Skill: Spell Penetration (in General)
BootyGod
January 29 2008 11:36 AM EST
Rather simple skill. Train to a 1.00 affect in comparison to your DD.
What it does:
Ignores a certain percent of your opponents ToE/Prot/Magic AC/ROBF/MgS. I'd think at the best level, it'd be 40%
Wouldn't reduce AMF backlash or GA return damage.
If mages aren't going to be about NW, then let the mages stretch their MPR to the best it can be.
QBOddBird
January 29 2008 11:42 AM EST
Vorpal CoC!
Note that if a minion had this skill, that minion could not also have evasion. It would be a trade-off between offense and defense.
ActionAction
January 29 2008 11:53 AM EST
"Vorpal CoC!"
;O.
I would love to have this, but I would probably want to take out the EH and MgS from the list, and possibly the RoBF too, or at least give SP a lesser effect on those, because they're only really there for combating DD. The rest I can understand, as they're just general damage reduction.
Of course, what scaling mechanism would you use for SP if you weren't able to train to 1.00? Would it be similar to how Junction works..? Or would be be a percentage of the max Penetration value based on the 0.XX thingy?
Skill: Quick Hit
Rather simple skill. Train to a 1.00 affect in comparison to your Str.
What it does:
Ignores a certain percent of your opponents Evasion. I'd think at the best level, it'd be at least 1 hit very round that makes it through
If mages are allowed a vorpal affect... I think tanks and archers should be allowed to hit at least once a round just like mages.
BootyGod
January 29 2008 11:58 AM EST
I'd like to see a scaling effect there, but a sharper curve the higher it is. Like...
The difference between .1 and .01 wouldn't be very noticeable. But between .9 and 1.0 would be. This would encourage others to have to dump a large amount of exp into it to keep up with their main DD for a decent amount of effect.
Yes, it's a vorpal affect/effect. Whatever.
BootyGod
January 29 2008 12:00 PM EST
At 4 million damage per hit? No. Just.. No.
BootyGod
January 29 2008 12:01 PM EST
And why SHOULDN'T mages get something tanks have? Tanks have everything a mage has, except the ability to -never- miss. And mages can't hit more than once.
As long as those two things are constant, everything else should be tradeable.
Some tanks don't hit more than once due to Defensive dex.
Some Tanks don't hit at all due to Dex.
So how about... Skill: Magic Evasion
Rather simple skill. Train Like Amf.
What it does:
Ignores a certain percent of your opponents DD spell... I.E. Trained to .40 effect allows it to avoid 40% of DD spells cast at it
I think that something like this puts the rock/paper/scissors balance back into play.
Vorpal mage can beat ROBF evasion monkey, ROBF evasion beats tank, tank beats evasionless vorpal mage.
If mage goes evasion instead of vorpal, then mage beats tank, but loses to ROBF.
Frost
January 29 2008 12:17 PM EST
all you need would be a 2minnion mage team then, and they could kill everything thats not good
Frost
January 29 2008 12:19 PM EST
why do mages need a boost?
chuck1234
January 29 2008 12:20 PM EST
on account of the AMF, perhaps? or the MgS, the EH, not to speak of the + on armour?
BootyGod
January 29 2008 12:21 PM EST
DrAcO5676, why don't you just wear a sign saying "Tanks for Life". Both of your suggestions would make mages complete, utterly and totally worthless. A tank with 2 mil in their weapons would be better.
QBOddBird
January 29 2008 12:29 PM EST
The high point for me of DrAcO's suggestions is: they are skills. No Archery. :)
Frost
January 29 2008 12:32 PM EST
AMF? you need AMF to be 100X a dd spell to make it null spells and a Mgs is a supporter item its unique, its supposed to be better than regular items, if you had a spell that cancels out a supporter item why did you pay for that supporter item? The Eh decays itself after each round. Like i said all you would need is a 2 minnion mage team to kill everything. Nice strat.
QBOddBird
January 29 2008 12:36 PM EST
Re: what Forsaken said, Frost. I think you'll find a good compromise there. ^_^
BootyGod
January 29 2008 12:38 PM EST
Specify... Conundrum
Does he kill everything? No. Why? Because two mages don't beat everything automatically ;P
TheHatchetman
January 29 2008 12:42 PM EST
on account of the AMF, perhaps? or the MgS, the EH, not to speak of the + on armour?
AMF:
I've got more into AMF than a lot of the mages i fight have into their DD, yet, without my heavy AC and ToE backing, I would lose. If someone trains Evasion equal to the DX of most tanks, those tanks can't hit... Furthermore, against tank teams, AMF is nothing but wasted MPR...
MgS:
meh... wicked powerful... what can I say? Sure it doesn't work against tanks, but that's what evasion is for, eh?
EH:
Wait it out a couple rounds, and you're fine.
+ on AC:
works against tanks too, along with base of armor... VB is an option, but it is much weaker than any of the other "Big Five" weapons.
Randomness for mages:
This should be reduced.
Randomness for tanks:
Fine where it's at...
All that being said, TANKS FOR LIFE!!!
Frost
January 29 2008 12:58 PM EST
Conundrum isnt a 2 mage team
QBOddBird
January 29 2008 1:02 PM EST
I missed something somewhere....why are two mages better than one? :)
Frost
January 29 2008 1:10 PM EST
one can have the spell penetration and the other evasion
TheHatchetman
January 29 2008 1:11 PM EST
/me puts SP on his decay enchanter! :P
BootyGod
January 29 2008 1:15 PM EST
Insightful, Bast.
I agree with OB. Why, Frost, would a two mage team be so dominant?
Frost
January 29 2008 1:20 PM EST
Evasion for tanks and magic penetration for robf
BootyGod
January 29 2008 1:27 PM EST
Doesn't quite work that way, lol.
The Spell Penetration will inevitably be the one targeted by MsK, making the evasion worthless. *smile*
QBOddBird
January 29 2008 1:29 PM EST
You have a good point there, Frost. :) Although both mages would be 2x as weak to AMF and do half the normal damage...plus the Evasion mage would be very heavily diluted, as would the SP mage.
Pips, why would the SP mage be inevitably targeted?
Frost
January 29 2008 1:30 PM EST
why would that matter after that mage dies the other wont get hit due to evasion
BootyGod
January 29 2008 1:38 PM EST
Since you're dealing with exp dilution because of two minions, the minion training evasion would need about 1/2 of their total exp being put into it. Maybe a bit less. Either way, his DD won't be as large as the one who is traing spell penetration, because I'd hope that spell penetration wouldn't need to be trained at half your DD. More like 1/5th.
BootyGod
January 29 2008 1:39 PM EST
And, you're wrong Frost. Even the larges evasions get hit in melee. And since the MsK WILL kill the SP one in the first round, there's no way one mage out of a duel minion team is going to take down any other single minion team before melee. Or very, very unlikely.
Epiphany, 12:21 PM EST
"DrAcO5676, why don't you just wear a sign saying "Tanks for Life". Both of your suggestions would make mages complete, utterly and totally worthless. A tank with 2 mil in their weapons would be better."
Thanks for assuming I have never played a mage in my life... Not like Elros got anywhere when I played it as a mage... Nor did Black Rose get anywhere... but hey maybe I'm one of the few that realize that this isn't Mage Blender... And Tanks are where its at if you want any sort of Bonus or fight list.
Epiphany, 1:39 PM EST
"And, you're wrong Frost. Even the larges evasions get hit in melee. And since the MsK WILL kill the SP one in the first round, there's no way one mage out of a duel minion team is going to take down any other single minion team before melee. Or very, very unlikely."
You know... if not for the EC that the top 2 usd MH's users have... I would not get hit in melee at all. Otherwise... Mikel's MH, Hzarb's MH, and any other melee weapon misses my evasion.
[P]Mitt
January 29 2008 8:05 PM EST
I haven't read any of the comments...
But I like the idea of a skill allowing for a weapon or spell to mimic the effects of the VB (Just like how VA mimics the ability of the MH or BoTH - or vice versa)
At 4 million damage per hit? No. Just.. No.
Everybody is Mikel, right?
BootyGod
January 30 2008 12:49 AM EST
Good point, JS.
I fought a 200k MPR character earlier today that did 500k damage per round. Was something around 250k per hit.
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