CH4OT1C!
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Regarding spells, this is not really a balance issue. Magic weapons deal 75% melee, meaning they only receive 75% of the boost that melee/ranged weapons do, counteracting the extra boost spells get under balance assumptions. This modifications are normally made to ensure these attacks receive compensation as if they were attacks worth 100% melee, but it's not strictly unbalanced to remove it. Suppose I had a boost of 20% damage as a mage: quote:
0.75 * (4/3) = 1 2 * 0.5 = 1 16 * 75 * (0.2*4/3) = +320% melee 4 * 200 * (0.2/2) = +80% melee 80 + 320 = 400% melee over 20 turns As opposed to without: quote:
16 * 75 * 0.2 = +240% melee 4 * 200 * 0.2 = +160% melee 160 + 240 = 400% melee over 20 turns as a warrior: quote:
20 * 100 * 0.2 = +400% melee With that said, it does have implications if you break those assumptions. Without the normalisation, skill/spell users can frontload their damage better, leading to higher damage output in fewer turns. That also means if you use more than the assumed number of spells, you will get a higher damage boost. With skills, that's more debatable because there isn't technically a counterbalance. This produces issues in weapon-based and spell-based skills.
< Message edited by CH4OT1C! -- 1/16/2022 16:45:57 >
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