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Magic, The Suffering
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M.TYPE - STANDARD Arena Combatant takes 261 Fire magical damage.
Brightly-armored Hyattr's turn.
M.TYPE - STANDARD Arena Combatant recovered 3 FP.
Brightly-armored Hyattr's turn.
--- ROUND 2 ---
Brightly-armored Hyattr recovered 3 HP.
Brightly-armored Hyattr recovered 7 HP.
Brightly-armored Hyattr recovered 3 FP.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 108 Fire magical damage.
Status Infliction: 143.2 VS Status Resistance: 48.7
M.TYPE - STANDARD Arena Combatant was inflicted with Burn!
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.

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Applicable stats:

Maxed pyromancy tree
Magmic Magical Star, fully upgraded for power
60 STR/64 FIRE ATK
23 WIL
(No further buffs, but that means this can be taken even further)

Spells/skills used:
Charge Mind
Sear
Explosion

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Yeah, this is a bit much. I'm built as a tank and only had to re-arrange my talents and items to hit this level of damage. Sure, you could argue 'stack fire resistance or use a red letter'. The latter is rarely seen nowadays, however. And I could just put on a Nihilist to say farewell to that idea. And the former? Well, unless they're stacking high in DEF, RES and fire resistance and flamewalk enchant, and even then I can still deal 40+ damage/tile in just one turn of set-up. Put on spiked treads? Forced move doesn't care about those, silly. And while one can argue 'Sanctuary', Exgalfa has terrifying damage too. And that's literally only one class that can counter this unless the mage also has magaisendo and galren to destroy the sanctuary.

[strike]Ice is capable of the same with Intensify Cold's Frostbite level, and once again, Forced Move can get around those pesky spiked treads--although with a bit more difficulty.[/strike] This part's been addressed further down.

It's a bit much, either way. These buffs have not only made it veeeery dangerous for non-mages to PvP and play rocket-tag. It's nice to see magic get some love, don't get me wrong!

But uh. Definitely needs some tweaking. What would be some suggestions for this? Is it a simple matter of tweaking numbers, or might there eventually be some easier-to-access resistances and means to mitigate this kind of damage upcoming? Or do you think I'm crazy and don't know what I'm talking about? Any replies are welcome, though, and thanks for reading!

Edit: I'm only pointing out Sear and [strike]Intensify Cold[/strike], in particular. Their set-ups are a bit too easy to do, but admittedly IC's is a bit more difficult.
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