sehracii wrote:Don't make double missiles cost more WITHOUT increased cast time. Either both or just the cast time, but not just the cost. Mages are just going to burn through their credits even FASTER without ANY change to their damage rate.
Don't worry, they won't. Using myself as example, I'm level 168 elemental. My most powerfull double spell is a double poison 3, which costs 2 * 180 = 360 credit. My highest life credit is only 160, and same for my highest sap credit. Which means to use my most powerfull double spell I need to use at least 40 range credit.
Now make that double spell cost 20% more credit, so 72 more. Now the spell will cost 432 credit. I'm already using my highest life AND highest sap credit, and almost my highest range credit (my highest is 50). So the only way I'm going to be able to pay for that extra 20% credit is by putting in time credits.
At level 180, I get improved sap and health credits, both 180. Then I'll be able to pay for a double poison 3 without using range credits. With max health credit, max sap credit and max range credit I will then be able to pay 180 + 180 + 50 = 410 credit. Increase cost by 20%, the spell will cost 432 credit, so still I'll have to put in time credits to pay for it.
At level 185, I get poison 4 which costs 200 credit, before getting any new credits. So never could I pay for my highest double missile in only sap, health and range credits if the cost is increased by 20%.
20% extra credit without extra time won't make mages burn sap and health any faster than they are now. It'll even make them burn it slightly slower because they'll be forced to use time credits.
Update (08-24): Armors' absorption will not be affected by this change. Armors only absorb melee damage. Currently, magical damage is unabsorbed.
If you're trying to balance PvP, in my opinion heavy and medium armor should give additional protection from magic over just light armor and jewelry. Right now the damage a melee can do to you is far, far less than the damage a mage can do to you, so unless heavy armor offers extra protection from magic too, there's very little point in wearing it.
Update (08-24): The values (which could still be tuned), are the following:
For light armors, the absorption range would change from 5%-15% to 5%-25%.
For medium armors, the absorption range would change from 20%-30% to 20%-40%.
For heavy armors, the absorption range would change from 45%-55% to 40%-60%.
This means even less point in wearing medium or heavy armor. Let's take a look at how the averages change: Light; from 10% to 15%. Medium; from 25% to 30%. Heavy; from 50% to 50%. So light armor gets a nice boost (which will make mages more effective against melee) while heavy stays the same on average. Also, for medium armor to have any use it's protection should be halfway inbetween light and heavy, right now it's less and with these changes it will still be less.
If light armor is going to be 5%-25%, then medium armor should be at least 30%-50% and heavy 55%-75%. If that's too high, I propose light armor be 5%-20%, medium 25%-40% and heavy 45%-60%. Though I would prefer the first, specially because heal life is cut in half: We will need that extra protection.
I emphasize however, that most of the time it's not the protection factor that limits how much damage my armor absorbs, but the maximum vs slash/pierce/blunt values. Increasing the protection factors will be useless if these are not also increased, by the same percentage.
Update (08-24): The current values, which will have to be tuned, make heal stamina and heal sap 1.5 times more powerful than the revamped heal life spell (once it has been divided by two).
Let's see, current heal 12 gives 790 health, equivalent sap/stamina gift gives 245 sap/stamina. New system: 395 health, so 590 sap/stamina. So to compensate for halving heal life, heal sap and heal stamina are more than doubled. Sounds good to me.
I always did think it would make more sense if sap and stamina were easier to heal than life, rather than harder like it is now. If sap's easier to restore than health it may encourage mages to use damage-over-time spells more often, since they only consume sap. If stamina's easier to restore than health it should make health credits more equally usefull to stamina credits (Right now they're far superior: a health credit costs only half as much health as the equivalent stam credit costs stamina, and health is easier to heal.)