Reaching mastery in triple and more elements is impossible when playing main campaign and it is ALMOST impossible in majority of custom mods. Without knowledge tomes player usually reach one, maybe two element mastery, because wizard usually need also concentration skill as well (not talking about alchemy etc..) - I think calculation is quite simple - in average you reach level 13 at max, which means 13 invested points.AndakRainor wrote:Hello !
An important balance pass has been made as I was working on other parts of my own dungeon mod. All castable spells are now custom to take in account the normalized formulas for spells attack power or duration. Those two values vary this way :
- For a single magic school spell : baseValue * (1 + skillLevel/5 + champion:getCurrentStat("willpower")/100)
- For a dual magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2)/10 + champion:getCurrentStat("willpower")/100)
- For a triple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3)/15 + champion:getCurrentStat("willpower")/100)
- For a quadruple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3 + skillLevel4)/20 + champion:getCurrentStat("willpower")/100)
What do you think about the 1% more damage (or duration) from the base spell values per willpower point ? Too much, too little or bad formula ? I thought 1 flat attackPower of 1 additional second to duration would be too good for cheap spells, already generally better at efficiency.
Do you think the +20% power per skill point for single magic school spell versus +5% power on each school for the quadruple magic schools spell is fair ? It makes for example elemental storm less powerful than meteor storm when learned and requires to fill all elemental skill points to be equal. Should it be more powerful at high skill levels instead ?
Therefore in my oppinion all these dual / triple and more elemental spells should be overpowered in sense of damage. It could for example cost more mana to avoid player totaly crash the dungeon with it, but still it should be at least little overpowered.
As for your formula Id like to know some details so I can set my spell damage accordingly - what is average damage lets say for Ice storm spell with champion having 20 willpower (if you will be so nice and give an calculation example both for old / new formula)
also is somewhere some list what average damage is for basic damage spells and how the formula is working ?