tweak Arcane Power (arcane t1)
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- Wyrmic
- Posts: 284
- Joined: Thu Mar 29, 2012 2:11 am
tweak Arcane Power (arcane t1)
Rightnow, Arcane Power cost 50 mana and grants 20 spellpower at level 5. I think it need some buff, 50 mana is too much for just 20 sp.
Ideas:
plan A: let it grants (talent level*magic*0.1) spellpower.
plan B: change it to a passive.
plan C: lower the sustain cost to around 20.
Ideas:
plan A: let it grants (talent level*magic*0.1) spellpower.
plan B: change it to a passive.
plan C: lower the sustain cost to around 20.
Re: tweak Arcane Power (arcane t1)
I agree it seems pretty weak. What if it was kept a sustain but gained +spell crit chance?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: tweak Arcane Power (arcane t1)
I'd just make it cheaper, myself.
The fixed rate power is interesting enough-makes it better early and worse late-but the cost is high enough to mess up earlygame grabs for it by actually notably draining Mana.
Spellcrit boosts are kinda dangerous for Archmage anyways, crits are how they get their damage and they usually have to pay notably to get them.
The fixed rate power is interesting enough-makes it better early and worse late-but the cost is high enough to mess up earlygame grabs for it by actually notably draining Mana.
Spellcrit boosts are kinda dangerous for Archmage anyways, crits are how they get their damage and they usually have to pay notably to get them.
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- Wyrmic
- Posts: 284
- Joined: Thu Mar 29, 2012 2:11 am
Re: tweak Arcane Power (arcane t1)
I prefer plan A myself, which will make it a good late game skill.
Re: tweak Arcane Power (arcane t1)
Diminishing returns is there for a reason, making stuff to bypass it late game shouldn't be done.
However, I wouldn't complain if it was adjusted to use talent mastery.
However, I wouldn't complain if it was adjusted to use talent mastery.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: tweak Arcane Power (arcane t1)
I like Plan A, but that is too powerful. talent level goes up to 6.5 with 5 points, and late game magic stats are usually ~80-120. That would give about 65 spellpower. I think that's too much. I feel like making the talent ~3 times better is a bit too good. How about just twice as good?jinsediaoying wrote: plan A: let it grants (talent level*magic*0.1) spellpower.
How about the square root of talent level instead of talent level? Most talents have diminishing returns, so I think that seems right. If square root is used, I think the 0.1 could be changed to around 0.15. In the above scenario, this would give ~40 spellpower.
Re: tweak Arcane Power (arcane t1)
By the way, it might be JUST be but I find a talent granting +spellpower that scales with Magic to be somewhat weird. Magic already boosts spellpower, so in a way that's increasing returns on Magic(well, except for the tiering).
Wat if granted a bonus that was the HIGHEST of what it is now(but adjusted for talent mastery!)and a % of base spellpower?
Wat if granted a bonus that was the HIGHEST of what it is now(but adjusted for talent mastery!)and a % of base spellpower?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
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- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: tweak Arcane Power (arcane t1)
The new scaling revisions (in the git repository) have addressed some of this.
The Spellpower bonus scales as the 0.75 power with talent level (including mastery effects: as before, 5 spellpower at talent level 1.0, 20 spellpower at talent level 5.0). At talent level 6.5 it gives just under 25 spellpower.
Plan A would incorporate accelerating returns with character level (since both magic and talent levels limits increase with character level) and so would be a bad idea, even with rescaled combat stats.
Plan C, reducing the sustain cost to about 20 mana, which would make the talent more accessible to low level characters, seems like the best answer along with the git changes.
The Spellpower bonus scales as the 0.75 power with talent level (including mastery effects: as before, 5 spellpower at talent level 1.0, 20 spellpower at talent level 5.0). At talent level 6.5 it gives just under 25 spellpower.
Plan A would incorporate accelerating returns with character level (since both magic and talent levels limits increase with character level) and so would be a bad idea, even with rescaled combat stats.
Plan C, reducing the sustain cost to about 20 mana, which would make the talent more accessible to low level characters, seems like the best answer along with the git changes.
Re: tweak Arcane Power (arcane t1)
It also, notably, makes it worth using at L1. Not necessarily instantly, but worth considering.
It's rather...not, right now. And it's worth it at L5 as of right now, if you want to give that investment; The L1 version being a pickup required for any Arcane/Tri-Beam build, yet not necessarily desired, is kinda a shame.
B would do that too, but B is sorta out of place; Archmage is a creature of sustains. And A's issues have been mentioned, and it still doesn't make an L1 version worth using.
It's rather...not, right now. And it's worth it at L5 as of right now, if you want to give that investment; The L1 version being a pickup required for any Arcane/Tri-Beam build, yet not necessarily desired, is kinda a shame.
B would do that too, but B is sorta out of place; Archmage is a creature of sustains. And A's issues have been mentioned, and it still doesn't make an L1 version worth using.
Re: tweak Arcane Power (arcane t1)
I rather like the idea of adding a small amount of Arcane resistance to it, maybe 2% per level. It would work beautifully with "Aether Permeation" and would actually make it worthwhile to spend the points.
As it stands now, I've never added more than one point into it.
As it stands now, I've never added more than one point into it.