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Post by Amairgen on Jul 7, 2018 12:31:13 GMT -8
Okay . . after discussion and testing we have implemented some welcome changes to some spells and skills for Mages.
1) The standard mage spells used to cause damage (Fire Ball, Lightning, Explosion, Energy Bolt, Flame Strike, Chain Lightning and Meteor Swarm) will now do increased damage if the Caster has both 120 Eval Int and 120 Magery. The amount of increased damage gets higher as the Target's MaxHitPoints are higher (more to Shadow Wyrms than to Orcs).
2) If a Caster has 120 Magic Resist they will have a 70% chance to cast spells without spell interruption.
3) The Spell Weaving spell known as Dryad Allure will no longer work on Paragons, Tradians, Malasians or Tokunians.
The above changes combined with the use of existing special spell books should make the Mage class well worth the effort and let players enjoy it the way one would hope to.
Cheers
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Post by alk760 on Jul 8, 2018 7:35:38 GMT -8
This was much needed. Mages were a bit underpowered considering the downtime for meditation. the damage is more balanced for the mana it's burning now.
The changes to resists are awesome.
and ya Ogrelords in Tartarus still spawn with 1600-1800 health so going over that with a 3k health tradian is a bit much. considering 2 non tradian ogrelords almost killed the medeis bosses.
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Post by alk760 on Jul 8, 2018 7:40:01 GMT -8
Next can we get some freedom with spellcrafting and allow spellbooks to be reworked?
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