[.86][Issue] Spell damage multiplier. Spell Mastery and Spell Resist.

So how does Spell damage multiplier work? I've noticed that when you get level 1 "Evoker I" it says that it gives 50% damage to spells, now i've just upgraded it to level 2 and it's still says 50% so does this mean it gives extra 50% for every level? And does it stack with "Path of Mage" 50%? If i have Evoker II + Path of Mage does that give me extra 150% damage to my spells? It would be useful to have this shown in a "Unit Details" screen.

Evoker IeII

Evoker II

EDIT: Spell Resist and Spell Mastery

As you can see under Intelligence it says 30.5 Bonus to mastery and resist, but if you hover either mastery or resist it only gives half of that value. Am  I missing something?

smsssr

 

3,087 views 6 replies
Reply #1 Top

I've been assuming that they stack, but I also would like to know for sure.

Reply #2 Top

Considering it's impossible to get envoker without path of the mage I would hope so and I am sure my dmg spells increased in power as my mages have leveled. Without checking actual code I am as sure as I can be that it stacks.

I will also take this opportunity to mention how I Loathe evoker and how it is the actual least fun/balanced method of calculating spell damage I can imagine.

Reply #3 Top

Well Evoker is a great skill for your mage character if you dont have many/any shards. Anyways most of the time you get useless skill when leveling up even thou you have slected "Path of Mage", like dexterity, strength and such.. I think they should be more path based. So if you chose  "Path of Mage" you wouldn't get str/dex/const skills/traits to choose from, rather than building "All in one" character, it should be more single path oriented. At the moment all you get is most common skills/traits to choose from a general "common" pool, where as I imagine they should be "path" relevant. So if you chose "path of mage" level up screen should only give you options of choosing from that paths commong/uncommon/rare/unique skill/trait pool. If i make sense here..

Reply #4 Top

Everything else I have found is additive, so I think Path + Evoker + Evoker II = +150% dmg.

- Manii Names

Reply #5 Top

Quoting Manii, reply 4
Everything else I have found is additive, so I think Path + Evoker + Evoker II = +150% dmg.
End of Manii's quote

That is my impression, too, and if you select warlock and are lucky to get evoker III you get + 250 % spell damage (warlock + path + evoker I - III). This is a huge balancing problem, because without those improvements damage spells are weak and with those improvements they are overpowered. It would be better to:

- Increase the base effect and not the shard effect of spells by 50 %.

- Reduce warlock, path of the mage and evoker I - III to + 25 %.

- Give weapons a - 25 % spell effect modifier.

- Add many caster weapons without the - 25 % modifier and with other effects that improve spellcasting

Reply #6 Top

You need to be able to see the data for the calculation of how much damage your spell will do. That seems to be the biggest problem. I want this and the ability to see the likelihood that they will resist.