Tankseeker (Amulet For Magic Missle Users) (in General)
Untouchable
May 21 2009 7:48 PM EDT
why not add a Tankseeker Amulet?
Primary Effect: Allows Magic Missle mages to attack tank minions first. Ignores invisibility.
if there arent any Tanks on field, just fires as normal
Untouchable
May 21 2009 7:49 PM EDT
it doesnt have to bean amulet, you can trow in other dieas.
usd seeker, goes for most expensive weapon wielder!
Lord Bob
May 21 2009 7:52 PM EDT
I'd rather just have the crossbow that drains DD.
Yeah, I was just thinking. There really is no amulet for mages.
Lord Bob
May 21 2009 7:55 PM EDT
Invisibility. Leadership.
Just cause mages can wear it doesn't mean it's a amulet for them. Kind of like how the AoM is only for tanks. AoF is for enchanters? AoJ for familiars.
Lord Bob
May 21 2009 8:03 PM EDT
"AoF is for enchanters?"
Focus is not for enchanters. It is for primary minions (tanks or mages) who are boosted by enchanters.
The only tank-only amulet is Might. The others are rather equal-opportunity.
Though to correct myself, Leadership should go on the minion in front of the mage, not the mage itself. So I was wrong there. Just replace that with Focus and AC.
I don't think mages are in particular need of an amulet.
Lord Bob
May 21 2009 8:05 PM EDT
New idea: I'm all for a MM seeker -skill-. Not an amulet.
And it should target the lowest AC minion (+ Mage Shield), not the biggest tank, randomly up to 100% depending on level.
for a xbow to drain DD? naw what about a xbow that can interrupt the spell casting thus nullifies the dmg that could of happenned but it cant ever be 100% effective.
Lord Bob
May 21 2009 8:10 PM EDT
"for a xbow to drain DD?"
It was a jab at the exbow discussions. If Mages get an item that is the anti-tank equivalent to the Mageseeker bow, tanks should get a mage equivalent of the item that kills 100% of our attack.
Which would make the RoBF strats the teeniest bit over powered.
Lord Bob
May 21 2009 8:16 PM EDT
I'd love to see the RoBF get nerfed into oblivion anyway. I hate that item.
QBRanger
May 21 2009 8:24 PM EDT
Yes, just what we need, yet another boost to mages.
With the exbow being able to be used on low strength minions, leeching millions of strength, we yet need another bonus for mages.
Why not just call CB--Anti tank blender.
The one item the tanks really have that specifically target mages is utter garbage.
Even AMF is almost useless with the NSC about.
The MgS got a large recent nerf, and it still have major restrictions to its usage.
So certainly the way the game is going, please give us yet another mage boosting item.
And yes, we did have 1 DD familiar nerf, replaced by the ability to junction evasion to a familiar. One loss for one gain.
Well Jiggy got buffed, that's definitely a tank boost. Cause Jiggy is a tank! He even got a cry boost.
Yeah a familiar boost, that's what I want.
Cube
May 21 2009 10:08 PM EDT
Mage skills would be nice. They should have clear tradeoffs though.
Tank Seeker Amulet = for SG :D
mages have very limited boost to attack, whereas tanks have a lot more options, that's why Jon would be more concerned about tanks being broken than mages being too good. Hence all the pre-emptive measures for anti-tank.
A 70% boost to ST is the same thing as a 30% boost to DD.
If we don't include ENC of course.
"A 70% boost to ST is the same thing as a 30% boost to DD."
is that factoring in multiple hits?
Little Anthony touches Noise [4807740]
1st round in range (with hoc)....Need more Powerrrrrrr!
"A 70% boost to ST is the same thing as a 30% boost to DD."
This just includes straight up math. Not a comparison of damage of one to the other. A 70% ST increase increase damage by 30%. A 30% DD increase increase damage by 30%.
Rawr
May 21 2009 10:36 PM EDT
how about a mage Skill?
I don't know what it could be called but....
FB: No splash damage on friendlies.
MM: Tank Seeker?
SG: Deals percentage to 2nd minion.
CoC: ... I dunno.
Point is, there really isn't a skill for Mages either, except for AP...
"This just includes straight up math. Not a comparison of damage of one to the other. A 70% ST increase increase damage by 30%. A 30% DD increase increase damage by 30%."
how do you define comparison then? ; )
"A 70% boost to ST is the same thing as a 30% boost to DD."
how do I know this is true?
Cube
May 21 2009 11:13 PM EDT
1.3 * 1.3 = 1.69
Cube
May 21 2009 11:25 PM EDT
Sorry for not explaining. In order for tank damage to go up linearly, the weapon must be upgraded the same percentage as strength. Doubling strength AND doubling weapon x, doubles damage. This is of course only a disadvantage if you can't keep up net worth wise.
One can make the argument that mages can spend as much money as a tank on say wall armor or NSC, and wall armor doesn't need to have an increased net worth to keep it's effectiveness up to par.
err, then why wouldn't it be 70 percent str increase would be comparable to a 35 percent damage increase?
"err, then why wouldn't it be 70 percent str increase would be comparable to a 35 percent damage increase?"
Because the sqr root of 1.7 is not 1.35, it's 1.304.
i am lost on this one. let's go through it differently.
say 100 strength = x damage.
so you are saying 1.7 * 100 = 1.3 * x?
That's not what I'm saying at all. ST increase damage by the square root of however much you increase it. So, if you increase your ST by 4x it only doubles your damage. So, if you increase your ST by 70%, then you will only see a 30% increase in damage, as 30% is the square root of 70%.
so why wouldn't it be a 400 percent increase in strength gives a 100 percent increase in damage?
QBRanger
May 22 2009 12:30 AM EDT
You have to normalize it to 1.
QBRanger
May 22 2009 12:34 AM EDT
Forget that last line.
Dude, you and Art are saying the same thing.
You are stating in % increase in damage. He is using damage levels.
so, 4.0 and 2.0 as the multipliers? which would be square roots.
beer, percentages and square roots do not mix that well.
QBRanger
May 22 2009 12:36 AM EDT
But Beer very very good.
Because it's a 300% increase in strength that gives a 100% increase in damage.
If you go from 100k ST to 400k ST then damage increases 2x (the square root of 400k/100k). If you go from 100k to 170k (a 70% increase) then damage increases by 30% (the square root of 170k/100k).
"If you go from 100k ST to 400k ST then damage increases 2x (the square root of 400k/100k). If you go from 100k to 170k (a 70% increase) then damage increases by 30% (the square root of 170k/100k)."
that explains it perfectly, i guess i needed the whole numbers to work with!
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