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Fauch
Responsible
Undefeatable Hero
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posted March 22, 2009 03:01 AM |
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it's not what I meant.
I said perks.
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SimonaK
Promising
Supreme Hero
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posted March 22, 2009 04:12 AM |
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Quote: to learn magic perks of levels 1, 2 and 3 and might perk of levels 1 and 2.
what is a perk of level 1 and what is a perk of level 2 and 3?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 22, 2009 09:52 AM |
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Quote: One last thing I would like to mention: We are talking as if Light magic > Shatter Light magic. But who says that's true? Dark magic + shatter light is probably a much better combo for fighting good factions. It's not like the demonlord is nerfed.
I beg to disagree - Shatter Light is weaker than Light Magic, quite a lot even. Main problem is that Shatter Light is only going to help you in the Hero vs. Hero situation, during entire creaping, it's simply going to be wasted skill slots that might come to use later - and then, they might not, because you don't even know for sure that enemy is going to aim for Light Magic or rely on it.
Secondly, while Shatter Light will be a nuisance because it lowers effectivity of spells, countering with proper Dark spell can often do the same and reverse effect, even though that requires you to use an action. Detain Light is going to be the main issue, whereas Corrupt Light and Weaken Light is going to be of little use, as Light Magic is neither very Mana consuming nor Spellpower dependant.
So I hold my point that giving Demon Lord Shatter Light IS going to be a nerf, not saying that it's the wrong choice. For Necromancer, the issue is different, he'll probably have better use of Shatter Light than Light Magic, though both will be rather useless for him.
Quote: Some comparison between your and mine ideas:
I like to keep some nival-combinations intact because that's easier for people to memorize, why break vitality->stand ground->preparation, recruitment->divine guidance->aura of swiftness
Dark magic:
Pariah only makes sense for good factions (skeletons scared by dark magic caster!?!) and is very powerful, please move to third row.
There is not a single faction that has Divine Guidance and Aura Of Swiftness in same branch - in fact, all factions that have both these skills have Recruitement > Aura Of Swiftness and Recruitement + Diplomacy > Divine Guidance, so that you can't have both. Putting them in the same branch might even be a bad idea, problem is I don't see Aura Of Swiftness be any less powerful with Retribution or Empathy.
As for the Defence perks, it was simply a question of logics for me. Endurance (+ HP) goes well with Last Stand (raises creatures), whereas Stand Your Ground (+ defence on Defence action) obviously ties with Preparation (first trike on Defence action). That's my reasoning for arranging them like I did, but it's not a key point for me.
As for Pariah, I don't like putting it behind Weakening Strike, as I have put Excruciating Strike as preriquisite for the latter, and I don't see any need to have it as preriruisite of Pariah. Also, Pariah is first circle for Knight - I see your concern with Necromancer, but apart from that, is it really *that* powerful?
Quote: There are many faction specific skills not shown in your table, so no problem at all, for me (as modder) it's much easier to place empathy in second row then all faction specifics afterward.
Empathy in second row would be ok, then no-body is forced to take Battle Commander if they have a problem with that. Runic Atunement, Herald Of Death and Swarming Gate would replace it, obviously, and while I think they belong better in second row, I won't be very strong on that point. If you want, I can make that part of the text file also.
Quote: In my latest plan I took it out completely, My base skills are scouting/pathfinding and marching (based on death march)
Have you tested familiar ground to work for lava,swamp etc?
No reason to take it out completely imo. - if you play on a water map, Navigation is a perfectly fine, on other maps you just shouldn't be pushed to take it, because you won't have any use of it obviously.
Haven't tested Familiar Ground, no. I actually assumed other factions would also get +2 on grass - which would make it equally usefull (or useless) for all factions.
I guess your suggestion is:
Pathfinding > Snatch > War Path
Scouting > Silent Stalker > Teleport Assault
Death March > Familiar Ground > Navigation
I think first branch is very strong here, plus Navigation without Snatch sucks even more than it already does. Of course, we could go:
Pathfinding > Snatch > Navigation
Death March > Familiar Ground > War Path
Which would actually make good sense.
Quote: I agree on ballista not catapult, tremors needs magic prerequisite, otherwise it doesn't make any sense, same applies to plague tent and remote control.
Since both Tremors and Plague Tent suck pretty bigtime, I don't see much need at putting prerequisite skills to them. I only do that to make very strong skills more difficult to get, and always third circle skills (that's why I put Master Of Mind on Remote Control, because that is very strong). Wouldn't force the point, but don't see much use for it - there are no magic prerequisites for Power Of Speed or Power Of Endurance after all and they are much more useful.
Quote: If we go for the shatters, fiery wrath needs to go back to destructive otherwise some classes can get it two times!
Or we take Fiery Wrath out of Shatter skill and put in Cold Steel instead?
Quote: Banish and Runic Armor are very powerful too, so I don't mind fire warriors+elemental balance. Banish+exorcism makes more sense. Fog veil+runic armor too (defensive)
I guess you already figured out Back to the Void cannot be used because it's part of shatter summoning.
About Sorcery: I already have a full house on sorcery, if we move mana burst back to destructive after master of storms together with secrets of destruction then fiery wrath can be placed before ignite and sap magic can move to barbarian-enlightment. Having the ability for protection+sap magic+boneward+luck of the barbarian is a little IMBA in my opinion.
Banish is totally useless post 3.1 - at level 20, you'll do 230 damage to summoned stacks, that's a joke. Exorcism is better, but is still quite a weak perk, if you don't have Destructive, you'll have no use of it, and if you DO have Destructive and are that concerned about a Phoenix, take Cold Death. Can work against Fire Warriors I suppose, but that's about it.
Also, I put Fire Warrios with Earthblood because the colours of the icons match. I know that's not an argument, but Life + Runic Armor (protection) also makes good sense, and since Earthblood also goes with Fire Traps, I think it's sensible to have Fire Warriors there also.
Mana Burst can go back if you prefer, it was just that the pieces of the puzzle were distributed evenly here. What is your ninth perk in Sorcery?
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What will happen now?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2009 12:28 PM |
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@Fauch:
Good idea, but we do now prefer the shatter skills for lowering the perks on certain classes
@Alcibiades:
Nice input, I think i will be able to finalize the plan almost.
Quote: Secondly, while Shatter Light will be a nuisance because it lowers effectivity of spells, countering with proper Dark spell can often do the same and reverse effect, even though that requires you to use an action. Detain Light is going to be the main issue, whereas Corrupt Light and Weaken Light is going to be of little use, as Light Magic is neither very Mana consuming nor Spellpower dependant.
I will look if some TOH/temple of ashan discussions can confirm your statement, if so I can simply boost the shatter skills, they are moddable.
Quote: As for the Defence perks, it was simply a question of logics for me. Endurance (+ HP) goes well with Last Stand (raises creatures), whereas Stand Your Ground (+ defence on Defence action) obviously ties with Preparation (first trike on Defence action). That's my reasoning for arranging them like I did, but it's not a key point for me.
I like to stack the might skills behind evasion and vitality, so that one takes defensive formations and the other stand your ground, power of endurance is merely designed for magic classes without good chances to learn might skills and light magic, so I prefer to let it cycle with faction specifics (defend us all etc)
Quote: As for Pariah, I don't like putting it behind Weakening Strike, as I have put Excruciating Strike as preriquisite for the latter, and I don't see any need to have it as preriruisite of Pariah. Also, Pariah is first circle for Knight - I see your concern with Necromancer, but apart from that, is it really *that* powerful?
Weakening strike is not 'that powerful' either so why make extra prerequisities and more complexity, master of curses makes good sense as prerequisite. Pariah is at least powerful enough and I like to have faction specifics as much as possible in 3th row.
Quote: Empathy in second row would be ok, then no-body is forced to take Battle Commander if they have a problem with that. Runic Atunement, Herald Of Death and Swarming Gate would replace it, obviously, and while I think they belong better in second row, I won't be very strong on that point. If you want, I can make that part of the text file also.
We can also make artificial glory cycle with battle commander for the 'remaining' classes.
Quote: No reason to take it out completely imo. - if you play on a water map, Navigation is a perfectly fine, on other maps you just shouldn't be pushed to take it, because you won't have any use of it obviously.Quote:
My current plan is not taking it out, it's more like your 4x3 idea for logistics, it is still obtainable from witch huts, campaign question screens etc.
Quote: Haven't tested Familiar Ground, no. I actually assumed other factions would also get +2 on grass - which would make it equally usefull (or useless) for all factions.
Needs name change, but with overcrowded logistics it is probably going to cycle anyway. I prefer death march as branch start because it's the most generic skill. I will try to puzzle out logistics again, also taking in mind your leadership comments
Quote: Since both Tremors and Plague Tent suck pretty bigtime, I don't see much need at putting prerequisite skills to them. I only do that to make very strong skills more difficult to get, and always third circle skills (that's why I put Master Of Mind on Remote Control, because that is very strong).
I agree about their power but a knight learning tremors or plague tent out of nowhere doesn't make any sense, if we make master of sickness prerequisite for plague tent it is implicit also for remote control. Tremors is powerful from the viewpoint of might classes, just because they get earthquake.
Quote: there are no magic prerequisites for Power Of Speed or Power Of Endurance after all and they are much more useful.
True, If we make magic training prereq for these skills they are more likely to be obtained by the classes they are meant for.
Quote: Or we take Fiery Wrath out of Shatter skill and put in Cold Steel instead?
Good idea, but cold steel doesn't have the luxury of two ID's
Quote: Banish is totally useless post 3.1
Forgot about that, but I really like fire warriors behind conjuration,
I prefer swapping elemental balance and banish then.
Quote: Mana Burst can go back if you prefer, it was just that the pieces of the puzzle were distributed evenly here. What is your ninth perk in Sorcery?
Boneward, soulfire and tap runes use one slot together.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2009 12:36 PM |
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One last thing, i hadn't noticed before, you totally messed up luck imo:
I thought this was perfect:
resistance->dwarven luck-> dead man curse
resourcefulness->spoils of war->tear of asha
soldiers luck-warlock luck->elven luck/swarming gate
I don't care the middle branch is dull, this just totally makes sense.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 22, 2009 03:58 PM |
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Quote: One last thing, i hadn't noticed before, you totally messed up luck imo:
I thought this was perfect:
resistance->dwarven luck-> dead man curse
resourcefulness->spoils of war->tear of asha
soldiers luck-warlock luck->elven luck/swarming gate
I don't care the middle branch is dull, this just totally makes sense.
Sorry, but I have to say no for balance reasons. Soldier's Luck + Warlock's Luck + Elven Luck are probably the three best perks in Luck, and grouping them as one branch simply does nothing good for balance - and it makes Nature's Luck, which is already imbalanced, even better!
By placing Elven Luck behind Ressourcefulness and Spoils Of War, we add a great balance to the game, because that means that Nature's Luck will rule out Soldier's Luck and Warlock's Luck, which will be the price you have to pay to get this very strong ultimate perk.
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What will happen now?
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted March 22, 2009 08:41 PM |
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What's so great about Elven Luck? I mean, even with 5 Luck, it only gives an average bonus of 12.5% bonus to damage. Also Soldier's Luck is not that good since for some factions it is either useless (Academy) or not that great (Dungeon, Stronghold)
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Warmonger
Promising
Legendary Hero
fallen artist
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posted March 22, 2009 08:47 PM |
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Quote: What's so great about Elven Luck? I mean, even with 5 Luck, it only gives an average bonus of 12.5% bonus to damage
With 5 luck your units average do 150% normal damage. With elven luck, they do 200% always. It's 33% more, not something to ignore.
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Fauch
Responsible
Undefeatable Hero
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posted March 22, 2009 08:49 PM |
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Edited by Fauch at 20:51, 22 Mar 2009.
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Quote: What's so great about Elven Luck? I mean, even with 5 Luck, it only gives an average bonus of 12.5% bonus to damage. Also Soldier's Luck is not that good since for some factions it is either useless (Academy) or not that great (Dungeon, Stronghold)
I've thought that rage of the elements is better than elven luck, since it works with spells too and luck can still trigger.
empowered lucky spell with rage of the elements is no joke lol.
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted March 22, 2009 08:51 PM |
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does elven luck apply to spells as well?
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Protection From Everything.
dota
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2009 08:52 PM |
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Allright here is the full development plan with ALL skills, everybody please focus on suggesting changes to this scheme (if desired) instead of coming up with full new plans. I can already suggest the first change myself because I forgot to place banish before fire warriors instead of after it. Take special notice to the new 'training' skill I have created.
Some comments:
Training:
Training is supposed to be alternative of enlightment for might classes and is mainly focused on the 'physical development' of the hero.
Luck:
I created a new skill from estates in the luck branch to create a 'resource combo' branch, leadership has now place for diplomacy, a-glory and recruitment as standard perks.
Attack:
I didn't like offensive formations after archery on first sight, but after thinking it through it actually makes sense because mainly shooters are benefitting from it, melee units walk out of the formation. Flaming arrows is now 3th circle, so better balanced and doesn't need extra prerequisities anymore.
Defense:
Attack and Defense both have a 'magic' branch starting from power of speed and power of stone, arcane training will be prerequisite. Might classes will go for the might alternative: warrior's luck and defend us all.
Logistics:
I think snatch is powerful enough to swallow navigation for, all the marching perks come after pathfinding, Tear of Asha vision can be placed after stalker (makes sense)
Sorcery:
I picked a more generic icon for boneward, think of a name later. I wanted to prevent getting the full combo of sap magic+boneward+protection+luck of the barbarian. I think I succeeded.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted March 22, 2009 08:52 PM |
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Edited by Asheera at 20:52, 22 Mar 2009.
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@Warmonger:
No
From DefaultStats.xdb
<ElvenLuck_DamageMultiplier>2.25</ElvenLuck_DamageMultiplier>
...
<GoodLuck_DamageMultiplier>2</GoodLuck_DamageMultiplier>
With 5 Luck, damage bonus is (2-1)*0.5+1 = 1.5
With Elven Luck, damage bonus is (2.25-1)*0.5+1 = 1.625
1.625 / 1.5 = 1.0833333
so it's actually even worse, only 8.3% increase in effective damage.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 22, 2009 08:54 PM |
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Quote: What's so great about Elven Luck? I mean, even with 5 Luck, it only gives an average bonus of 12.5% bonus to damage. Also Soldier's Luck is not that good since for some factions it is either useless (Academy) or not that great (Dungeon, Stronghold)
Elven Luck itself is still quite good, but more importantly, it leads to Nature's Luck - and I still hold that Sylvan with Nature's Luck AND Soldier's Luck AND Warlock's Luck is going to be even more of a joke than they already are.
Plus, I think splitting them this way makes 3 branches, well at least 2.5 branches, which each have something to offer: Resistance > Dwarven Luck if you want to specialize in that; Ressourcefulness + Spoils Of War (which can easily be modded to actually become a decent perk) if you want to optimize ressources, and then Elven Luck if you want further damage (and Nature's Luck for Sylvan); and Soldier's Luck which (can be) very good in itself, and further Warlock's Luck if you go Destructive.
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What will happen now?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2009 09:12 PM |
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Quote: Elven Luck itself is still quite good, but more importantly, it leads to Nature's Luck - and I still hold that Sylvan with Nature's Luck AND Soldier's Luck AND Warlock's Luck is going to be even more of a joke than they already are.
Don't worry about nature luck, I will give it plenty prerequisities, probably 4 full skills + full avenger, while unstoppable charge will have only 2 + full counterstrike. The ultimates will be taken care off later.
If Elven Luck is OP, I will nerf it, but Asheera proved otherwise. Soldiers luck is weak, warlocks luck is only good for casters. All in all I'm much more worried about dwarven luck + spellbreaker.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 22, 2009 09:20 PM |
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@ Asheera >
Your math on Elven Luck is wrong.
Normal Lucky Attack = 200 % damage [150 % damage on average with 5 Luck].
Elven Lucky Attack = 225 % damage [162,5 % damage on average with 5 Luck].
At +5 Luck, meaning 50 % trigger chance, that IS +12.5 % actual damage.
It's true that it's only an 8.3 % increase RELATIVE to "normal" Luck, but none the less it is an increase of +12.5 % damage.
Compared to Fiery Wrath (+10 % damage), Cold Steal (+10 % damage) or Expert Attack (+20 % damage over 3 levels) that IS very strong.
@ MagnoMagus >
Comments on your skills:
Light Magic
I object to Refined Mana + Storm Wind in same branch. It seems overpowered to me, and Refined Mana fits better in Master Of Blessings. I would exchange Refined Mana with Twilight, because Master Of Wrath has the "dark" touch.
Master Of Abjurations pretty much sucks in your layout. Seal Of Light is a very poor ability, and Fire Resistance is very situational. I'd put Eternal Light, which is far the better of the three, in inner circle of Abjurations.
Dark Magic
No objections.
Destructive Magic
I still don't see the point of putting Fiery Wrath back in Destructive. It seems more logical in Attack with Archery and Flaming Arrows (where IS Flaming Arrows btw!?).
Secrets Of Destruction with Master Of Storms ... ok, not my choice ... but why is Sap Magic, which really fits in here, gone?
Summoning Magic
Please swap Fire Warriors and Elemental Balance. Fire Warriors seems much more logical with Earthblood, which has the fire taint, and Elemental Balance seems much more appropriate with Master Of Conjuration. Exorcism looks better with Master Of Life from an aesthetic point of view, but that's subordinate.
Sorcery
No objections - but what is the first icon in (3)?
Enlightenment
No objections - but why is Know Your Enemy moved to Luck? Seems completely random?
Attack
Archery > Offensive Formation - wtf? Imbue Ballista - why?
Teleport Assault - no, this belongs perfectly with Scouting imo. I see absolutely no reason for moving it to Attack, I still hold that Offensive Formation should be with Tactics and Fiery Wrath with Archery and Flaming Arrows.
Defence
Ok, whatever you prefer.
Leadership
I see you moved Estates to that new skill. I don't understand why it belongs there? It's not like there's an overflow of skills in Leadership. Apart from that - I guess it would work. Necromancers should have access to Empathy, in the rare case they would take Leadership, so it should be Diplomacy > Herald Of Death > Empathy.
Luck
I still object to Soldier's Luck + Warlock's Luck + Elven Luck. I already explained.
Logistics
Please bring back Teleport Assault. Otherwise - no objections.
War Machines
No objections - but Imbue Ballista should go instead of Runic Machines for Sylvan.
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What will happen now?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2009 09:56 PM |
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Quote: I object to Refined Mana + Storm Wind in same branch. It seems overpowered to me, and Refined Mana fits better in Master Of Blessings. I would exchange Refined Mana with Twilight, because Master Of Wrath has the "dark" touch.
Master Of Abjurations pretty much sucks in your layout. Seal Of Light is a very poor ability, and Fire Resistance is very situational. I'd put Eternal Light, which is far the better of the three, in inner circle of Abjurations.
Fire resistance and suppress light, obviously because they are all defensive, but for balance reasons I will look into it again, but I don't feel much for twilight+stormwind the two strongest skills.
Destructive Magic
Quote: I still don't see the point of putting Fiery Wrath back in Destructive. It seems more logical in Attack with Archery and Flaming Arrows
Fiery wrath is part of shatter destructive, because some classes can have shatter destructive + attack it MUST be in destructive because otherwise it causes a conflict. If I remove it from shatter destructive this poor skill loses even more perks
Quote: (where IS Flaming Arrows btw!?).
Look more carefully
Quote: Secrets Of Destruction with Master Of Storms ... ok, not my choice ... but why is Sap Magic, which really fits in here, gone?
If both sorcery and destructive have a +20% magic proof bonus, magic classes can stack up 20+20+15 from protection. I needed a 3th standard perk in training and sap magic was an obvious choice.
Summoning Magic
Quote: Please swap Fire Warriors and Elemental Balance. Fire Warriors seems much more logical with Earthblood, which has the fire taint, and Elemental Balance seems much more appropriate with Master Of Conjuration.
Allright I will rebuild this again
Quote: Exorcism looks better with Master Of Life from an aesthetic point of view, but that's subordinate.
Master of Life is the necro-branch and therefore needs fog veil and haunted mines.
Sorcery
Quote: No objections - but what is the first icon in
Boneward but now useful for all factions.
Quote: Enlightenment
No objections - but why is Know Your Enemy moved to Luck? Seems completely random?
Again,look more carefully. Know your enemy and tear of Asha cycle after silent stalker
Quote: Attack
Archery > Offensive Formation
I explained this in an edit before you posted:
I didn't like offensive formations after archery on first sight, but after thinking it through it actually makes sense because mainly shooters are benefitting from it, melee units walk out of the formation. Flaming arrows is now 3th circle, so better balanced and doesn't need extra prerequisities anymore.
Quote: wtf? Imbue Ballista - why?
The branch is attack-> formation-> flaming arrows, imbua ballista is only for warden to prevent insane combo of flaming arrows+imbue+advanced engineering+triple
Quote: Teleport Assault - no, this belongs perfectly with Scouting imo.
What has teleport assault to do with scouting more then tear of asha vision and know your enemy?
Quote: I see you moved Estates to that new skill. I don't understand why it belongs there?
It moved to luck as gambler's luck in resource branch
Quote: Necromancers should have access to Empathy, in the rare case they would take Leadership, so it should be Diplomacy > Herald Of Death > Empathy.
what can necromancers do with empathy?
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Fauch
Responsible
Undefeatable Hero
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posted March 22, 2009 10:56 PM |
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I changed a lots of things lol.
It's probably not perfectly balanced, but it should make sense :
Light
Master of blesses => Seal of darkness => Power of endurance (focus on blessing)
Master of abjuration => Fire resistance => Eternal light (focus on resistance)
Master of wrath => Twilight => Teleport assault (focus on attack)
Dark
Master of curses => Weakening strike => Dark renewal (focus on cursing)
Master of mind => Seal of light => Shrug darkness (focus on neutralising)
Master of pain => Corrupted soil => Pariah (focus on damaging)
Destructive
Master of fire => Fire wrath => Ignite (focus on fire damage)
Master of ice => Cold steel => Cold death (focus on cold damage)
Master of storm => Fog veil => Stormwind (focus on handicaping)
Summoning
Master of conjuration => Fire warriors => Elemental balance (focus on summoning)
Master of earthblood => Death to non-existent => Tremors (focus on destruction)
Master of life => Arcane armor => Guardian angel (focus on surviving)
Sorcery
Mysticism => Distract => Counter spell (focus on countering spells)
Arcane training => Refined mana => Erratic mana (focus on keeping mana)
Magic insight => Arcane virtuosity => swift mind (focus on casting spells)
Enlightment
Erudition => Major of promotion => Tutor (focus on training heroes)
Intelligence => Scientist => Dark ritual (focus on increasing the mana pool)
Arcane intuition => Arcane exaltation => Dark revelation (focus on learning stuffs)
Defense
Endurance => Missile deflection => Last stand (focus on surviving)
Defensive formation => Stand your ground => Preparation (focus on preparation)
Protection => Bone ward => Sap magic (focus on magic protection)
Luck
Warrior luck => excruciating strike => warlock luck (focus on increasing damage)
Resourcefulness => Tear of asha vision => Spoil of war (focus on finding resource)
Magic resistance => Barbarian luck => Dwarven luck (focus on magic resistance)
Logistic
Scouting => Silent stalker => Power of speed (focus on taking the advantage)
Death march => War path => Familiar ground (focus on speed)
Pathfinding => Snatch => Navigation (focus on exploring)
Leadership
Recruitment => Estate => Retribution (focus on the army)
Diplomacy => Counter strike => Empathy (focus on the relation of the hero with the amy)
Artificial glory => Power of speed => Divine guidance (focus on speed)
War machine
Ballista => Triple ballista => Flamming arrows (focus on ballista)
Catapult => Triple catapult => Runic machine (focus on catapult)
First aid tent => Plague tent => Remote control (focus on tent)
Attack
Tactics => Offensive formation => Aura of swiftness (focus on preparation)
Frenzy => Archery => Nature's wrath (focus on damage)
Poweful blow => Stunning blow => Deadeye shot (focus on hero attack)
New racial skills :
Training
Benediction
Efficient trainer
Vitality
Unstoppable charge
Favored enemies
Elven luck
Rain of arrow
Know your enemy
Nature luck
Artifact crafter
Artifact fusion
Magic mirror
Mark of the wizard
Arcane omniscience
Gating
Mark of the damned
Hell fire
swift gating
Urgash call
Necromancy
Mark of the necromancer
Banshee howl
Herald of death
Terror howl
Elemental chain
Elemental vision
Empowered spell
Consume corpse
Rage of the elements
Rune crafter
Fine rune
Strong rune
Refine rune
Supernatural luck
Demon blood
Might over magic
Memories of our blood
Mana burst
Absolute rage
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2009 11:10 PM |
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@Fauch:
That's a lot of changes to my scheme , some fun ideas like storm wind behind master of lightning
@Alcibiades:
I have re-examined light magic. I would go for your light magic scheme, if guardian angel did not exist.
But the knight needs it in 3th row, not behind twilight, without losing eternal light,storm wind and refined mana. So you try to solve that puzzle? The max I can come up with is:
abjuration->fire resistance->eternal light
blessings->seal->guardian angel/twilight
wrath->refined mana->stormwind
But I think my scheme is better then this because as you said, fire resistance is situational and therefore better in 3th row and not before eternal light or any other skill.
Here is the new scheme for summoning:
conjuration->banish->elemental balance
earthblood->fire warriors->exorcism
life->fog veil->haunted mines/celestial shield (runic armor)
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Fauch
Responsible
Undefeatable Hero
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posted March 23, 2009 01:28 PM |
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Edited by Fauch at 13:32, 23 Mar 2009.
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I wasn't trying to change your scheme actually, but to make my own.
after all, it seems we can put the perks anywhere we want...
there's one funny thing, you absolutely want to connect "master of life" with necromancers. but it's called "master of life", not "master of death". that's why I chose guardian angel.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted March 23, 2009 02:20 PM |
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Quote: @Warmonger:
No
From DefaultStats.xdb <ElvenLuck_DamageMultiplier>2.25</ElvenLuck_DamageMultiplier>
...
<GoodLuck_DamageMultiplier>2</GoodLuck_DamageMultiplier>
With 5 Luck, damage bonus is (2-1)*0.5+1 = 1.5
With Elven Luck, damage bonus is (2.25-1)*0.5+1 = 1.625
1.625 / 1.5 = 1.0833333
so it's actually even worse, only 8.3% increase in effective damage.
Ahhh sorry, I was thinking about nature's luck Nevermind
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