Different endgame monsters have different saves for different types of spells, because they have different attributes. As per the help file, fortitude is linked to constitution, reflex is linked to dexterity, and willpower is linked to wisdom. I'm not going to pretend that makes sorcerers as fun on PvE trips as other classes, but you may find monsters that are hard to petrify are easier to sleep, acid blast, or color spray. I'm aware those don't always work, but in some cases they do and will get better results than petrification. I've added more wands and staves sorcerers can use to spam damage spells or healing spells. It's something, at least.
It is also harder to petrify things that can fury. As per the help file, fury improves fortitude and willpower, and I can tell you the save bonus from fury is no joke. If you are fighting something of endgame type status, such as a Fytrysk or a dragon or one of the various daemons in the Wastelands like a kemmlarr or lion-headed leaper, and it furies, you're going to have to get lucky to petrify it. If it doesn't, and you have maximum art, it should not take anywhere near your whole mana pool to succeed, unless you get very unlucky.
Also, you can expect for there to be no changes coming to this anytime soon. Dulrik's time for code updates is limited. Please just try to enjoy SK as is, at least in terms of code updates of this nature.
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