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Charge Mind: Revamped
#4
100 damage now turns into 250 before res.

100 damage with this would turn into
150, 200, 250 before RES and resistances.

comparitively it's

250-RES
vs
150+200+250-(res*3)

Assuming your opponent has shitty RES of like, 20 that's.

230 vs 540

Heck, even if we were to raise the stakes and put the damage that a mage would do versus a res tank into actual proper areas, this new version of charge mind would do nothing but make you deal way more net damage for less momentum tied into it.

Assuming 80 WIL, 25 Power Tome, Mancy's out the wazoo, let's assume that your character can manage 120 damage spells, with a 130 damaging spell in there somewhere.

Let's assume the RES tank has 25% elemental resistance to Lightning damage. He has 80 RES total, somehow. Let's begin.

130*2.5=325*.75-80=163

vs

180+240+243.75(Resistance applied already)-(80*3)=423.

This is a much,much, MUCH to powerful buff because not only does it supercharge your next 3 evo/mage spells, they you also have... like 6-7 turns to pull them off and utterly wreckass.jpeg on your enemies. This invalidates resistance more than it already is to an evoker, and I'm really not all up for that. 80 total stat resist to spells is insanely hard to get, 80 WIL total, not so much. All it takes is for someone to be in range of an evoker whenever they start this for 3 momentum and they instantly take 1.5x damage from a spell, and it only gets worse.

A possible way to fix this would be to .still. make it cost 6 momentum, or have the charge minded spells cost way more. As it is now its 9 Momentum with a 6+3 component as compared to a 12 Momentum with a 3+3+3+3 component.
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