and warding systems, which each have trade-offs. Professions aren't meant to be homogenized. Spiritual pures enjoy superiority with warding spells while having baseline access to all bolt types. Wizards are meant to enjoy superiority with bolts while having baseline access to their core CS spell (519). We're already at an imbalance, but I can live with that if we get a bolt solution that reaches parity, not equality, with what the post-cap spiritual pures can achieve.
I disagree with allowing spiritual pures to achieve equal superiority with bolts (and they do have native ones), while wizards will never be able to do the same with warding spells. 519 is already far more limited than the spiritual pures' many offensive CS options because it eliminates anything fire immune and that is heavily crit resistant due to its lower initial concussion damage cycle.
>Also, you've specifically used the phrase "have cake and eat it too" as something you think wizards should get. Again, this feels like an intractable double standard.
No, I just want wizards to have the same cake that spiritual pures get to have at the post-cap level without giving even more cake to the spiritual pures. You want to keep giving every wizard ability away while preserving nothing as an innate trait for the class, and I totally disagree with this design approach that is inconsistent with the approach to development for every spiritual pure class.
I'm not looking for a fix that unbalances the entire bolting and warding systems, which each have trade-offs. Professions aren't meant to be homogenized. Spiritual pures enjoy superiority with warding spells while having baseline access to all bolt types. Wizards are meant to enjoy superiority with bolts while having baseline access to their core CS spell (519). We're already at an imbalance, but I can live with that if we get a bolt solution that reaches parity, not equality, with what the post-cap spiritual pures can achieve.
I disagree with allowing spiritual pures to achieve equal superiority with bolts (and they do have native ones), while wizards will never be able to do the same with warding spells. 519 is already far more limited than the spiritual pures' many offensive CS options because it eliminates anything fire immune and that is heavily crit resistant due to its lower initial concussion damage cycle.
>Also, you've specifically used the phrase "have cake and eat it too" as something you think wizards should get. Again, this feels like an intractable double standard.
No, I just want wizards to have the same cake that spiritual pures get to have at the post-cap level without giving even more cake to the spiritual pures. You want to keep giving every wizard ability away while preserving nothing as an innate trait for the class, and I totally disagree with this design approach that is inconsistent with the approach to development for every spiritual pure class.
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:04 PM CDT
Apologies Curtis. I can't quote posts well on mobile. My post was referring to LadyFleurs referencing Clerics as having a higher bolt AS than her Wizard. That's with maxed Blessing lore training plus enhancives because she was talking specifically about attainability. If you took the typical blessing lore post cap cleric at 65 blessing ranks for chrism making, you'd then have to subtract 19 from them and the Wizard is ahead by +12.
CURTIS
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:08 PM CDT
I think I just need to end this line of discussion by saying I don't understand the premise you're coming from where you seem to only be happy with an improvement if no one else benefits (even to a lesser degree). :/
From my point-of-view, fixing the issue you were asking about while simultaneously opening up options to others was a feature, not a bug.
From my point-of-view, fixing the issue you were asking about while simultaneously opening up options to others was a feature, not a bug.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:10 PM CDT
I'm looking for improvements that address specific issues, not changes that exacerbate existing imbalances between professions. If you want to be the best bolter, you should be a wizard. If you want to be the best CS-spell user, you should be a spiritual pure. These are clear design directions articulated by Dev as their goals for the pure classes, and I'm fine with this approach. It's what keeps professions different and is a core principle of game balance that doesn't include profession homogenization. I disagree with giving every pure profession the literally identical ability, as you're championing. I'm looking for tools that provide parity, not the literally same tools.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:17 PM CDT
Also, simply a CHANNELed/AIMed bolt approach would never hit the 1.0 mean casts/kill or the 3 criteria I listed due to EBP and all the other factors mentioned previously.
KRAKII
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:19 PM CDT
BSLove, you left out of your booster analysis that Wizards can also guzzle a pure potion (40 sips from Reim!) for the +15 from Bravery; one of the few Spirit boosters which is commonly available.
DOUG
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:23 PM CDT
Bolt AS discussions are always very interesting to me. I fully recognize that the post cap reliable power ceiling discussion can't really rely on bolt AS (what with the other bolt challenges). But it's always an area I like to leave room for in discussions.
For example, I've often wondered why all wizards can't use the 902 (self-only benefit) EVOKE variant on runestaves and wands to get a modest (but useful!) AS boost to Spell Aiming. Consider, an EL:E 50 wizard could EVOKE 902 runestaff and gain +15 bonus on Spell Aiming. Same with a wand. Make the spell useful to all wizards, not just war mages.
The spell itself isn't overly taxing in terms of mana, it is limited in that it would need to be periodically refreshed. And I suppose on the outside edge, one of those wand / runestaves with it cast on both the wand and the runestaff should be worth +30 to that same EL:E 50 wizard.
Doug
For example, I've often wondered why all wizards can't use the 902 (self-only benefit) EVOKE variant on runestaves and wands to get a modest (but useful!) AS boost to Spell Aiming. Consider, an EL:E 50 wizard could EVOKE 902 runestaff and gain +15 bonus on Spell Aiming. Same with a wand. Make the spell useful to all wizards, not just war mages.
The spell itself isn't overly taxing in terms of mana, it is limited in that it would need to be periodically refreshed. And I suppose on the outside edge, one of those wand / runestaves with it cast on both the wand and the runestaff should be worth +30 to that same EL:E 50 wizard.
Doug
DOUG
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:25 PM CDT
I should add, all subject to the +50 maximum enhancive bonus, of course.
Doug
Doug
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:25 PM CDT
>>Also, simply a CHANNELed/AIMed bolt approach would never hit the 1.0 mean casts/kill or the 3 criteria I listed due to EBP and all the other factors mentioned previously.
I'm unaware of any spell in the game that means a 1.0 cast per kill. Not even 720, which is the most powerful single target attack spell in the game, achieves this.
Ambushing rogues don't even achieve 1 swing/kill ratio.
There should be nothing in this game that is complete insta kill every single time. In my opinion that would ruin the thrill and sense of risk that comes with post cap hunting, not to mention be completely boring.
I would love to see wizards master bolts a lot more than the current state. A full AS, defensive cast channeled bolt that is aimable through a self-cast only, short duration zero cooldown booster that could have reliability in fatal casts(at or around 80% when completely trained for it).
1 cast 1 kill should not be possible.
I'm unaware of any spell in the game that means a 1.0 cast per kill. Not even 720, which is the most powerful single target attack spell in the game, achieves this.
Ambushing rogues don't even achieve 1 swing/kill ratio.
There should be nothing in this game that is complete insta kill every single time. In my opinion that would ruin the thrill and sense of risk that comes with post cap hunting, not to mention be completely boring.
I would love to see wizards master bolts a lot more than the current state. A full AS, defensive cast channeled bolt that is aimable through a self-cast only, short duration zero cooldown booster that could have reliability in fatal casts(at or around 80% when completely trained for it).
1 cast 1 kill should not be possible.
GS4-ESTILD
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:26 PM CDT
Just to avoid the discussion from drifting too far, my question about CHANNELing was not meant to imply it was a solution to any perceived problem. The design principle behind channeling is simply that the caster puts themself at more risk in exchange for more reward. Nothing more, nothing less.
GameMaster Estild
GameMaster Estild
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:29 PM CDT
>>BSLove, you left out of your booster analysis that Wizards can also guzzle a pure potion (40 sips from Reim!) for the +15 from Bravery; one of the few Spirit boosters which is commonly available.
Fear not!!! I did state that as part of the math. I even stated that pure potions are much more common than 513 items.
Fear not!!! I did state that as part of the math. I even stated that pure potions are much more common than 513 items.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:30 PM CDT
>BSLove, you left out of your booster analysis that Wizards can also guzzle a pure potion (40 sips from Reim!) for the +15 from Bravery; one of the few Spirit boosters which is commonly available.
No, it was included. The point is the range is the same. The achievable end result is the same. When my cleric feels like using bolts, I toss up 240 and that's automatically 2 casts with significantly boosted power with no cooldown for the same 3 seconds. (Sorcerers similarly have Balefire that flares with their demons for the bonus casts.) However, I never do this except in group bandits or for giggles because warding spells are always superior. Clerics also have natively available 117 with self-refreshing lores and 307 with native flares to compensate for having weaker native bolts. This doesn't eliminate superior wizard bolts from the realm of accessibility, as spiritual warding spells are off limits for wizards.
Meanwhile, my wizard never uses warding spells any more because it's like clerics using bolts. It's even less reliable and more mana intensive than using bolts, as tedious as they are. I'm not looking for my wizard to achieve a 1.0 cast/kill with warding spells though, just like I'm not looking for my cleric to achieve the same with bolts given the other tools they have to enhance their bolting abilities that wizards don't have. Secondary forms of attack are meant to be supplemental options, not alternate abilities able to be boosted to the same level of effectiveness as the primary form of intended attack.
>I'm unaware of any spell in the game that means a 1.0 cast per kill. Not even 720, which is the most powerful single target attack spell in the game, achieves this.
Data proves otherwise for every spiritual pure.
>In my opinion that would ruin the thrill and sense of risk that comes with post cap hunting, not to mention be completely boring.
And I respect your opinion, but some of us feel otherwise. It's this sense of thrill and achievable power ceiling that drives some of us to continue playing our characters post-cap. However, these are options achievable via enhancives and boosters, not at a baseline level, so I don't feel that any sense of fun would be ruined for those who choose not to go this route.
No, it was included. The point is the range is the same. The achievable end result is the same. When my cleric feels like using bolts, I toss up 240 and that's automatically 2 casts with significantly boosted power with no cooldown for the same 3 seconds. (Sorcerers similarly have Balefire that flares with their demons for the bonus casts.) However, I never do this except in group bandits or for giggles because warding spells are always superior. Clerics also have natively available 117 with self-refreshing lores and 307 with native flares to compensate for having weaker native bolts. This doesn't eliminate superior wizard bolts from the realm of accessibility, as spiritual warding spells are off limits for wizards.
Meanwhile, my wizard never uses warding spells any more because it's like clerics using bolts. It's even less reliable and more mana intensive than using bolts, as tedious as they are. I'm not looking for my wizard to achieve a 1.0 cast/kill with warding spells though, just like I'm not looking for my cleric to achieve the same with bolts given the other tools they have to enhance their bolting abilities that wizards don't have. Secondary forms of attack are meant to be supplemental options, not alternate abilities able to be boosted to the same level of effectiveness as the primary form of intended attack.
>I'm unaware of any spell in the game that means a 1.0 cast per kill. Not even 720, which is the most powerful single target attack spell in the game, achieves this.
Data proves otherwise for every spiritual pure.
>In my opinion that would ruin the thrill and sense of risk that comes with post cap hunting, not to mention be completely boring.
And I respect your opinion, but some of us feel otherwise. It's this sense of thrill and achievable power ceiling that drives some of us to continue playing our characters post-cap. However, these are options achievable via enhancives and boosters, not at a baseline level, so I don't feel that any sense of fun would be ruined for those who choose not to go this route.
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:40 PM CDT
>>Data proves otherwise for every spiritual pure.
I won't dispute any data you may have seen or possibly gathered yourself. I just simply haven't seen it myself, is all.
The closest I have seen to 1.0 is a max CS fully lored 1115, which was 1.4. So, pretty darn close but not exactly at 1 cast, 1 kill.
I love that statement now, it's like a GS Marine.
I won't dispute any data you may have seen or possibly gathered yourself. I just simply haven't seen it myself, is all.
The closest I have seen to 1.0 is a max CS fully lored 1115, which was 1.4. So, pretty darn close but not exactly at 1 cast, 1 kill.
I love that statement now, it's like a GS Marine.
CURTIS
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:40 PM CDT
@LadyFleurs- So you're saying bolts are usable, but sub-optimal for spiritualists while CS spells are usable, but sub-optimal for wizards. Isn't that exactly what you said should be the case? How does some hypothetical "technically possible" scenario that you yourself just said you don't find worth bothering with change that?
<<However, these are options achievable via enhancives and boosters, not at a baseline level, so I don't feel that any sense of fun would be ruined for those who choose not to go this route.
This isn't really how game design works. Chalenge needs to be provided by the framework of the game, not by expecting players to artificially handicap themselves. (They won't and shouldn't be expected to.)
<<However, these are options achievable via enhancives and boosters, not at a baseline level, so I don't feel that any sense of fun would be ruined for those who choose not to go this route.
This isn't really how game design works. Chalenge needs to be provided by the framework of the game, not by expecting players to artificially handicap themselves. (They won't and shouldn't be expected to.)
DOUG
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:40 PM CDT
>>It's this sense of thrill and achievable power ceiling that drives some of us to continue playing our characters post-cap. However, these are options achievable via enhancives and boosters, not at a baseline level, so I don't feel that any sense of fun would be ruined for those who choose not to go this route.
I like this statement.
Doug
I like this statement.
Doug
DOUG
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:44 PM CDT
>>Chalenge needs to be provided by the framework of the game, not by expecting players to artificially handicap themselves. (They won't and shouldn't be expected to.)
I think the reverse, in this context. The game should try (wherever possible) to meet challenges considered rewarding to the player, including the ability to artificially 'exceed the norm', in appropriately 'difficult to accomplish' ways.
In other words, not handicap - that sets my teeth on edge. But exceed baseline - that I can get behind.
Over time, 'difficult to accomplish' is hard to sustain. Ultimately most things are available to most players. But the combination of upkeep costs, focus on training, limit to profession - where appropriate, and other factors can mean that many players will not opt to pursue. Those that do - benefit.
In all, conceptually sound.
Doug
I think the reverse, in this context. The game should try (wherever possible) to meet challenges considered rewarding to the player, including the ability to artificially 'exceed the norm', in appropriately 'difficult to accomplish' ways.
In other words, not handicap - that sets my teeth on edge. But exceed baseline - that I can get behind.
Over time, 'difficult to accomplish' is hard to sustain. Ultimately most things are available to most players. But the combination of upkeep costs, focus on training, limit to profession - where appropriate, and other factors can mean that many players will not opt to pursue. Those that do - benefit.
In all, conceptually sound.
Doug
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:47 PM CDT
>I won't dispute any data you may have seen or possibly gathered yourself. I just simply haven't seen it myself, is all.
Estild has admitted it's pretty much 1.0. Again, this is with fully maximized CS at 3x spells, with enhancives, and 240.
>I love that statement now, it's like a GS Marine.
Haha!
>How does some hypothetical "technically possible" scenario that you yourself just said you don't find worth bothering with change that?
A system-wide change would change that if it allowed bolts to be more reliably used at a baseline level for all pures. I don't see any proposal to allow wizards to use outside warding spells any more proficiently, nor would I expect it to, so I don't know why you keep pushing for this equality for all concept. That's the very definition of boring for me, personally. Being able to further boost bolts in reliability should be a wizard-only spell ability.
>This isn't really how game design works. Chalenge needs to be provided by the framework of the game, not by expecting players to artificially handicap themselves. (They won't and shouldn't be expected to.)
This isn't the "challenge" that is provided to any other post-cap profession, so I disagree with some arbitrarily defined limit of acceptable fun for post-cap pure wizards.
Estild has admitted it's pretty much 1.0. Again, this is with fully maximized CS at 3x spells, with enhancives, and 240.
>I love that statement now, it's like a GS Marine.
Haha!
>How does some hypothetical "technically possible" scenario that you yourself just said you don't find worth bothering with change that?
A system-wide change would change that if it allowed bolts to be more reliably used at a baseline level for all pures. I don't see any proposal to allow wizards to use outside warding spells any more proficiently, nor would I expect it to, so I don't know why you keep pushing for this equality for all concept. That's the very definition of boring for me, personally. Being able to further boost bolts in reliability should be a wizard-only spell ability.
>This isn't really how game design works. Chalenge needs to be provided by the framework of the game, not by expecting players to artificially handicap themselves. (They won't and shouldn't be expected to.)
This isn't the "challenge" that is provided to any other post-cap profession, so I disagree with some arbitrarily defined limit of acceptable fun for post-cap pure wizards.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:51 PM CDT
>The game should try (wherever possible) to meet challenges considered rewarding to the player, including the ability to artificially 'exceed the norm', in appropriately 'difficult to accomplish' ways.
>In other words, not handicap - that sets my teeth on edge. But exceed baseline - that I can get behind.
I fully agree with all of this. It's what keeps many players playing at a post-cap level.
>But the combination of upkeep costs, focus on training, limit to profession - where appropriate, and other factors can mean that many players will not opt to pursue. Those that do - benefit.
I also agree with this. The post-cap solutions that exist and that I would like to see for wizards involve high mana cost, a limited duration (not persistent) booster, significant amounts of training, and are profession specific. Some players choose to develop their characters with physical weapons and enjoy having that as a secondary form of attack rather than focusing on achieving 1 cast, 1 kill. 1 cast, 1 kill is important to me, so for my spiritual pures, I choose the opposite. It's about prioritization and choice, which is why I continue to push for this as something not baseline available to everyone. Of course, if every character could achieve 1 cast, 1 kill pre-cap, there's no reason to even progress to cap.
>In other words, not handicap - that sets my teeth on edge. But exceed baseline - that I can get behind.
I fully agree with all of this. It's what keeps many players playing at a post-cap level.
>But the combination of upkeep costs, focus on training, limit to profession - where appropriate, and other factors can mean that many players will not opt to pursue. Those that do - benefit.
I also agree with this. The post-cap solutions that exist and that I would like to see for wizards involve high mana cost, a limited duration (not persistent) booster, significant amounts of training, and are profession specific. Some players choose to develop their characters with physical weapons and enjoy having that as a secondary form of attack rather than focusing on achieving 1 cast, 1 kill. 1 cast, 1 kill is important to me, so for my spiritual pures, I choose the opposite. It's about prioritization and choice, which is why I continue to push for this as something not baseline available to everyone. Of course, if every character could achieve 1 cast, 1 kill pre-cap, there's no reason to even progress to cap.
DRUMPEL
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:56 PM CDT
I'm not trying to get anything for spiritual pures. I don't have a dog in that fight. If they think they're under-powered, they can advocate for a change. I'm trying to suggest something to plug the hole you keep bringing up and your response seems to boil down to "well, someone else might get a benefit from it, so it's unacceptable." Which is pretty frustrating, tbh. If it fixes your concern, why does it matter than someone else may get a minor, sub-optimal, but "technically possible" benefit from it? |
Also, you've specifically used the phrase "have cake and eat it too" as something you think wizards should get. Again, this feels like an intractable double standard. |
The issue of applying an ability to AIM bolts through general skills means that everyone and their cousin that can natively cast a bolt would have access to AIMing them. Other pures post cap (empath/cleric/sorcerers) already have very capable means to killing targets on a normal 1-2 cast base. Wizards have no such ability, even with 515 active or using CHANNEL to help "improve" hitting a vital area.
Bolts are subject to EBP. CS spells are not. SC spells are subject to a 1% fumble on a cast.
We'll say a target has a 10% to get a successful EBP when they're offensive.
Now we'll say a wizard makes use of ewave and knocks the target down (50% EBP reduction). The target is prone, but still has a 5% to EBP. Huh....5% EBP > 1% Fumble. Bolts are still behind.
Now we'll say 909 is in use and the wizard has max benefits from is at 225 EL:E ranks, this gives an additional 14% EBP reduction.
Target is knocked prone plus is now under 909. That's a 64% (50% from prone and 14% from EL:E ranks = 64%) EBP reduction. If the target had a 10% while standing, that amount is reduced to 3.6% when prone. That is still higher than 1% fumble chance from a CS spell.
Bolt will always be behind while subject to EBP if it's not reduced to 1% somehow.
Bolts are also subject to crit resistance and elemental resistances over CS spells. Also bolts are subject to armor of the target - heavier the armor, the harder it is for a bolt to land a high damage return. CS spells aren't treated the same.
Here's an example of bolt being subject to other factors and a CS spell isn't:
Forest Ogre - wearing metal breastplate
CS spell 1106
>cast ogre
You gesture at a forest ogre.
You concentrate intently on a forest ogre, and a pulse of pearlescent energy ripples toward it!
CS: +103 - TD: +33 + CvA: -10 + d100: +80 == +140
Warding failed!
The forest ogre shudders with moderate convulsions as pearlescent ripples envelop its body.
The forest ogre is smashed for 45 points of damage!
... 20 points of damage!
Good blow to the abdomen!
The forest ogre is stunned!
... 20 points of damage!
Good blow to back!
Cast Roundtime 3 Seconds.
Forest Ogre - wearing metal breastplate
Bolt spell 904 (from wand)
>wav rod
You wave your dark alder rod at a forest ogre.
1d100: 36 + Modifiers: 124 == 160
You hurl a hissing stream of acid at a forest ogre!
AS: +219 vs DS: +76 with AvD: +32 + d100 roll: +88 = +263
... and hit for 42 points of damage!
Acid reaches the chest causing a nasty rash!
Cast Roundtime 3 Seconds.
(rank 1 wound)
Dark Shambler - brig equivalent skin
CS spell 1106
>cast shambler
You gesture at a dark shambler.
You concentrate intently on a dark shambler, and a pulse of pearlescent energy ripples toward it!
CS: +103 - TD: +33 + CvA: +25 + d100: +54 == +149
Warding failed!
The dark shambler shudders with sporadic convulsions as pearlescent ripples envelop its body.
The dark shambler is smashed for 49 points of damage!
... 20 points of damage!
Good blow to chest!
The dark shambler is stunned!
... 10 points of damage!
Light blow to right arm.
Cast Roundtime 3 Seconds.
Dark Shambler - brig equivalent skin
Bolt spell 904 (from wand)
>wav rod
You wave your dark alder rod at a dark shambler.
1d100: 24 + Modifiers: 124 == 148
You hurl a hissing stream of acid at a dark shambler!
AS: +219 vs DS: +97 with AvD: +29 + d100 roll: +65 = +216
... and hit for 51 points of damage!
Spray of acid eats into the right hip!
The dark shambler is stunned!
Cast Roundtime 3 Seconds.
(rank 2 wound)
Wind Witch - cloth armor
CS spell 1106
>cast witch
You gesture at a wind witch.
You concentrate intently on a wind witch, and a pulse of pearlescent energy ripples toward it!
CS: +103 - TD: +27 + CvA: +25 + d100: +40 == +141
Warding failed!
The wind witch shudders with moderate convulsions as pearlescent ripples envelop its body.
The wind witch is smashed for 45 points of damage!
... 20 points of damage!
Good blow to left leg!
The wind witch is stunned!
... 20 points of damage!
Good blow to the abdomen!
Cast Roundtime 3 Seconds.
Wind Witch - cloth armor
Bolt spell 904 (from wand)
>wav rod
You wave your dark alder rod at a wind witch.
1d100: 19 + Modifiers: 124 == 143
You hurl a hissing stream of acid at a wind witch!
AS: +219 vs DS: +91 with AvD: +40 + d100 roll: +14 = +182
... and hit for 78 points of damage!
Spray of acid reduces the forearm to gelatin.
The wind witch crumples to the ground motionless.
The glowing specks of energy surrounding a wind witch suddenly shoot off in all directions, then quickly fade away.
Cast Roundtime 3 Seconds.
(rank 3 wound)
Three different creatures with varying types of armor. You can see how armor reduces the effectiveness of the bolt spell. You can also see how the CS spell (1106 in this case), with similar endrolls net you very similar results regardless of the armor the target is wearing.
Wizards, while yes, they do have access to a couple of CS spells, they just aren't as effective as what an emapth/cleric/sorcerer have access to. What LADYFLUER keeps suggesting is that since other pures already have access to quality CS spells for dealing with creatures, they have no need to be given access to also AIM bolts. Leave the superior bolting ability strictly to the wizards. Wizards have been told they are to bolt and have some CS spells for added flavor. Right now bolting is very tedious at post-cap and even once you start to get closer to cap. You run into more creatures that have heavy armor, are crit resistant or have outright immunity/resistances to elements that makes bolting less effective over CS spells.
This way wizards, once they get up there close to cap and post-cap can use quality level bolts on a similar power level that other pures can use quality level CS spells. If all other pures gain the ability to AIM bolts or have superior bolting power, then they're still a step ahead of wizards because they can use bolts to AIM or quality CS spells. Wizards will certainly have the ability to AIM bolts, but they'd still lack quality CS spells to fall back on so you're right back where you started - wizards being behind all other pures when it comes to outright killing power. This is what LADYFLEUR wants to avoid. Sorcerers/empaths/clerics have quality CS killing spells, wizards do not. Wizards do not currently have quality bolt killing spells post cap that matches CS kiling power from other pures. Other pures still have access to the same non-killing power bolts that wizards do.
We are told Wizards should bolt. Wizards should then excel at bolting post-cap over any other class. Therefore, don't give every other class the same high-end bolting ability to match killing power of other pure CS spells. They have CS spells to kill, they don't need bolts as well.
I don't know how to make this more clear to you than this, so hopefully it sheds some light and provides you with some better understanding.
-Drumpel
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 03:58 PM CDT
>>Estild has admitted it's pretty much 1.0. Again, this is with fully maximized CS at 3x spells, with enhancives, and 240.
This is where our data differs, which is my mistake. I wasn't factoring in the extra effect from 240 into a single cast, which I can see defining as such because it is a single action taken by the PC.
Wizards are my favorite profession in any game. The idea of mastering the elements makes me giggle inside. A wizard was my first character ever rolled in GS in 1994. Unfortunately I fell on hard times and had to part ways with him. I main a Cleric now, which I do like and do bolt with though as a secondary attack form(Bane all day).
This is where our data differs, which is my mistake. I wasn't factoring in the extra effect from 240 into a single cast, which I can see defining as such because it is a single action taken by the PC.
Wizards are my favorite profession in any game. The idea of mastering the elements makes me giggle inside. A wizard was my first character ever rolled in GS in 1994. Unfortunately I fell on hard times and had to part ways with him. I main a Cleric now, which I do like and do bolt with though as a secondary attack form(Bane all day).
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 04:06 PM CDT
>This is where our data differs, which is my mistake. I wasn't factoring in the extra effect from 240 into a single cast, which I can see defining as such because it is a single action taken by the PC.
To be clear, I'm looking for this same approach in handling any potential solution to bolts for wizards because I'm prepared to pay the additional mana cost for a limited duration booster to achieve parity on the 3 criteria I listed as an offensive option. I don't expect it to be a baseline persistent effect available for no sacrifice.
To be clear, I'm looking for this same approach in handling any potential solution to bolts for wizards because I'm prepared to pay the additional mana cost for a limited duration booster to achieve parity on the 3 criteria I listed as an offensive option. I don't expect it to be a baseline persistent effect available for no sacrifice.
KRAKII
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 04:18 PM CDT
Since we already have Duplicate, and Invisibility is useless, and we already have combination magic (Familiar + Gate, heat + cold, Fist + follow-on verbs), and force-on-force mechanics exist to make it easier to hit when targets are overwhelmed by a horde...
...if there were some kind of persistent invisible duplicates of the Wizard (looking at the mana cost for justification, really) that cast additional bolts from varying angles (taking advantage of FvF [lower defense = higher damage, and the target would have to EBP each individually], separate attacks [distinct crits = different chance for randomization], and multiple strikes [caster makes ONE cast, the Duplicates make the others])...
<shrug>
Just brainstorming, but might something like that work towards addressing the issues?
Want to limit it to Wizards? Fine, base the "% chance of it firing off" on "number of Wizard ranks known" (since both Invis & Dupe are Wizard-base), like their CS-based spells work off of. It'll take folks a LOT of self-knowledge Enhancives to have it be worth a hoot.
Does it strongly resemble multi-casting for free like the Spirit folks get? Yes, yes it does.
Does it cost about the same (16 + 18)? Yes, it gets close, but then again bolts aren't as deadly as CS spells are (hence the discussion).
Do Wizards have RapidFire that they could use to single-cast individual bolts really fast, to take advantage of this? Yes, yes we do.
...if there were some kind of persistent invisible duplicates of the Wizard (looking at the mana cost for justification, really) that cast additional bolts from varying angles (taking advantage of FvF [lower defense = higher damage, and the target would have to EBP each individually], separate attacks [distinct crits = different chance for randomization], and multiple strikes [caster makes ONE cast, the Duplicates make the others])...
<shrug>
Just brainstorming, but might something like that work towards addressing the issues?
Want to limit it to Wizards? Fine, base the "% chance of it firing off" on "number of Wizard ranks known" (since both Invis & Dupe are Wizard-base), like their CS-based spells work off of. It'll take folks a LOT of self-knowledge Enhancives to have it be worth a hoot.
Does it strongly resemble multi-casting for free like the Spirit folks get? Yes, yes it does.
Does it cost about the same (16 + 18)? Yes, it gets close, but then again bolts aren't as deadly as CS spells are (hence the discussion).
Do Wizards have RapidFire that they could use to single-cast individual bolts really fast, to take advantage of this? Yes, yes we do.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 04:27 PM CDT
The idea of a duplicate wizard is one I really love (Methais's 2 wizards are better than 1 concept), but I disagree with a persistent booster. I also disagree with it being a level 16 or 18 ability, and Estild has already said that any potential solution would not work with 515. I'm open to any ideas that hit the 3 criteria for parity I listed, but this one doesn't quite address EBP, uphunting, or crit randomization (higher guaranteed pure damage).
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 04:43 PM CDT
>>To be clear, I'm looking for this same approach in handling any potential solution to bolts for wizards because I'm prepared to pay the additional mana cost for a limited duration booster to achieve parity on the 3 criteria I listed as an offensive option. I don't expect it to be a baseline persistent effect available for no sacrifice.
940 · Elemental Alacrity [EALACRITY]
Duration: 30 seconds; refreshable
Type: Offense
The Wizard under the effects of this spell is truly the master of elements. For the duration of this spell, all bolt spells cast by the Wizard will be able to be targeted at a specific location as directed by the Wizard via the AIM command, or cast <target name> <target location>, as well as increasing the effective power of the bolt itself.
The chance of successfully hitting a targeted body part is 60%, with Mana Control: Elemental increasing the percentage at a rate of 0.2% per rank.
The Attack Strength (AS) boost is 30 + seed 3 Spell Aiming Ranks, up to a maximum of +50.
Additionally, extensive mastery of specific elements will reduce the targets EBP of each corresponding bolt type at a rate of 0.01% per rank
Well trained Wizards could expect to see better use out of this spell.
Clearly, this spell would be incredibly powerful yet not needed in every situation. The mana cost is high enough that post-cap Wizards could use this effectively.
Obviously the Devs could tweak the numbers with the data they have access to that would make this spell more in line with how they perceive balance.
Throw in some nifty flavor upon upon casting, and presto...First Wizard Zed status.
940 · Elemental Alacrity [EALACRITY]
Duration: 30 seconds; refreshable
Type: Offense
The Wizard under the effects of this spell is truly the master of elements. For the duration of this spell, all bolt spells cast by the Wizard will be able to be targeted at a specific location as directed by the Wizard via the AIM command, or cast <target name> <target location>, as well as increasing the effective power of the bolt itself.
The chance of successfully hitting a targeted body part is 60%, with Mana Control: Elemental increasing the percentage at a rate of 0.2% per rank.
The Attack Strength (AS) boost is 30 + seed 3 Spell Aiming Ranks, up to a maximum of +50.
Additionally, extensive mastery of specific elements will reduce the targets EBP of each corresponding bolt type at a rate of 0.01% per rank
Well trained Wizards could expect to see better use out of this spell.
Clearly, this spell would be incredibly powerful yet not needed in every situation. The mana cost is high enough that post-cap Wizards could use this effectively.
Obviously the Devs could tweak the numbers with the data they have access to that would make this spell more in line with how they perceive balance.
Throw in some nifty flavor upon upon casting, and presto...First Wizard Zed status.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 04:58 PM CDT
EBP is a significant issue for bolting at cap, and it's something the warding system bypasses entirely, so by definition it's EBP that contributes to the lack of an achievable 1.0 cast/kill. If it isn't addressed upfront, or a multi-cast is not included in the solution, I don't see the math working out. Currently, for any given creature, it's not uncommon for a kill to require 1-9 bolts over the mean cast/kill due to EBP alone. It's this level of unreliability that makes bolting frustrating and underwhelming post-cap.
Also for any given location, it can easily be randomized down to a non-lethal crit. The raw damage from bolts isn't enough to compensate for what multi-cycle and multi-cast warding spells can achieve on a pure attrition basis, which is what helps them reliably kill even crit resistant creatures.
Just as a matter of flavor, I find the concept of a wizard slinging a storm of simultaneous bolts at a single target to be much more interesting than aiming a single bolt. I want destructive, elemental fury to rain down (a similar effect as with the warding spells and their multi-cycles) rather than a single precision giant rock or lightning bolt. :D
Also for any given location, it can easily be randomized down to a non-lethal crit. The raw damage from bolts isn't enough to compensate for what multi-cycle and multi-cast warding spells can achieve on a pure attrition basis, which is what helps them reliably kill even crit resistant creatures.
Just as a matter of flavor, I find the concept of a wizard slinging a storm of simultaneous bolts at a single target to be much more interesting than aiming a single bolt. I want destructive, elemental fury to rain down (a similar effect as with the warding spells and their multi-cycles) rather than a single precision giant rock or lightning bolt. :D
KITHUS
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 05:22 PM CDT
At this point can we please just re-design 525 to be a reliable kill with each cast if you have maxed EMC, elemental lore and close to the theoretical maximum 500s circle CS? I mean really we aren't using it and I think it's about the only thing that's going to make Fleurs happy at this point. Heck I really want to say it should require earth lore for the instant kill but I'm happy with making it fire just to not have to hear about this anymore.
Keith/Brinret/Eronderl |
Keith is correct |
-Wyrom, APM |
Keith is correct. |
-GameMaster Estild |
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 05:30 PM CDT
I'm not looking for a single shot CS solution. I'm interested in a 940 limited duration booster with tweaks to Estild's concept that address the 3 criteria I listed.
525 isn't available because Estild has said that it will remain true to its original concept in a usable form if it's ever changed, which I'm fine with.
525 isn't available because Estild has said that it will remain true to its original concept in a usable form if it's ever changed, which I'm fine with.
BLSLOVE
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 05:54 PM CDT
My suggestion was exactly that. With enough training, you could a.) have 100% success in aiming the bolt, b.) effectively reduce the target EBP (the numbers probably what you are looking for, which could be Dev worked on, though 2% reduction isn't terrible), and c.)significantly raises wizard bolt AS the clearly be superior. All 3 combined could reach the GS Marine levels of reliability I think, as well as retaining personal tactics to maneuver around elemental immunity and whatnot. If you aimed, lets say, Hurl Boulder at the head with 100% aim success, your high enough AS would ensure a rank 5 (at the lowest) crit even with randomization which is enough for a fatal crit I believe.
KITHUS
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 06:03 PM CDT
So let me try this and see if I'm on the right page.
940 - Elemental Overload (Placeholder name)
Duration: 30 Seconds
Span: Refreshable
Availability: Self-Cast
Bolt spells cast while under the effects of this spell will be infused with pure force, causing a matching force bolt to strike the target before the bolt itself. Training in Elemental Mana Control will cause bolts cast while under the effects of Elemental Overload to be more difficult to evade, block or parry. At 200 EMC ranks EBP is nullified completely. Elemental Lore, Air will give a chance for additional strikes. Elemental Lore, Fire will increase AS of bolts cast while under the effects of Elemental Overload. Elemental Lore, Water will increase the duration of the spell. Elemental Lore, Earth will add damage weighting to the bolts.
940 - Elemental Overload (Placeholder name)
Duration: 30 Seconds
Span: Refreshable
Availability: Self-Cast
Bolt spells cast while under the effects of this spell will be infused with pure force, causing a matching force bolt to strike the target before the bolt itself. Training in Elemental Mana Control will cause bolts cast while under the effects of Elemental Overload to be more difficult to evade, block or parry. At 200 EMC ranks EBP is nullified completely. Elemental Lore, Air will give a chance for additional strikes. Elemental Lore, Fire will increase AS of bolts cast while under the effects of Elemental Overload. Elemental Lore, Water will increase the duration of the spell. Elemental Lore, Earth will add damage weighting to the bolts.
Keith/Brinret/Eronderl |
Keith is correct |
-Wyrom, APM |
Keith is correct. |
-GameMaster Estild |
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 06:04 PM CDT
>b.) effectively reduce the target EBP (the numbers probably what you are looking for, which could be Dev worked on, though 2% reduction isn't terrible)
This is the main sticking point, as the EBP reduction isn't nearly enough, especially if it's again going to try to tie the reduction/benefit to the specific lore of the bolt used. This is the level of inflexibility I'm talking about vs. spiritual pures and their lore choices because just because a pure wizard chooses to train heavily in offense does not mean they have 200 ranks of earth lore. In fact, it's frequently the opposite.
With a single shot, anything less than 100% would not achieve parity with what warding spells can achieve at the post-cap level, yet I doubt Dev would approve this baseline level of power for 202 ranks of EMC. 240 achieves its 1.0 mean cast/kill because of the combinations used and the multi-cast providing SOME lottery factor, but I doubt Dev is ever going to give anything 100% guaranteed at baseline, which I also agree with. With 1 bolt = 1 cycle, a single shot AIMed solution has no room for the lottery without a multi-cast to provide the same quality of life and death at second 0 risk mitigation.
A single bolt that doesn't eliminate EBP entirely would not hit the 3 criteria I listed, especially the 1.0 mean cast/kill part, while a multi-bolt solution that includes much more significant EBP reduction built in would.
This is the main sticking point, as the EBP reduction isn't nearly enough, especially if it's again going to try to tie the reduction/benefit to the specific lore of the bolt used. This is the level of inflexibility I'm talking about vs. spiritual pures and their lore choices because just because a pure wizard chooses to train heavily in offense does not mean they have 200 ranks of earth lore. In fact, it's frequently the opposite.
With a single shot, anything less than 100% would not achieve parity with what warding spells can achieve at the post-cap level, yet I doubt Dev would approve this baseline level of power for 202 ranks of EMC. 240 achieves its 1.0 mean cast/kill because of the combinations used and the multi-cast providing SOME lottery factor, but I doubt Dev is ever going to give anything 100% guaranteed at baseline, which I also agree with. With 1 bolt = 1 cycle, a single shot AIMed solution has no room for the lottery without a multi-cast to provide the same quality of life and death at second 0 risk mitigation.
A single bolt that doesn't eliminate EBP entirely would not hit the 3 criteria I listed, especially the 1.0 mean cast/kill part, while a multi-bolt solution that includes much more significant EBP reduction built in would.
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 06:10 PM CDT
>Elemental Lore, Air will give a chance for additional strikes.
Multi-strike is a necessity even without EBP if there's no AIMing, not a component I'm willing to leave to an air lore proc. One lore, one mana control should be sufficient for the offensive benefit, as 240 is designed for the pure spiritualist with only one lore sphere. It should be fire or earth lore, interchangeably as with 917, as these are the primary lores intended to fulfill an offensive function. Increased raw damage is a necessity, not a bonus, to address crit resistant creatures. Wizards have a lot of crit-reliant spells but nothing to address the pure powered up attrition hole.
Multi-strike is a necessity even without EBP if there's no AIMing, not a component I'm willing to leave to an air lore proc. One lore, one mana control should be sufficient for the offensive benefit, as 240 is designed for the pure spiritualist with only one lore sphere. It should be fire or earth lore, interchangeably as with 917, as these are the primary lores intended to fulfill an offensive function. Increased raw damage is a necessity, not a bonus, to address crit resistant creatures. Wizards have a lot of crit-reliant spells but nothing to address the pure powered up attrition hole.
KITHUS
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 07:44 PM CDT
It would have two strikes base without air lore. A pure force bolt and the bolt itself. A capstone spell like this has to provide benefits to all elemental lores, not just your preferred ones.
Keith/Brinret/Eronderl |
Keith is correct |
-Wyrom, APM |
Keith is correct. |
-GameMaster Estild |
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
05/31/2017 08:04 PM CDT
I disagree, as pure spiritualists are never forced to split four ways or even three ways within a single sphere. 240 only requires one lore type. By allowing fire/earth to be interchangeable as with 917, it's already reducing the sacrifice significantly. Those who choose to train in lores for pure offense sacrifice all utility, defense, and enchanting pool ability, so there must be something uniquely powerful on an offensive basis to compensate. Otherwise, the power ceiling is too low and we're back to the core problem of forced mediocre results at best. 2 strikes are insufficient, and I expect to not have to train in air lore to reach parity, as that isn't what one has to do for 515, 950 or 917.
CURTIS
Re: Current Summary State of Wizards Scorecard - Discussion
06/01/2017 12:47 AM CDT
I agree that capstone spells should follow the 520 model, not the 917 model. If someone wants a certain benefit, they can train in that lore. If a 1-hit kill is what someone wants, it's on the menu. Choices are interesting. Consider that differentiating between elemental lores is part of being a wizard. (Which I think is a good design choice and feels very "wizard" to me.)
MEKK1
Re: Current Summary State of Wizards Scorecard - Discussion
06/01/2017 02:42 AM CDT
<1.) What would make channeling a bolt worth it?
2.) What could make bolting more interesting instead of just casting the same bolt over and over? Using different elements for different effects is something that has a lot of potential (like cold and fire against stone creatures), but as is, it's hardly worth casting 903 to soak a target, just to follow up with 910 when you could just cast 910 twice.>
1. Full AS from defensive stance
2. I would like the lore impacts on bolt spells to be guaranteed but the amount of their effect based in lore.
http://i.imgur.com/lsWPzG9.gif
2.) What could make bolting more interesting instead of just casting the same bolt over and over? Using different elements for different effects is something that has a lot of potential (like cold and fire against stone creatures), but as is, it's hardly worth casting 903 to soak a target, just to follow up with 910 when you could just cast 910 twice.>
1. Full AS from defensive stance
2. I would like the lore impacts on bolt spells to be guaranteed but the amount of their effect based in lore.
http://i.imgur.com/lsWPzG9.gif
CANDIDE
Re: Current Summary State of Wizards Scorecard - Discussion
06/01/2017 08:40 AM CDT
"I agree that capstone spells should follow the 520 model, not the 917 model. If someone wants a certain benefit, they can train in that lore. If a 1-hit kill is what someone wants, it's on the menu. Choices are interesting. Consider that differentiating between elemental lores is part of being a wizard. (Which I think is a good design choice and feels very "wizard" to me.)-Curtis"
I think the idea behind the similarities between 520 and 940 proposed spell presented here is off a little bit. Choice is present on 520 but there is benefit for all elements.
If the 520 model was applied to a one hit kill spell it should be IMO like so.
520-fire aspect allows for channeling from a less than offensive stance
940 equivalent would be something to the effect that the killing power would still be there but from a less than offensive stance.
520-water aspect augments mage magical defense vs dispels
940 equivalent would be augment elemental damage types/increase add cross element damage effects
520-earth aspect adds to the padding in crisis moments
940 equivalent would be the more creatures present the deadlier the spell
520-air aspect increases carrying capacity
940 equivalent would be to allow for an immediate recast or 0rt
520-lightning aspect stuns enemies when in turn stunned
940 equivalent would be a splash stun effect to surrounding creatures.
So the killing aspect never changes...ie the armor padding and 520 ability is always there it is just used differently for each element and each element has its uses and ability to be specialized. The choice is there still on what kind of wizard you want to be.
**Now if 917 is followed for whatever killing power would be
Allow for one element to supplement another.
917 allows for earth to be supplemented by two different types of damages.
940 equivalent would be for element x to be supplemented by 2 different damage types.
I like both choices I prefer the above listed implementation of 520 not a 950 type approach. Between the three types of spell implementations (917, 520, 950) Give me 520 for any future attack spell then 917 and finally 950 because well it is better than not having 950 (which is awesome for what it does)
GBB
I think the idea behind the similarities between 520 and 940 proposed spell presented here is off a little bit. Choice is present on 520 but there is benefit for all elements.
If the 520 model was applied to a one hit kill spell it should be IMO like so.
520-fire aspect allows for channeling from a less than offensive stance
940 equivalent would be something to the effect that the killing power would still be there but from a less than offensive stance.
520-water aspect augments mage magical defense vs dispels
940 equivalent would be augment elemental damage types/increase add cross element damage effects
520-earth aspect adds to the padding in crisis moments
940 equivalent would be the more creatures present the deadlier the spell
520-air aspect increases carrying capacity
940 equivalent would be to allow for an immediate recast or 0rt
520-lightning aspect stuns enemies when in turn stunned
940 equivalent would be a splash stun effect to surrounding creatures.
So the killing aspect never changes...ie the armor padding and 520 ability is always there it is just used differently for each element and each element has its uses and ability to be specialized. The choice is there still on what kind of wizard you want to be.
**Now if 917 is followed for whatever killing power would be
Allow for one element to supplement another.
917 allows for earth to be supplemented by two different types of damages.
940 equivalent would be for element x to be supplemented by 2 different damage types.
I like both choices I prefer the above listed implementation of 520 not a 950 type approach. Between the three types of spell implementations (917, 520, 950) Give me 520 for any future attack spell then 917 and finally 950 because well it is better than not having 950 (which is awesome for what it does)
GBB
LADYFLEUR
Re: Current Summary State of Wizards Scorecard - Discussion
06/01/2017 10:36 AM CDT
I dislike the forced split of a single spell into 4 elements, which results in mediocrity for all choices, vs. the pure spiritualists' training choices while having a single sphere. I prefer the 917 model for a 940 booster solution as that is likely the only option that will allow for the power ceiling to reach parity with what all the spiritual pures can achieve.
If the baseline spell functionality with mostly fire/earth lore provides the result that hits the 3 criteria, with air and water providing more minor true bonuses, I'm fine with that too, but I absolutely disagree with either air or water being a requirement for the key elements including simultaneous multi-casts, increased raw damage/DF, or EBP reduction in order to achieve 1 cast, 1 kill.
If the baseline spell functionality with mostly fire/earth lore provides the result that hits the 3 criteria, with air and water providing more minor true bonuses, I'm fine with that too, but I absolutely disagree with either air or water being a requirement for the key elements including simultaneous multi-casts, increased raw damage/DF, or EBP reduction in order to achieve 1 cast, 1 kill.
PEREGRINEFALCON
Re: Current Summary State of Wizards Scorecard - Discussion
06/01/2017 10:51 AM CDT
>> I dislike the forced split of a single spell into 4 elements, which results in mediocrity for all choices, ...
I don't agree that allowing 4 elemental lores influence a single spell always results in mediocrity for all choices. Choice / differentiation is a good thing when done correctly. Having to choose which elements of a spell you want to enhance can lead to differences in play style / add more flavor to different elemental wizards. Not being able to max out all four lores does not necessarily result in mediocrity... it simply means you have choices to make and may have to weigh the pros / cons of each choice (if the choices are done well) to determine which options best meets your desired style of play.
-- Robert
I don't agree that allowing 4 elemental lores influence a single spell always results in mediocrity for all choices. Choice / differentiation is a good thing when done correctly. Having to choose which elements of a spell you want to enhance can lead to differences in play style / add more flavor to different elemental wizards. Not being able to max out all four lores does not necessarily result in mediocrity... it simply means you have choices to make and may have to weigh the pros / cons of each choice (if the choices are done well) to determine which options best meets your desired style of play.
-- Robert