Rethinking Thaumaturgy
Posted: Thu Jan 07, 2010 3:43 am
I love the concept of thaumaturgy; I've always been a sucker for "glass cannon" characters (with massive offensive potential, offset by a lack of defense / health), and the sheer variety and unpredictability of the thaumaturge is wonderful. Unfortunately the current implementation is a bit flawed, since most of the spells the thaumaturge learns are useless. I'm going to spend the first part of this post demonstrating that. Before I run down the list, here's some stats on Manathrust and Fireflash, the traditional mage's primary attack spells:
Level 50:
Manathrust: 53d21 for 25 mana
Fireflash: 430 for 58 mana
Level 70 (i.e. maxed spell school and Spellpower):
Manathrust: 73d29 for 34 mana
Fireflash: 630 for 84 mana
Let's compare that to top-level Thaumaturge spells:
Cost: anywhere from 70 to 130 mana
Ball spell damage: 100
All others: up to 10d100 damage (never more dice than 10, never larger dice than 100)
Area spells may hit upwards of 25 times (?)
In short, everything except for View and Area spells (and force beams, due to the chained knockback effect) deals crap damage for way too much mana. Thaumaturges rely on getting Area spells to be able to kill single targets in an acceptable number of rounds, but if they do get them, then they tend to be overpowered.
Here's my proposed fix, in parts:
1) Replace Area damage spells with Blast spells.
2) Change the damage calculation routine:
* Ball spell damage should be roughly quadrupled.
* Blast spells should deal damage as ball spells do.
* Bolt and beam spells should have lots of small dice instead of a few large dice (target average damage for late-game spells: 20x skill level needed to learn spell)
* View spells are fine as-is.
3) Change mana costs:
* Ball spells should be reduced to 50%
* Bolt spells should be reduced to 30%
* Beam spells should be reduced to 75%
* View spells should be increased to 120%
* Blast spells should be reduced to 50%
4) Regulate the spell generator a bit. No element should show up more than twice on a given page, and every spell type should show up at least once on a given page.
5) Allow Spell Power to improve thaumaturgy spells, recalculating their damage, cost, and failure rate as if they were higher-level.
Finally, I suggest removing Force and Inertia from the list of allowed elements, because they're just miles better than any other elements you can get. Force knocks enemies around predictably (and gets a 30% damage boost if they're knocked into walls), and Inertia slows enemies with no lower limit. Then again, I'd also advocate against Curse being able to slow enemies, so I may be biased here.
The overall goal is to make it so more spells are useful, and the player isn't left between the two extremes of "can kill anything without even trying" and "sunk 60 points into a skill that can't do anything in the late game".
Thoughts?
Level 50:
Manathrust: 53d21 for 25 mana
Fireflash: 430 for 58 mana
Level 70 (i.e. maxed spell school and Spellpower):
Manathrust: 73d29 for 34 mana
Fireflash: 630 for 84 mana
Let's compare that to top-level Thaumaturge spells:
Cost: anywhere from 70 to 130 mana
Ball spell damage: 100
All others: up to 10d100 damage (never more dice than 10, never larger dice than 100)
Area spells may hit upwards of 25 times (?)
In short, everything except for View and Area spells (and force beams, due to the chained knockback effect) deals crap damage for way too much mana. Thaumaturges rely on getting Area spells to be able to kill single targets in an acceptable number of rounds, but if they do get them, then they tend to be overpowered.
Here's my proposed fix, in parts:
1) Replace Area damage spells with Blast spells.
2) Change the damage calculation routine:
* Ball spell damage should be roughly quadrupled.
* Blast spells should deal damage as ball spells do.
* Bolt and beam spells should have lots of small dice instead of a few large dice (target average damage for late-game spells: 20x skill level needed to learn spell)
* View spells are fine as-is.
3) Change mana costs:
* Ball spells should be reduced to 50%
* Bolt spells should be reduced to 30%
* Beam spells should be reduced to 75%
* View spells should be increased to 120%
* Blast spells should be reduced to 50%
4) Regulate the spell generator a bit. No element should show up more than twice on a given page, and every spell type should show up at least once on a given page.
5) Allow Spell Power to improve thaumaturgy spells, recalculating their damage, cost, and failure rate as if they were higher-level.
Finally, I suggest removing Force and Inertia from the list of allowed elements, because they're just miles better than any other elements you can get. Force knocks enemies around predictably (and gets a 30% damage boost if they're knocked into walls), and Inertia slows enemies with no lower limit. Then again, I'd also advocate against Curse being able to slow enemies, so I may be biased here.
The overall goal is to make it so more spells are useful, and the player isn't left between the two extremes of "can kill anything without even trying" and "sunk 60 points into a skill that can't do anything in the late game".
Thoughts?