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Polishing up physical and magical damage algorithms
https://nevergrind.com/forums/viewtopic.php?f=1&t=557
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Author:  Maelfyn [ Sat Jun 28, 2014 7:37 pm ]
Post subject:  Polishing up physical and magical damage algorithms

This may significantly affect the damage of your skills and spells, though I will try to keep it within reason. The initial design of my damage algorithms was fairly amateur tier, which explains why my tooltips are so fubar, too. It was hard to think of everything in advance. Just bear with me and in the end, I think it will be pretty darn good. Feel free to pipe up if you think some skills get unfairly gimped. Appreciate your patience as development rate has taken a hit as of late.

Once Miranda is sleeping in her own room, I expect things to get better. 8-)

Author:  goats [ Sat Jun 28, 2014 8:35 pm ]
Post subject:  Re: Polishing up physical and magical damage algorithms

Maelfyn wrote:
This may significantly affect the damage of your skills and spells, though I will try to keep it within reason. The initial design of my damage algorithms was fairly amateur tier, which explains why my tooltips are so fubar, too. It was hard to think of everything in advance. Just bear with me and in the end, I think it will be pretty darn good. Feel free to pipe up if you think some skills get unfairly gimped. Appreciate your patience as development rate has taken a hit as of late.

Once Miranda is sleeping in her own room, I expect things to get better. 8-)


I am glad to see this. I pretty much lost interest in the game when I discovered that magical classes were vastly inferior to physical classes. As it is now, if you can't have a build that focuses around carrying a big 2 hander and swinging it as often as possible or spamming skills that are affected by it, then you are shit out of luck. Playing a necro or a wizard is devastating sad compared to playing as a monk, cleric, shaman or ranger. Bard is an exception to this, but your wearing plate, using weapons still, can attack while casting, casting isn't affected by knockback and you have massive utility.

The biggest example of this are necro dots. Even after the buff, it punishes you to cast them, especially if you wish to stack them. If you cast a dot, you are not only wasting mana but you are opening yourself up to more hits from mobs. There are many talents that exist to buff DoTs, but if all DoTs are a weakness, even fully talented, then all DoT talents are a waste. We aren't even going to mention pet DPS. At least ole bones can take a few hits for us which is nice.

Wizards can talent to have 100% channeling but to do so you have to invest 20 points in a really shitty spell that does poor damage, poor healing if timed perfectly and is on a cooldown. If you choose not to have 100% channeling, then you can get a blend of very specialized skills to increase fire, lightning or ice. In Hell, you are getting hit very hard from resistant mobs that disrupt, fear, silence, and shield. A melee character doesn't have cast times, so they can focus on interrupting fear. A melee character doesn't have cast times so they don't know disrupt or silences even exist. Playing a wizard feels less like being a master of the magical arts and feels more like being being thisguy.

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