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  1. #1
    Community Member RavenStormclaw's Avatar
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    Default Proposed change to spell power from Action points spent.

    Currently on the artificer lines, and for that matter on the cleric lines was well. You get roughly 1 point of universal spell power for every AP spent. Many, incluidng myself, are doing the calculations and overall spell power seems to be getting a nerf without super heavy investment. I thought about this a bit and have a suggestion. Increase the spell power gained from from AP based on the tier and the AP invested. Splitting is possible afterall in the cleric heal domain you get 1 spell powr for light and 1.15 for positive energy per AP. So my breakdown would look like this:

    Tier 1 abilities 1 AP = 1 USP
    Tier 2 abilities 1 AP = 1.25 USP
    Tier 3 abilities 1 AP = 1.50 USP
    Tier 4 abilities 1 AP = 1.75 USP
    Tier 5 abilities 1 AP = 2 USP

    (numbers subjective to change until I log in and do the calculations of how much USP you would get from fully investing in 1 tree)

    This would still help out multiclassers who only delve into a tree to tier 2 or 3 abilities and really reward those who fully specialize.

    Thoughts?

  2. #2
    The Hatchery Enoach's Avatar
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    Speaking only about Cleric spell power: (Not including Spell Power Equipment as that will be the same)

    Protection: +1 Universal per Point Spent In Tree
    Heal: +1 Light and +1.5 Positive Energy

    25 Cleric - Current System
    Wisdom: 38 (+14)
    Intelligence: 17 (+3)
    Heal Skill: 1 Point Spent - Heal Skill is 30 (Includes a +15 Heal Item)

    Light Spell Power: 60 +3% Crit Chance +75% Crit Multiplier
    Positive Spell Power: 80 9% Crit Chance +125% Crit Multipler <- Went this way for Burst/Aura Healing

    Same Cleric using new system - Points spent mainly in Heal to get Healing Aura and advance Healing Cleric Levels to +2 (Including raising Spell Max Level by +2) attempt to mimic Radiant Servant Abilities. Also Leaving skill points spent identically.

    Protection: 13 = +13 Universal
    Healing: 52 = +52 Light / +78 Positive

    Light Spell Power: 68 (52 [Healing Domain] + 13 [Protection Domain] + 3 [Intelligence Bonus])
    Positive Spell Power: 124 (78 [Healing Domain] + 13 [Protection Domain] + 3 [Intelligence Bonus] + 30 [Healing Skill])

    Critical Chance Base: 5% for spell casters.
    Critical Multiplier Base: +100% (Current system is +50%) LAMA does not have any Critical Multiplier enhancements (or at least in the Cleric Lines)

    For Healing taking Positive Energy Burst, Improved Empower Healing, and Energy Shield each add +1 Critical Chance each.

    Light Spells: 5% Chance, +100% Damage (-4% Critical chance and -25% damage from a Full Invested Lines)
    Positive Spells: 8% Chance, +100% (-1% Critical chance and -25% damage from a Full Invested Lines)

    While this example cleric does loose out on Positive Energy Crits, they do have 44 more spell power for Positive and +16 Universal Power (from Int bonus and Protection domain)

    I don't think we need to monkey with these numbers just yet. I think we need to keep focused on the Requirements cost.

  3. #3
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by Enoach View Post
    Speaking only about Cleric spell power: (Not including Spell Power Equipment as that will be the same)

    Protection: +1 Universal per Point Spent In Tree
    Heal: +1 Light and +1.5 Positive Energy

    25 Cleric - Current System
    Wisdom: 38 (+14)
    Intelligence: 17 (+3)
    Heal Skill: 1 Point Spent - Heal Skill is 30 (Includes a +15 Heal Item)

    Light Spell Power: 60 +3% Crit Chance +75% Crit Multiplier
    Positive Spell Power: 80 9% Crit Chance +125% Crit Multipler <- Went this way for Burst/Aura Healing

    Same Cleric using new system - Points spent mainly in Heal to get Healing Aura and advance Healing Cleric Levels to +2 (Including raising Spell Max Level by +2) attempt to mimic Radiant Servant Abilities. Also Leaving skill points spent identically.

    Protection: 13 = +13 Universal
    Healing: 52 = +52 Light / +78 Positive

    Light Spell Power: 68 (52 [Healing Domain] + 13 [Protection Domain] + 3 [Intelligence Bonus])
    Positive Spell Power: 124 (78 [Healing Domain] + 13 [Protection Domain] + 3 [Intelligence Bonus] + 30 [Healing Skill])

    Critical Chance Base: 5% for spell casters.
    Critical Multiplier Base: +100% (Current system is +50%) LAMA does not have any Critical Multiplier enhancements (or at least in the Cleric Lines)

    For Healing taking Positive Energy Burst, Improved Empower Healing, and Energy Shield each add +1 Critical Chance each.

    Light Spells: 5% Chance, +100% Damage (-4% Critical chance and -25% damage from a Full Invested Lines)
    Positive Spells: 8% Chance, +100% (-1% Critical chance and -25% damage from a Full Invested Lines)

    While this example cleric does loose out on Positive Energy Crits, they do have 44 more spell power for Positive and +16 Universal Power (from Int bonus and Protection domain)

    I don't think we need to monkey with these numbers just yet. I think we need to keep focused on the Requirements cost.
    Those numbers look good. However, you are getting 1.15 positive spell power per 1 AP spent, which is a decent boost. It's interesting that your light spell power is better. It may be worth waiting for the true spell power consumers ie wizards and sorcerers to come out...by that I mean those classes that have multiple different lines of spells that need enhancement.

    It interestng to note for cleric and FvS that by investing in spell craft they actually, finanly, get a boost to blade barrier and comet fall damage which they didn't before. I'd think they'd be dancing in the streets.

    Assume 4 intial ranks and 1 point per level up for a base 23, GH for +4, intel of 16 for +3, thats 30 USP or a 30% boost in bladebarrier damage over what they had before. Clerics actually make out like bandits.

  4. #4
    Community Member Zuka's Avatar
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    You guys pretty much covered the bases with the divines, I was only going to point out, not having done a bunch of math to figure out how and why, that my artificer has gained 40 spell power, granted, the only two spell powers that are really useful for an arti are electric and repair, but still.
    "Failure is not only an option, but a valuable learning experience." - Personal motto.

  5. #5
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    A little boost may go a long way. I suggest adding +Repair skill to the Field Engineer ability in Battle Engineer and making the top two tiers of Spell Critical two ranks each. The first suggestion would give an extra couple of Repair spell power, the second will help bring critical modifiers in line with live.

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