akicks wrote:If this was to go through how it currently looks then single missiles will become as effective as dbl missiles (dbl missile speed is forced upwards so that you can actually cast 2 single in the same time frame - without the added 20% credit cost). Although we shall see if I'm right about that in testing
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Well, if these changes mean that one double spell will take just as long to cast as two single spells but cost more credit, then the double missile will be useless and we don't want that. I assumed that wouldn't be the case though. Right now a single missile without time credits takes 2.8 seconds, and a double missile 3.0 seconds. Adding 1.5 to 2 seconds to the double missile would make it 4.5 to 5.0 seconds, still less than the 5.6 seconds it takes to cast two single missiles.
So let's assume it'll be 4.5 seconds. This means a double missile will, compared to two single missiles, cost 20% more credit to obtain 19% less casting time. Hmm, this would indeed be a bit too costly. I think it would be better to add only one second to the casting time, or to increase the cost by 10% instead of 20%. (I still think they should increase both the credit
and the casting time, but the numbers given do seem too high.)
Edit: thinking further, it seems to me the best way to balance this would be: using a time credit on a double missile that's exactly enough to pay for the extra cost (the 20%) should make the casting time exactly 5.6 seconds. With the proposed changes however this would make the casting time (I estimate) somewhere around 6 seconds, making the double missile actually
weaker than the single missile. So I have to agree, 20% extra cost and 2 seconds extra casting time together is too much.
But 10% extra cost and 2 seconds extra casting time, or 20% extra cost and 1 second extra casting time, that would make the double missile just slightly more powerfull than the single missile (which is what they're trying to do, right?). Personally I'd prefer the 20% extra cost and 1 second extra casting time, because in my opinion the double missile should be a way to do a lot of damage quickly but at a great cost to your health and sap. (And no, that's not how it is now. Right now it's a way to do more damage than a single missile at the same cost.)
thebax wrote:To those dat DO believe it to be too powerful, I offer dis simple test: Next time yer out huntin, either with a healer, or as one, fight wit yer highest offensive level against a mob dat gits de both o' ya (or more) 2k or so, but don let de Healer use amps. Time will be decreased, on avg, by30% more den dey propose, cuz Hash be fair common, but power will be decreased by aroun 30% less den dey propose (dependin on grade, an/or how many yelks ya killed fer de amp) Net result in healin per minute=proposed changes. 'cept o' course, yer healer won't be payin de extra cost fer his/her spells.
That doesn't give a good picture at all. That's how the situation would be if they're only implementing the nerfs. But they're not, they're adding in bonuses as well, to armor, to magic resistance, to sap and stam heal etc. Don't only look at 4, 9 and 10 and conclude that those will make things too hard. Ofcourse those will make things too hard, that's why they're also implementing 2, 3, 5, 11 and 12 to compensate.