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Charge Mind: Revamped
#1
Since I've already stated my opinion about CM with a certain Survey, I'll go ahead and get to the content:

Quote:Charge Mind
(Costs 20 FP and 3M)

For 2 Rounds, the next three Mage or Evoker spells you cast gain a cumulative +50% damage bonus. However, you cannot cast the same spell more than once while Charge Mind is active, and if you cast a non-Mage/Evoker spell, Charge Mind will end prematurely. (You can still prepare Invocations normally while under Charge Mind)

Rank 1: Learn skill
How this skill works is like so:

Turn 1: Evoker casts Charge Mind, then casts Ryemei at 1.5x damage
Turn 2: Evoker casts Air Pressure at 2.0x damage, then casts Magaisendo for 2.5x damage (Charge Mind ends, since the third spell was cast)

This change can be implemented with no system-forced SP upheavals, and as for the benefits:

1. It allows Evokers to tap into Mage spells without sacrificing efficiency
2. Maintains Evoker's straightforward nature while making Charge Mind much less predictable and providing room for strategy
3. Doesn't ruin Evoker's damage potential, but delays it just enough to give the opponent a chance to respond
4. Etc.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#2
I would be for this, if

1: Brainstorm was still a thing.
2: It -did- allow for repeat casting, or at the very least, have a recast end the status prematurely. I don't see why this would be an issue, save for Magaisendo, and there are (arguably) worse things out there.
3: Mages got some sort of split-damage/multi-hitting spell. You know why.
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#3
"[url=http://www.neus-projects.net/viewtopic.php?p=4310#p4310 Wrote:MegaBlues » Wed Feb 04, 2015 1:51 pm[/url]"]I would be for this, if

1: Brainstorm was still a thing.
2: It -did- allow for repeat casting, or at the very least, have a recast end the status prematurely. I don't see why this would be an issue, save for Magaisendo, and there are (arguably) worse things out there.
3: Mages got some sort of split-damage/multi-hitting spell. You know why.
1. Brainstorm would still be a thing, due to how packed the base duration is.
2. If you want to waste more Momentum/FP for 2.5x damage on a single spell, then sure. Otherwise, allowing recasts is asking for too much when they're already getting more damage in exchange for having to cast more than just one spell.
3. That idea's on you.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
Reply
#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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#5
I had an idea along similar lines, only you built up your Charge Mind multiplier by casting spells normally, then gained a variable bonus on Charge Mind based on how high that multiplier was.
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#6
wind slasher...............................................
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#7
Quote: 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.

Lets not forget the cheap FP costs of mage skills. A fir would only cost 8 FP to dish out all of that damage. WIL+2 and all. You can easily calculate the destruction and convenience from that alone.
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#8
"[url=http://www.neus-projects.net/viewtopic.php?p=4313#p4313 Wrote:Neus » Wed Feb 04, 2015 2:20 pm[/url]"]I had an idea along similar lines, only you built up your Charge Mind multiplier by casting spells normally, then gained a variable bonus on Charge Mind based on how high that multiplier was.

This would be a nice idea, if battles didn't end so quickly.

If implemented as-is, Evokers would simply run around using Magaisendo, until they were confident that they could one-shot the enemy with their multiplier.
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#9
"[url=http://www.neus-projects.net/viewtopic.php?p=4313#p4313 Wrote:Neus » Wed Feb 04, 2015 2:20 pm[/url]"]built up your Charge Mind multiplier
Standard mage dies in one turn to anything with Fleur.
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#10
Anything without good defense and a spirit mirror can die in one turn to fleur. That's a fleur problem though.
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