Page 1 of 2

The "tuning" done to magic .

Posted: Sun Nov 07, 2004 2:16 am
by pcheez
Its really simple .
I tried casting a lvl 100 spell on a lvl 90 vicious kizoar, 1 resist out of 12 casts.
I tried casting the same lvl 100 spell on a lvl 170 varinx, 8 resists out of 10 casts.
Itried casting a lvl 120 spell on the varinx, 6 resists out of 10 casts.
A level 140 spell got 5 resists out of 11 casts.

So basically, use magic agnst mobs the spell level or lower. If u look hard enough, u will find them.

Makes perfect sense, and we would not be complaining if it was this way all along.

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 5:32 am
by lazarus
I have a question...

Did the Varinx agree to participate in this experiment, or did he have you for lunch for your impertinence in waking him up from his afternoon snooze?

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 5:48 am
by oblion
lol
and here is another example..
tried a lvl 25 spell on a lvl 16 gingo 8/10 resist
tried a lvl 50 spell on him same thing
saw some1 do a lvl 100 skill and 5/10 resist

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 6:52 am
by mallory
Its really simple .
I tried casting a lvl 100 spell on a lvl 90 vicious kizoar, 1 resist out of 12 casts.
I tried casting the same lvl 100 spell on a lvl 170 varinx, 8 resists out of 10 casts.
Itried casting a lvl 120 spell on the varinx, 6 resists out of 10 casts.
A level 140 spell got 5 resists out of 11 casts.

So basically, use magic agnst mobs the spell level or lower. If u look hard enough, u will find them.

Makes perfect sense, and we would not be complaining if it was this way all along.
Yes, it makes sense from a game mechanics perspective, BUT...what happens when you're in a group?? Grouping just took a massive hit with this patch for mages, because their spells are just not useful against mobs the group needs to kill to get xp. How are we meant to get Defensive affliction xp up if it falls significantly lower than our other magic skills? I can't kill anythign with Def Aff, and if I (or the group) kill anything that my 'up to lvl 65' stun works on, I get almost no (around 200-ish the highest I've found so far) Def Aff XP because my offense skill is too high or the group is! Surprisingly, groups tend to want more from a mage than just chain casting stun 10 times to get 1 that lands for about 1 second.

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 9:35 am
by maggers
mallory wrote:Yes, it makes sense from a game mechanics perspective, BUT...what happens when you're in a group?? Grouping just took a massive hit with this patch for mages, because their spells are just not useful against mobs the group needs to kill to get xp. How are we meant to get Defensive affliction xp up if it falls significantly lower than our other magic skills? I can't kill anythign with Def Aff, and if I (or the group) kill anything that my 'up to lvl 65' stun works on, I get almost no (around 200-ish the highest I've found so far) Def Aff XP because my offense skill is too high or the group is! Surprisingly, groups tend to want more from a mage than just chain casting stun 10 times to get 1 that lands for about 1 second.

So the fix for this problem would be to remove to group penalty, or tune it down a bit.
Example:
Player 1 @level 100 kills a level 100 mob and gets 3000 exp solo
Player 1 & 2 @level 100 kill the same mob and gets 2900 exp
Player 1, 2 and 3 kills the same mob and gets 2800 exp
etc etc.

Hows that for encouraging grouping, more people = faster kills and safer.
Everyones happy.

As it stands 8 people grouped with an average of level 100 need to kill a level 160 - 180 mob to make the exp be worth it but the resists are too high.

The other fix would be to factor in the group members in the resist formula.
For eaxample:

Player 1 @level 100 gets 8 out of 10 resists against a level 160 mob
Player 1 & 2 @level 100 the mage gets 7 out of 10 resists.
Player 1, 2 and 3 the mage gets 6 our of 10 resists.
etc etc.

Another way to encourage grouping.

Both would be simple fixes and would also be quick wins with the Player base.

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 10:17 am
by goshawk
despite the description of concentration , it did seem to help with high level mobs resisting spells.

Now I havent done an exhaustive statistically valid survey of this , I dont need the DP's . But it did seem to boost the [lack of resist] rate for mobs over the level of the spell I was using.
Thoufg the tailoff was quite rapid , dont expect to hit a 170 mob with a 80 power spell and 80 conc. but a lvl 100 seems possible. This is for group play by the way , still far too many resists to solo at those levels


Incidentally 10 trys is not a good sample, much too few for any sort of deffenative concluson.


Kestrel

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 11:39 am
by jaggarot
Interesting - this would indicate that there appears to be a problem with group XP.

Basically, the system appears to have been designed so that groups have the advantage of being able to take on more mobs more rapidly, rather than go for higher level level mobs (this gors for melee as much as magic).

That's fine, but grouping reduces the XP gained for taking on same-level mobs, so that you have to take on high level mobs to equal the XP gained soloing, which you can't do effectively with the level based magic/dodge/resists.

This is definitely an area that needs looking at. Probably introducing an XP bonus for groups or removal of the group scaling XP would be the most straight forward solution.

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 12:14 pm
by trenker
Hey Jagerot, excellent summary of the problem, but...

Anyone ever think that newbi Nevraz designed it this way, on pupose?

In other words, they thought, "teaming will be like soloing, just quicker xp and more fun". If you want to go up against bigger things, say your prayers!

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 12:32 pm
by jokque
tried blind2 (lvl 25?) on a suckling yubo, landed once outta 25 casts...

Re: The "tuning" done to magic .

Posted: Sun Nov 07, 2004 12:34 pm
by jaggarot
trenker wrote:Hey Jagerot, excellent summary of the problem, but...

Anyone ever think that newbi Nevraz designed it this way, on pupose?

In other words, they thought, "teaming will be like soloing, just quicker xp and more fun". If you want to go up against bigger things, say your prayers!
That was the point I was making - the changes would tend to indicate that grouping is designed to increase the number of kills, not necessarily enable the killing of high level mobs (hence there is a problem with XP since you get less for doing this in comparison to soloing mobs).