I remember in RoK when we did the world TGC for best of class. One of my Death Mages won because he was able to beat the crap out of other casters with his staff and therefore had better mana economy. He even managed to win a few open TGCs using the same tactics. I also had an enchanter who won several TGCs using the same tactic. Caster weapons did matter if the player was willing to think outside the box. Half Elves were the kings in that build btw.
I agree that caster weapons should have some reason other than decoration or freaks like me who love to pwn elitists jerks. All this talk of adding stats to the items sounds cool and all but it's a coding and balance nightmare. The thought of adding different "enchants" to the weapon is rediculously complicated as well for the same reasons. I know we all wish that we could go full bore and get this thing up to 100% of it's potential in a very short amount of time but there is only one coder who also happens to have a life. Things can be added later and that's good but let's not be trying to make things too complicated at the start.
With all that said I do have a suggestion that would be fairly easy to put in. Add the bonus from enchants and blesses into the damage formula for spells as well as melee. It's a small thing, but it helps. Then I'd look at the formula for spell resolution and see if I couldn't use the weapon levels into the formula for fissle and unaffect. These small steps will change the trend of having chanters running around with no weapons at all or those who just carried rocks or some other novelty item for obit laughs.
Making caster weapons matter
Re: Making caster weapons matter
If you look like prey you will be eaten
Re: Making caster weapons matter
Don't have time to read it all but right now any divinity bonuses on a weapon will reflect on spells too. You can contest this but if a regular weapon has a 5% bonus then generally a spell could have it too. This includes the embers that can be added to items in the future.
I don't think stat bonuses should be on every items, and I think you guys are over complicating things. I'd say something like OADs could be class specific and give some bonuses (for example more damage = more int). one int point typically give 5-10 damage extra, extended duration, etc. I don't want stat bonuses to be a typical thing on all classes though. It's a touchy subject.
If anything staves would have an extra stat modifier, something simple, like spell damage, that increases the spells by X damage or X percent. I'm not so sure it's needed though just yet. I think the embers that will change how weapons, armors, spells boosts, etc will work is enough to start and effect generally everything without effecting the game so greatly (Assuming 1-5% embers. Check the embers post for more details.)
I don't think stat bonuses should be on every items, and I think you guys are over complicating things. I'd say something like OADs could be class specific and give some bonuses (for example more damage = more int). one int point typically give 5-10 damage extra, extended duration, etc. I don't want stat bonuses to be a typical thing on all classes though. It's a touchy subject.
If anything staves would have an extra stat modifier, something simple, like spell damage, that increases the spells by X damage or X percent. I'm not so sure it's needed though just yet. I think the embers that will change how weapons, armors, spells boosts, etc will work is enough to start and effect generally everything without effecting the game so greatly (Assuming 1-5% embers. Check the embers post for more details.)
Re: Making caster weapons matter
What about a D2-esque approach to mage weapons?
They could have charges of determined spells, or lower-end variations or weapon-unique spells. And these need gold to be recharged.
For example, Crystal Staff can come with 20 curel-like charges. So this will give limited healing to sorcys, and can be refilled at a considerable rate so they can be used as a gold sink.
Suggestions of spells:
- Small, stackable buffs (AC, Agi, Str)
- Heals
- High accuracy, low damage spells
- Summons
They could have charges of determined spells, or lower-end variations or weapon-unique spells. And these need gold to be recharged.
For example, Crystal Staff can come with 20 curel-like charges. So this will give limited healing to sorcys, and can be refilled at a considerable rate so they can be used as a gold sink.
Suggestions of spells:
- Small, stackable buffs (AC, Agi, Str)
- Heals
- High accuracy, low damage spells
- Summons
Re: Making caster weapons matter
Or maybe just make mage weapons add a % to spell damage?
Or even damage % to determined spells. Or maybe have them increase the efficiency of other spells like stoneskin or the str buff.
It would be nice for staves to be useful for once.
Or even damage % to determined spells. Or maybe have them increase the efficiency of other spells like stoneskin or the str buff.
It would be nice for staves to be useful for once.
Re: Making caster weapons matter
I forgot to write last patch I changed it.
At the moment it gives piercing power, aka less chance to resist. It'll give duration as well. It doesn't need to grant any change to the bonus, it's too hard to balance if we get that technical with it and I'd rather keep the damage simple.
Remember ember bonus or a div weapon does effect damage though. 8)
At the moment it gives piercing power, aka less chance to resist. It'll give duration as well. It doesn't need to grant any change to the bonus, it's too hard to balance if we get that technical with it and I'd rather keep the damage simple.
Remember ember bonus or a div weapon does effect damage though. 8)
Re: Making caster weapons matter
MR was adjusted. Overall it's higher.
Staves now increase piercing the targets MR and dealing damage. They also increase duration of positive spells, like stoneskin or power. I lowered the durations on positive spells to compensate for it a little as well.
This at least makes generic staves useful now. (Though embers will help damage a bit too...)
Staves now increase piercing the targets MR and dealing damage. They also increase duration of positive spells, like stoneskin or power. I lowered the durations on positive spells to compensate for it a little as well.
This at least makes generic staves useful now. (Though embers will help damage a bit too...)
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