Arcane v Antimagic; Problem & Solution?
Posted: Wed Jan 16, 2013 2:08 am
I'm going to make a large carepost about how unbalanced the Arcane v Antimagic thing in game here is. Please note that I use unbalanced more in the terms that Arcane is not on equal footing with Antimagic, rather then to say one is overpowered. Simply that in a game where Arcane v Antimagic is supposed to be a crucial point, its actually a rather binary choice due to a power disparity.
Arcane is supposed to be this wildly destructive and powerful force, and Nature is supposed to be this preserving and healing force. The archetypal Arcane example would be an Archmage with the Aegis tree, and the converse would be a Wyrmic with the Fungus tree. Spike damage and Shielding against Sustained DPS and regeneration.
But, unfortunately, the itemization/statization of mindpower and power of the Antimagic tree make Arcane out to be a very, very weak force in comparison. To the point that, on nearly every character that it is available, it is more beneficial to go antimagic and eschew everything Arcane. There are 24 classes in ToME. 12 are forced into the Arcane side. Their abilities are Arcane, can't even access Zigur if they wanted to. Additionally, there are also two races (Ghoul and Skeleton) who are forced into Arcane by virtue of their lifeblood (or lack thereof). Of the next 12, only one of them wishes to be Arcane; the rogue. This is because the itemization of items that the dagger needs to excel rely on arcane items. Notably, most artifact midgame daggers are Arcane and, correct me if I am wrong, most stealth boosting gear in the game is also arcane. 11 out of 12 classes with the choice to be on the arcane side of the game or on the antimagic side of the game all invariably choose antimagic. Why?
One large issue with the dilemma is the stat spread. Magic is an awful stat. It is required for every arcane class, bar none. All must eventually level magic. Magic grants only 1 spellpower per level and a third of a point of spell save. Spell Save, mind you, does not check against most of the worst ailments. They check either the physical or mental save.
Meanwhile, Wild-gift users require Willpower. Willpower is one of ToME's 'power stats', along with constitution and cunning, although it is the weakest of the three. Willpower grants: .7 Mindpower, 2.5 Stamina (If Applicable), 1 Psi (If Applicable), 5 Mana (If Applicable), A third of a spell save and a third of a mental save. Willpower doesn't give as much power as Magic, but gives a lot more defense and utility. But, that's the theme of Magic v Antimagic, right? Of course antimagic isn't as strong pound for pound.
The problem is that it is, much more so. Lets look at the second of the power stats, Cunning. Cunning offers so, so much, to the point where it, like constitution, is a stat every chracacter invests in. What does it offer? A third of a crit %, .4 Mindpower, and a third of a mental save. Its the crit chance and mindpower that really hammers it in. As cunning is a stat everyone wants, they'll probably max it second after willpower on a mindpower class, giving them a higher total mindpower before items then an arcane user. And items will drive the power home further.
There is a large problem with how easily itemized Mindpower is. Telekinetic Focus, Bloomsoul, Shadow-strung orbs, Rope-belt of the Thaloren and Spellhunt Remanants are all items that can show up early game that a mindpower character will hold until late game, and probably use. What does arcane have? Neira's memory? Outdone by Thaloren or Calm Waters. Astral Bindings? Pales in comparison to Spellhunt Remnants. Vestments of the Conclave if you are human, but everyone else will drop it in favor of Robe of Force or Spydre's Silk Robe the second it drops, both of which are psionic mindpower and will/cunning robes, mind you. Crystal Focus? Sure, but that's a different category. That's an item you simply don't use until late game.
The only great arcane artifacts that come to mind, and feel free to chime in if you feel I'm being disingenuous here, are the Frozen Cloak, Spire of Power/Awakened Staff, Spellblaze Echoes, Black Robe, Fiery Choker, Hourglass of time. Eldritch Pearl's pretty nice I guess. But how much of this is worth giving up Breath of Eyal? Guidance? Spellhunt Remnants? The one totem that gave a big antimagic boost from the Quicksilver Caves that I can't find in my vaults for the life of me? Not to mention the implicit forgoing of Mindstars, which in itself is another problem.
Mindstars are amazing. There is one bad artifact mindstar, Serpent's Gaze. Awful. Every other one? Amazing. Great, great stats, each custom built to a specific niche that makes them shine to a great degree. No staff is really focused to one niche besides Sceptre of the Archlich and Arcane Supremacy; they're all generalized. And they suffer a bit for it. Mindstars offer better stats, more malleable stats due to how they can be dual wielded, and provide more damage. The damage part is important. Arcane Blades can't really just go and pick up staff mastery and start wacking things with them that effectively. Staves suck as actual weapons. Good mod, terrible base damage, and are ruined by armor. Remember, armour isn't checked only against physical damage, but against all ranged and melee attacks, deal often variable damage. Mindstars, conversely, after 5 points in Mindstar Mastery have greater mods and similar damage, but theres two of them. Additionally, Mindstars bypass functionally all armor and add a focus on mind damage, allowing easier damage stacking.
Back to the point; An Arcane blade really shouldn't decide to just hit things with a staff to boost his magic and his melee at the same time. But, a Cursed? Wyrmic? Solipsist? Mindslayer? Summoner? Go ahead, hit things with your crazy mindstars, boost your raw melee damage and your powers at the same time. Arcane doesn't get this luxury. Staves are not used by anyone who can help it. But everyone who can get away with it wants mindstars. Or, at least, has the option to be strong if they decide to go that path.
This is all without even talking about the raw power of Antimagic. Resolve, after stacking mindpower (an easy feat as shown before with the amount you get from stats, items, and mindstars) can reach up to 50% elemental resistance. Most people will at least see 20-30% resist by endgame. Premonition, in the best of cases, hits 35%. Antimagic shield shreds all non-physical damage at the cost of equilibrium, making it unfeasible for equilibrium classes but great for others (especially mindslayer). Then there is Fungus. +5 turns on any regeneration infusion is so heinously powerful I don't even know where to begin. It effectively doubles the healing value of any regeneration infusion. Seeing 500/5 turn regen infusions late game isn't uncommon. That is 200 HP/turn before healing mod. Hitting 50% and higher healing mods isn't hard. 1,500 HP heal. With 5 points in the final ability, you get 1000% of your current regen value instantly. 300/hp turn immediately healing you for 3,000 HP. That's a 4,500 health healed in 5 turns. Fungus even eliminates the drawback of regeneration infusions costing a turn, the biggest issue in healing infusion vs shield. Shield always had the advantage of being instant, but at higher mindpower levels the third power in fungus even GIVES the user an extra turn past the one they use to trigger it. 101%+ turn refund.
This is getting long so I'm going to try and sum it up.
-Mindpower is too plentiful.
-Mindpower items are too good.
-Giving up runes and arcane items is not a big drawback for any class besides rogue.
-Antimagic is an amazing tree.
-Fungus is a ridiculous tree.
-Con/Will/Cunning are god. Magic/Dex/Strength suck.
-Nerf Solipsist. I didn't actually mention this at all but it really needs to always be said.
The heart of it is, there need to be better arcane items and talents. At the very least make there a questable arcane generic talent tree that is as strong as the antimagic talent tree, and another one that accentuates that. I don't care if its something as silly as Rune Mastery that lets you amplify damage of those nuke runes that barely anyone uses. Just something to help arcane users out in this crazy world that fears them despite them being pretty bad. Perhaps even shore up some early game artifacts that are arcane powered. Mindpower items overpower spellpower at every turn in usefulness at the moment.
And, god, I didn't even mention how much better the Zigur escourts are then the regular ones...
Arcane is supposed to be this wildly destructive and powerful force, and Nature is supposed to be this preserving and healing force. The archetypal Arcane example would be an Archmage with the Aegis tree, and the converse would be a Wyrmic with the Fungus tree. Spike damage and Shielding against Sustained DPS and regeneration.
But, unfortunately, the itemization/statization of mindpower and power of the Antimagic tree make Arcane out to be a very, very weak force in comparison. To the point that, on nearly every character that it is available, it is more beneficial to go antimagic and eschew everything Arcane. There are 24 classes in ToME. 12 are forced into the Arcane side. Their abilities are Arcane, can't even access Zigur if they wanted to. Additionally, there are also two races (Ghoul and Skeleton) who are forced into Arcane by virtue of their lifeblood (or lack thereof). Of the next 12, only one of them wishes to be Arcane; the rogue. This is because the itemization of items that the dagger needs to excel rely on arcane items. Notably, most artifact midgame daggers are Arcane and, correct me if I am wrong, most stealth boosting gear in the game is also arcane. 11 out of 12 classes with the choice to be on the arcane side of the game or on the antimagic side of the game all invariably choose antimagic. Why?
One large issue with the dilemma is the stat spread. Magic is an awful stat. It is required for every arcane class, bar none. All must eventually level magic. Magic grants only 1 spellpower per level and a third of a point of spell save. Spell Save, mind you, does not check against most of the worst ailments. They check either the physical or mental save.
Meanwhile, Wild-gift users require Willpower. Willpower is one of ToME's 'power stats', along with constitution and cunning, although it is the weakest of the three. Willpower grants: .7 Mindpower, 2.5 Stamina (If Applicable), 1 Psi (If Applicable), 5 Mana (If Applicable), A third of a spell save and a third of a mental save. Willpower doesn't give as much power as Magic, but gives a lot more defense and utility. But, that's the theme of Magic v Antimagic, right? Of course antimagic isn't as strong pound for pound.
The problem is that it is, much more so. Lets look at the second of the power stats, Cunning. Cunning offers so, so much, to the point where it, like constitution, is a stat every chracacter invests in. What does it offer? A third of a crit %, .4 Mindpower, and a third of a mental save. Its the crit chance and mindpower that really hammers it in. As cunning is a stat everyone wants, they'll probably max it second after willpower on a mindpower class, giving them a higher total mindpower before items then an arcane user. And items will drive the power home further.
There is a large problem with how easily itemized Mindpower is. Telekinetic Focus, Bloomsoul, Shadow-strung orbs, Rope-belt of the Thaloren and Spellhunt Remanants are all items that can show up early game that a mindpower character will hold until late game, and probably use. What does arcane have? Neira's memory? Outdone by Thaloren or Calm Waters. Astral Bindings? Pales in comparison to Spellhunt Remnants. Vestments of the Conclave if you are human, but everyone else will drop it in favor of Robe of Force or Spydre's Silk Robe the second it drops, both of which are psionic mindpower and will/cunning robes, mind you. Crystal Focus? Sure, but that's a different category. That's an item you simply don't use until late game.
The only great arcane artifacts that come to mind, and feel free to chime in if you feel I'm being disingenuous here, are the Frozen Cloak, Spire of Power/Awakened Staff, Spellblaze Echoes, Black Robe, Fiery Choker, Hourglass of time. Eldritch Pearl's pretty nice I guess. But how much of this is worth giving up Breath of Eyal? Guidance? Spellhunt Remnants? The one totem that gave a big antimagic boost from the Quicksilver Caves that I can't find in my vaults for the life of me? Not to mention the implicit forgoing of Mindstars, which in itself is another problem.
Mindstars are amazing. There is one bad artifact mindstar, Serpent's Gaze. Awful. Every other one? Amazing. Great, great stats, each custom built to a specific niche that makes them shine to a great degree. No staff is really focused to one niche besides Sceptre of the Archlich and Arcane Supremacy; they're all generalized. And they suffer a bit for it. Mindstars offer better stats, more malleable stats due to how they can be dual wielded, and provide more damage. The damage part is important. Arcane Blades can't really just go and pick up staff mastery and start wacking things with them that effectively. Staves suck as actual weapons. Good mod, terrible base damage, and are ruined by armor. Remember, armour isn't checked only against physical damage, but against all ranged and melee attacks, deal often variable damage. Mindstars, conversely, after 5 points in Mindstar Mastery have greater mods and similar damage, but theres two of them. Additionally, Mindstars bypass functionally all armor and add a focus on mind damage, allowing easier damage stacking.
Back to the point; An Arcane blade really shouldn't decide to just hit things with a staff to boost his magic and his melee at the same time. But, a Cursed? Wyrmic? Solipsist? Mindslayer? Summoner? Go ahead, hit things with your crazy mindstars, boost your raw melee damage and your powers at the same time. Arcane doesn't get this luxury. Staves are not used by anyone who can help it. But everyone who can get away with it wants mindstars. Or, at least, has the option to be strong if they decide to go that path.
This is all without even talking about the raw power of Antimagic. Resolve, after stacking mindpower (an easy feat as shown before with the amount you get from stats, items, and mindstars) can reach up to 50% elemental resistance. Most people will at least see 20-30% resist by endgame. Premonition, in the best of cases, hits 35%. Antimagic shield shreds all non-physical damage at the cost of equilibrium, making it unfeasible for equilibrium classes but great for others (especially mindslayer). Then there is Fungus. +5 turns on any regeneration infusion is so heinously powerful I don't even know where to begin. It effectively doubles the healing value of any regeneration infusion. Seeing 500/5 turn regen infusions late game isn't uncommon. That is 200 HP/turn before healing mod. Hitting 50% and higher healing mods isn't hard. 1,500 HP heal. With 5 points in the final ability, you get 1000% of your current regen value instantly. 300/hp turn immediately healing you for 3,000 HP. That's a 4,500 health healed in 5 turns. Fungus even eliminates the drawback of regeneration infusions costing a turn, the biggest issue in healing infusion vs shield. Shield always had the advantage of being instant, but at higher mindpower levels the third power in fungus even GIVES the user an extra turn past the one they use to trigger it. 101%+ turn refund.
This is getting long so I'm going to try and sum it up.
-Mindpower is too plentiful.
-Mindpower items are too good.
-Giving up runes and arcane items is not a big drawback for any class besides rogue.
-Antimagic is an amazing tree.
-Fungus is a ridiculous tree.
-Con/Will/Cunning are god. Magic/Dex/Strength suck.
-Nerf Solipsist. I didn't actually mention this at all but it really needs to always be said.
The heart of it is, there need to be better arcane items and talents. At the very least make there a questable arcane generic talent tree that is as strong as the antimagic talent tree, and another one that accentuates that. I don't care if its something as silly as Rune Mastery that lets you amplify damage of those nuke runes that barely anyone uses. Just something to help arcane users out in this crazy world that fears them despite them being pretty bad. Perhaps even shore up some early game artifacts that are arcane powered. Mindpower items overpower spellpower at every turn in usefulness at the moment.
And, god, I didn't even mention how much better the Zigur escourts are then the regular ones...