Righteousman34
Balance
This might seem a bit technical but there is an issue concerning balance that is obvious to me. But correct me if I'm wrong, as everyone makes mistakes. It's about spells in general;
-Let's go with the first degree analysis-
Berzerkers have higher intuition - making them more likely to crit with their attacks (melee and spell) than other characters
Witchers have higher will - making them more likely to mitigate incoming damage (melee and spell) by (25, 50 or 75)%
Paladins have higher stamina - making them more likely to block incoming damage (melee only).
Here we find the paladin at a clear disadvantage.
-Second degree analysis-
Berzerkers have more intuition to suppress their opponent's stamina, reducing their chances to block (melee only)
Witchers have more will to suppress their opponent's intuition, reducing their chances to crit (melee and spells)
Paladin have more stamina to suppress their opponent's will, reducing their chances to mitigate by (25, 50, 75)% (melee and spell)
Here we could think the Berzerker is at a disadvantage, but knowing that they have the fire damage-over-time spell "Fire Chains", they can get through what could have been a terrible burst of damage with flying colors. If balance issues can be compensated with strategy, then they are not balance issues, right? So the Berzerker is fine. Nothing to say with the second degree analysis.
-Conclusion-
The paladin's major stat does not affect neither incoming or outcoming damage in the first degree analysis and therefore there is unbalance in the world of spells in Adan.
-Thoughts on the resolution of the problem-
-Stamina could influence positively the rate of occurence of the "Absorption" mechanic.
-Paladins could have an inherent capacity to absorb magic. (But not depending on stamina)
-Paladin spells could be made slightly stronger to compensate.
-Etc.
I'd appreciate any input, whether it is to suggest another idea to solve the problem, or anything related to the matter.
I don't need to say that I enjoy the game as is, as you already know ">
Keep up the good work!
-Let's go with the first degree analysis-
Berzerkers have higher intuition - making them more likely to crit with their attacks (melee and spell) than other characters
Witchers have higher will - making them more likely to mitigate incoming damage (melee and spell) by (25, 50 or 75)%
Paladins have higher stamina - making them more likely to block incoming damage (melee only).
Here we find the paladin at a clear disadvantage.
-Second degree analysis-
Berzerkers have more intuition to suppress their opponent's stamina, reducing their chances to block (melee only)
Witchers have more will to suppress their opponent's intuition, reducing their chances to crit (melee and spells)
Paladin have more stamina to suppress their opponent's will, reducing their chances to mitigate by (25, 50, 75)% (melee and spell)
Here we could think the Berzerker is at a disadvantage, but knowing that they have the fire damage-over-time spell "Fire Chains", they can get through what could have been a terrible burst of damage with flying colors. If balance issues can be compensated with strategy, then they are not balance issues, right? So the Berzerker is fine. Nothing to say with the second degree analysis.
-Conclusion-
The paladin's major stat does not affect neither incoming or outcoming damage in the first degree analysis and therefore there is unbalance in the world of spells in Adan.
-Thoughts on the resolution of the problem-
-Stamina could influence positively the rate of occurence of the "Absorption" mechanic.
-Paladins could have an inherent capacity to absorb magic. (But not depending on stamina)
-Paladin spells could be made slightly stronger to compensate.
-Etc.
I'd appreciate any input, whether it is to suggest another idea to solve the problem, or anything related to the matter.
I don't need to say that I enjoy the game as is, as you already know
Keep up the good work!
No, That's exactly what i said, blocking doesn't happen against incoming spells
i agree i'm a paladin and my experiance is that my person rarely blocks and rarely asorbs, and gets critical damage against me alot no matter the class i'm fighting. i've also seen that paladins die quicker in arena than any other class and seen a lvl 21 pally get killed by zerks and witchers of a lower lvl. so i'm all for a equalizer if one class gets melee and spells advantage so should the other classes. i see the rock, paper, scissiors approach- bezerker beats paladin, paladin beats witcher, witcher beats berzerker by the intuition, will and stamina thing. but all classes can beat eachother if they have good gear and fight smart
but a paladin is lucky to get a critical hit in thats why i use different class acessories to get some intunition and will
1- You have to save up 300+ mana in order to even have a chance to hit for 1150, ASSUMING you crit, and that you are in attack stance, and that the enemy is dumb enough not to go defensive stance or put fire chains on you seeing you have 2 hammer buffs. That's a lot of assumptions.
2- The lvl 5 divine retribution spell does 15-21 damage for 9 turns (initial +8) and debuffs you by 8.3% for 8 turns (4 enemy attacks in 1v1). That means dealing 135-189 damage, and, assuming you receive only 300 damage per hit when you get hit, receiving 100 more damage. The difference is 35-89, which is less than most (every?) lvl V damage over time spell. Don't get me wrong, i'm not saying it has no use, or that i don't enjoy having it for boss fights, for when I'm about to die, or when i have 2 hammer buffs and don't have an enemy in front of me.
As for the damage you get by the debuff there is one thing to remember... I have 3 options of dot spell... I'm going to use the water one if I'm going to be going 1v1 against someone. if I use one at all. it all goes to stratagy. but say it is 4v1 or 6v2 or something along those lines I am willing to risk having the debuff for additional damage. as chances are it might run out. but if say running on your numbers I am attacked I would only receive 25-60 additional damage. leaving 80+ min damage from the dot spell trade off.
Good comment! Now if we could know for sure stamina affects Absorption occurence rates, then this topic would have no meaning, everything would be fine. Could we get a dev to tell us please?
"I've reached 2x base damage with it and enhanced with courageousness orbs the damaged is increased even further."
Orbs don't affect magical strikes that i've found.