Idea on how damage spells should be calculated

Right now, many damage spells rely on shards to increase the effect. (E.g 18 base damage +1 per fire shard)

I propose making the caster's level the factor that increases spell damage directly, with the shards as an additional modifier. The modifier might be something like increasing the total damage by 5 or 10% per shard. So 1 fire shard would increase damage by 10%, two would increase damage by 20%, etc.

For example: A 10th level sovereign with access to two fire shards, casting a fireball: (18 base damage +10) x 1.2

4,868 views 6 replies
Reply #1 Top

Yes!  Usually all the shards are claimed by mid-game, meaning your caster's damage is maxed out.  It'd be nice if their base level mattered just as much.

Reply #2 Top

I propose making the caster's level the factor that increases spell damage directly,
End of quote

I would prefer if it wasn't the caster level, but certain traits made in a different manner than the current traits, so mages actually were better at mage stuff than assassins.
(They are kind of right now too, but I don't like the scaling one bit... ok meaby one, but the 7 other bits I dislike! :D).

Sincerely
~ Kongdej

Reply #3 Top

Quoting Kongdej, reply 2

I propose making the caster's level the factor that increases spell damage directly,


I would prefer if it wasn't the caster level, but certain traits made in a different manner than the current traits, so mages actually were better at mage stuff than assassins.
(They are kind of right now too, but I don't like the scaling one bit... ok meaby one, but the 7 other bits I dislike! ).

Sincerely
~ Kongdej
End of Kongdej's quote

Well, they can always put caps on the damage to prevent a spell from becoming OP.

Reply #4 Top

Quoting Borg999, reply 3
Well, they can always put caps on the damage to prevent a spell from becoming OP.
End of Borg999's quote

What I mean is, let the spell damage be boosted by "Mage Level".. or the amount of magetraits a character have, so each trait that you put in one of the ones available from path of the mage lets you deal more damage.
Putting a cap on the damage is a bad move I feel, because that would just "Worsen" the state, where mages become irrelevant to other classes.
Scaling by level is a good idea, but I think it should be refined to reflect that the mage class is the MAGE class, and each other class have access to magic, but have to rely on buffs and debuffs, and not raw magical damage, either that or only magical damage from single target spells.

Another thing you could do is let spells scale with more easily accessible items, remove the evoker traits, and give mages some WAAAAY more interesting traits, like if you removed spells ability to crit, you could make a new spelltrait that would allow each magespell to crit after you have this trait, and subsequent traits would boost this particular's mage crit chance.
Spell traits that would allow you to deal a certain amount of damage even if the creature resisted your spell, granted resisting in my head should remove ALL of the spell damage.
Stuff like that. - So many things I would have done different ^_^

Sincerely
~ Kongdej

Reply #5 Top

Quoting Kongdej, reply 5



Quoting Borg999,
reply 3
Well, they can always put caps on the damage to prevent a spell from becoming OP.


What I mean is, let the spell damage be boosted by "Mage Level".. or the amount of magetraits a character have, so each trait that you put in one of the ones available from path of the mage lets you deal more damage.
Putting a cap on the damage is a bad move I feel, because that would just "Worsen" the state, where mages become irrelevant to other classes.
Scaling by level is a good idea, but I think it should be refined to reflect that the mage class is the MAGE class, and each other class have access to magic, but have to rely on buffs and debuffs, and not raw magical damage, either that or only magical damage from single target spells.

Another thing you could do is let spells scale with more easily accessible items, remove the evoker traits, and give mages some WAAAAY more interesting traits, like if you removed spells ability to crit, you could make a new spelltrait that would allow each magespell to crit after you have this trait, and subsequent traits would boost this particular's mage crit chance.
Spell traits that would allow you to deal a certain amount of damage even if the creature resisted your spell, granted resisting in my head should remove ALL of the spell damage.
Stuff like that. - So many things I would have done different

Sincerely
~ Kongdej
End of Kongdej's quote

I like your idea! :thumbsup:

Reply #6 Top

Luckily Stardock is awesome developer, and i am pretty sure they will look into it. Right? ;-)