Sapphire -> RE: Skill cost loop hole (12/6/2021 7:29:24)
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There's been a few items recently that check what you're wielding, not stats. The new Hollowborns shield's built in skill does this. Checking for stat only isn't sufficient, unless you can prove damage from said skill is = in both cases. While Ranged is competitive to magic for a pure Mage, it still almost always loses in terms of DPT. IMO, the lower SP cost is fine since you're losing out on damage. And since skills tend to have higher damage than armors, the damage difference grows the stronger the skill becomes due to lack of stats. (strength) I don't have a standard skill's stats in front of me, and maybe someone else can chime in, but I'd be interested in seeing what average damage would be on a skill for a pure mage where the skill is Magic based, and costs Magic SP versus the same players and the skill is ranged, with ranged SP cost. And then seeing what the difference would be. 98 Less SP for how much less damage? Testing the chaosborn SP skill vs 100% element, Ranged SP cost, and ranged damage, is yielding around 320 damage give or take for me in a very few tests. Using a magic weapon with increased SP cost is yielding around 580ish each turn. So IMO, 98 more SP is giving me 260 more damage in this very small sample size. While this in no way represents actual average DPT, anyone can see there *is* a significant increase. The SP rules, at least in terms of how it pertains to Pure Mages, is completely fine given the damage difference IMO. Checking on what you're wielding then, IMO, is a more balanced approach. The *only* issue IMO then is with hybrids. Maybe there could be an override for "hybrid armors" to default to the lower SP cost, if there isn't one already.
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