ggg needs to take steps to make spells more approachable

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shroudb wrote:
bump.

any chance for a GGG comment?
FOR THE DARK GODS!

IGN: Monokuma_Joestar
hm i thought about it and i think adding some more elepenetration options to spells would be better than adding flatdamage. This solves the high resi problem while not giving spells insane dps against lower resi monsters.
ING: "MeneaterMildrid" or "WICKEDSICKmoves"
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Sobeck wrote:
hm i thought about it and i think adding some more elepenetration options to spells would be better than adding flatdamage. This solves the high resi problem while not giving spells insane dps against lower resi monsters.


by insane you mean attack level dps right?

because flat damage increase on spells will scale much worse than flat damage on attacks. This is due to way way lower casting speed compared to attack speed and due to casting speed notes/mods being way lower than attack speed mods amd no multistrike for spells doubling the already insanely high attack rate.

imo:
item wise:
add caster specific weapon subtypes that can only roll caster stats
replace elemental % mods on caster weapons with flat elemental damage mods
add spell/elemental specific/whatever penetration as a mod to caster weapons

passive tree wise:
increase % of elemental specific nodes, 6% is laughably low compared to practically any other node in the tree
replace some %increase in spell/elemental damage with penetration
fix the witch area to actually be the best spellcaster... atm scion outperforms her in practically everything except summoning


if after those changes caster dps is deemed too high against non-resistant enemies, cap the pentration to never put the mob in negative resists.

Subtle Elements

Support gem option other than penetration. Note 100% damage effect. Its both limiting and empowering depending on enemy having positive or negative resists and curses would not boost it.
Last edited by Dravkwn#1191 on Dec 8, 2013, 2:02:20 PM
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Lust wrote:
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shroudb wrote:
bump.

any chance for a GGG comment?


"
Dravkwn wrote:
Subtle Elements

Support gem option other than penetration. Note 100% damage effect. Its both limiting and empowering depending on enemy having positive or negative resists and curses would not boost it.


would prefer a notable like:

precise casting: your spells can't crit, your spells penetrate all of enemy's resistances (akin to RT)
Last edited by shroudb#3225 on Dec 8, 2013, 7:06:21 PM
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shroudb wrote:
"
Lust wrote:
"
shroudb wrote:
bump.

any chance for a GGG comment?


"
Dravkwn wrote:
Subtle Elements

Support gem option other than penetration. Note 100% damage effect. Its both limiting and empowering depending on enemy having positive or negative resists and curses would not boost it.


would prefer a notable like:

precise casting: your spells can't crit, your spells penetrate all of enemy's resistances (akin to RT)
How would this work with enemy units that have negative enemy resistances?
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Dravkwn wrote:
How would this work with enemy units that have negative enemy resistances?


it would do exactly as it says: it would penetrate an amount of resistances equal to the base enemy's resistaces (max 75): so if a mob has 70resistance you would penetrate 70 of it. if the mob has 0 it would penetrate 0.

i can't think of any mob that has innate negative resistance before you apply curses. So in the case of 0 resistance you would penetrate 0, and if you have lowered the mobs resistances to -30% via curses then you would do 130% damage.

This way you get
i)a sure fire way to at least do your damage
ii)a way to boost your base damage without crits (pen gem would still apply itself after the notable)
iii)use curse according to your needs (you need defense? use enfeeble, you need more damage on a non-resistant mob? use elem weakness, you need effects and you can't crit? use conduct/frostbite/etc, you play with burn? use vuln and etc)

you lose the crit though, and for spells crit atm is the ONLY way to do damage, so it's a trade off.
Last edited by shroudb#3225 on Dec 8, 2013, 8:21:39 PM
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shroudb wrote:
"
Dravkwn wrote:
How would this work with enemy units that have negative enemy resistances?


it would do exactly as it says: it would penetrate an amount of resistances equal to the base enemy's resistaces (max 75): so if a mob has 70resistance you would penetrate 70 of it. if the mob has 0 it would penetrate 0.

i can't think of any mob that has innate negative resistance before you apply curses. So in the case of 0 resistance you would penetrate 0, and if you have lowered the mobs resistances to -30% via curses then you would do 130% damage.

This way you get
i)a sure fire way to at least do your damage
ii)a way to boost your base damage without crits (pen gem would still apply itself after the notable)
iii)use curse according to your needs (you need defense? use enfeeble, you need more damage on a non-resistant mob? use elem weakness, you need effects and you can't crit? use conduct/frostbite/etc, you play with burn? use vuln and etc)

you lose the crit though, and for spells crit atm is the ONLY way to do damage, so it's a trade off.
I can't see the appeal of it, seems too similar to RT and if crits are the only thing that makes spells functional removing it seems like a bad idea.

Its highly inconvenient for spell casters to swap in gems between monsters that are resist to fire in one fight and then resist to cold in another, but you can do it. It just stands that physical damage builds don't have to suddenly swap out frenzy or leap slam or whatever their main attack is for something else because the enemy suddenly becomes resistant to it. But I can appreciate that you put some thought into your reply.

I'd suggest both the passive and the gem so players could choose their preference.
Last edited by Dravkwn#1191 on Dec 8, 2013, 8:41:33 PM
Some people are crying a little too much to be taken seriously.

If caster weapons could only roll caster stats, of which there are like not even 10, they would all be boring and too good.

And spell casters aren't total unplayable crap at level X, they feel fine for most of the game. You're always going to be able to steamroll early content with a good twink weapon, so if you're comparing yourself to some Geoffrey's Baptism ST you might feel weak.

What really doesn't feel fair though is stuff like leech on gear. Mana is supposed to be a resource, but some builds take a 2% mana leech node and they're set for 1 passive point. Meanwhile here casters are spending 10+ points on max mana and regen, and a Life Leech gem is virtually mandatory.

On top of being able to leech without gem slots, physical attackers encounter practically zero resistance to their damage throughout the entire game. There need to be more blocking and dodging mobs because even with max level curses there are some mobs that still have 75% resistance to your element.
Last edited by shifted1119#3293 on Dec 8, 2013, 10:22:14 PM
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shifted1119 wrote:
Some people are crying a little too much to be taken seriously.

If caster weapons could only roll caster stats, of which there are like not even 10, they would all be boring and too good.

And spell casters aren't total unplayable crap at level X, they feel fine for most of the game. You're always going to be able to steamroll early content with a good twink weapon, so if you're comparing yourself to some Geoffrey's Baptism ST you might feel weak.

What really doesn't feel fair though is stuff like leech on gear. Mana is supposed to be a resource, but some builds take a 2% mana leech node and they're set for 1 passive point. Meanwhile here casters are spending 10+ points on max mana and regen, and a Life Leech gem is virtually mandatory.

On top of being able to leech without gem slots, physical attackers encounter practically zero resistance to their damage throughout the entire game. There need to be more blocking and dodging mobs because even with max level curses there are some mobs that still have 75% resistance to your element.


So axes/hammers/bows and other "noncaster" weapons are all boring now and too good?
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