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 Post subject: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 12:00 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
These no magic rooms nueter most classes from being of any use on the end game areas. Is there a way to make the spell casting classes somewhat functional somehow? Like you did with Necromancers?


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 12:16 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
For the other classes, the end game resistances are more the issue than the specific no-magic areas, aren't they?


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 12:19 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
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I don't know, I have to convince someone to take me to one with this class. :(


From what I am seeing about resistances on the main land I can just imagine that I won't be able to affect anything in the higher levels.


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 12:32 pm 
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Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
i agree the resistances are too high, but that is not something I can alter. You will have to convince Dulrik they should be downgraded, and why. As for the no-magic rooms, you will have to be more specific about which ones. Keep in mind, too, they are likely designed to be confounding and require a group effort to get through.


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 12:44 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
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They are ridiculously high.


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 12:48 pm 
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Joined: Wed Jan 14, 2015 12:26 am
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TheX wrote:
They are ridiculously high.


I can go ahead and tell you that is not a convincing argument, and I'm a guy who already agrees they are too high. Make a case for what they should look like, and why. Compare that to how they are now to give us a quantitative understanding of "ridiculously high."


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 1:11 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
It should not take me over a quarter of my mana pool to get one spell to land. Considering how much mana spells eat versus their succes rate is not right. I haven't even left the main land for any high end areas and I am already running into the problem of wasting 75% of my mana pool to cast three spells on a monster when the last time I played the class at worst it would take me 25% to cast the three spells on the same NPC.. If it is taking me 75% for one monster that can be reached by foot, then what are the high ened monsters going to cost me, let alone if they are going to be affected at all.


Last edited by TheX on Sun Oct 16, 2016 2:44 pm, edited 1 time in total.

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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 1:29 pm 
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Joined: Wed Jan 14, 2015 12:26 am
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That depends on the spell in question. What does one casting of the spell cost you?


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 Post subject: Re: End game Areas and No Magic
PostPosted: Sun Oct 16, 2016 1:44 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
3% per cast. So before it took me about eight tries, now it's taking me close to twenty-five


This was the last time I played before the changes. I used to be able to use that 25% or less for three spells, I am lucky to land all three spells in 75%. I tried on a dragon today, not a paticualarly hard one and it took me 50% to land ONE spell. I understand having some difficulty toward end game stuff, but you really need to consider our mana pools and HP when we face these creatures.


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 Post subject: Re: End game Areas and No Magic
PostPosted: Mon Oct 17, 2016 3:49 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
Please Dulrik, make a character and test this stuff?


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