Wizard1200

Wizard1200

Joined Member # 3051922
57 Posts 754 Replies 12,199 Reputation

[quote who="Archonsod" reply="43" id="2830650"] No it doesn't. Dex gives you a chance to not be hit in the first place, Constitution merely increases the amount of hits you can take. There's some important differences; dodging a magical attack with a secondary effect for example prevents that effect from triggering, while absorbing the effect doesn't. Hit points require you heal them somehow between battles, dodges leave you unharmed. The net effect is increased survivability, but the de

55 Replies 23,282 Views

[quote quoting="post"] You are a channeler. You are the lord and master of the pure magical elements. Fire to melt a man's flesh off his bones. Water to call tsunamis and level cities. Earth to crack the land and send armies tumbling into great crevasses. Air to summon tornadoes to tear apart cities and show your domination over the skies. You are near godhood. You can take on entire armies by yourself, smash titans back into the ground, slaughter the Fallen like lambs... <br

53 Replies 139,309 Views

With the different mana categories the spells of the elements could look like that: 1ST-LEVEL EARTH SPELLS: - Orb of Acid: Single target, (DEX*0.5) damage/turn for 5 turns, 2 earth mana - Raise Land: Turns land into hill and hill into mountain, 10 earth mana - Lower Land: Turns mountain into hill and hill into land, 10 earth mana 2ND-LEVEL EARTH SPELLS: - Stoneskin: Single target gets +(CON) DEF, 1 earth mana/turn - Nature's Bounty: Sett

23 Replies 74,877 Views

[quote who="seanw3" reply="32" id="2829695"]The whole point of 1.1 is to gain a core set of features that work. This means losing the complexity of release, but it means that was is there will be playable.[/quote] But the problem is that even 1.0x was not very complex if you compare it to other games and if that complexity is further reduced it could get boring and that could be dangerous for Stardock, because they will release a demo that is based on 1.1.

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[quote who="Sythion" reply="26" id="2829624"]Dexterity is entirely redundant. It does the same thing as Constitution--increase survivability. Only it does it much worse and unpredictably (unpredictability and survivability don't mesh, generally). This needs to be changed. My suggestion is to add a critical hit chance based off dex which deals double damage. You could also make the modifier 2.5x for bows/daggers, making dex the go to build for archers/roguish characters. Some weapons should ha

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[quote who="tjashen" reply="20" id="2829530"]The reason I suggested 4 mana, is because under the current beta, each shard adds 3(?) points per turn to your pool. So the 4/2 (and 3 & 1) is an attempt to average this a bit to fit the current Global Mana rates.[/quote] I think currently the Sovereign creates 3 points of universal mana and every shard creates 1 point of universal mana. I suggested, that the Sovereign creates 2 mana points of the selected elements, because this w

23 Replies 74,877 Views

[quote who="tjashen" reply="21" id="2829430"]I want that 'Lord of the Rings' experience, where Aragorn and Gimli and company are leading armies into battle, and completely badass at what they do, but different from each other. In an Elemental context of course - the city/empire building is a nice distraction between battles![/quote] Yep, the reason why i bought Elemental is that it SHOULD be a wargame with a strong RPG part and a strong empire building part. If i want to play a

55 Replies 23,282 Views

[quote who="Archonsod" reply="2" id="2828861"]Intelligence also determines your accuracy and spell resistance, so it's a useful stat in general. Strength still boosts your attack, dexterity will likely be more useful once dodge is actually working and charisma is handy for any stay at home heroes.[/quote] Are you sure that Intelligence determines the Accuracy? I thought the Accuracy is 15 + (Level * 3). The bonus damage from Strength is nice at the beginning, but it is less po

55 Replies 23,282 Views

[quote who="tjashen" reply="14" id="2828793"]Shards from your chosen element generate 4 mana a turn. 'Neutral' shards only generate 2 mana. Opposite shards generate 1 mana. Casters that subsequently choose another school of Elemental magic will increase the generation rate of Shards from that element by 1 Mana. So a formerly 'Neutral' Elemental shard would generate 3 mana, an 'Opposition to your originally chosen school' Shard would generate 2 mana. The above formu

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I think not the reduction of the stats is the problem, but that the stats are much less important. In my opinion Dexterity and Charisma are useless at the moment, because the effect of Dodge and Prestige is too weak. Strength and Intelligence are ok, but not as powerful as in 1.0x. Constitution is the only stat, that is much stronger than in 1.0x and i would always start with a Constitution of 15.

55 Replies 23,282 Views

[quote who="GW Swicord" reply="9" id="2828515"]The mana flavours thing died sometime way back before the first public betas, and it might have been so disfavored by the devs that it never even got into working alphas. I've never spent serious time playing a game with multiple mana types, but I liked the idea for Elemental because it sounded like a good way to increase replayability for folks (like me) who tend to stick to one play style but still want new games to play out quite differently t

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[quote who="StevenAus" reply="5" id="2828379"]All that needs to be done is have a different icon and tooltip for mana of each element (Four Elements plus Life or Death Magic), and for spells that are not from an "Elemental" spellbook (eg. Combat, Terraforming, etc.) to be indicated which primary Element they draw from.[/quote] I think the spells that are not from an "Elemental" spellbook (eg. Combat, Terraforming, etc.) should be moved into the spellbooks (Four Elements plus Life or D

23 Replies 74,877 Views

[quote who="Windexglow" reply="3" id="2828275"]Might add too much complexity - a % reduction in spell cost for those spells would be much easier to understand.[/quote] I dont think it will be too complex, because Disciples 2 used the same system and every element can be displayed in the UI with a different icon. Another advantage is that every shard will be a strategic resource and not an universal mana generator.

23 Replies 74,877 Views

Currently mana is only an universal resource, but there should be different mana categories (Earth, Air, Water, Fire, Life and Death) as in Disciples 2, because it would make the shards unique and the character creation interesting. At the character creation a player can select two elements: - Earth and Water - Earth and Fire - Air and Water - Air and Fire Every turn the Sovereign creates 2 mana points of the selected elements

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I have two questions for the beta players (i would like to try the beta myself, but im not at home this week): Is population a local resource or a global resource? I think a local resource would be better, because it would encourage the player to build cities. Is the mana resource divided into earth, air, water and fire, as in Disciples 2, or is there only an universal mana resource? I think earth, air, water and fire mana would be better, because it would encourage the player

29 Replies 24,211 Views

[quote who="Trojasmic" reply="34" id="2825591"]I would also like something more creative than haste/greater haste, grip of winter/greater grip of winter, etc.[/quote] Good point. I thought that the new spells are not copy and paste spells with a more powerful effect. If Dodge and Spell Resistance are still not affected by the level, which is a mistake, Haste should increase Dodge by (Level), because a bonus of 1 point is boring if you have a high Dexterity, but on the other ha

261 Replies 144,604 Views

Wow, these changes are really great. I like how you have changed the starting spellbooks and most spells sound very interesting, but a few spells could be modified: Guardian Aura: Should be a dodge bonus and dodge should scale with the level (DEX / 2 + (Level * 1)) Spell Immunity: Should be a spell resistance bonus and spell resistance should scale with the level (INT / 2 + (Level * 1)) Curgen's Inferno: Should reduce the city level by 2

261 Replies 144,604 Views

[quote who="GW Swicord" reply="209" id="2823744"] That's a solid example of why I think the Elemental project's biggest mistake was not making 'integrated metaphysics' an equal partner, or even superior, to 'integrated physics.' Those early design choices were driven by technical considerations and the assumption that later on 'content' would be easy to create at a satisfying level of quality. I remain convinced that content creation now would be far easier if a small set of serious, the

259 Replies 774,610 Views

[quote who="Tridus" reply="194" id="2823363"] Here's the formula in 1.1: Weapon Attack + ((Strength - 10)/2). So it will do something fairly close to that.[/quote] I think there is a difference, because if the damage is increased from 1-8 to 1-13 (version 1.1) the average damage is 7, but if the damage is increased from 1-8 to 6-13 (D&D) the average damage is 9.5 and that is the reason why i think Elemental should use the D&D mechanic.

259 Replies 774,610 Views

[quote who="Tridus" reply="182" id="2823137"] Fair enough. But it doesn't do 1d30 damage, which some weapons in Elemental do. Doubling that would require a lot more then 20 STR in D&D, because the modifier is a flat amount. In Elemental it doubles anything you're holding.[/quote] Good point :) Perhaps Elemental should use the same mechanic as D&D. Instead of increasing the base damage from 1-8 to 1-13 the bonus damage should increase the base damage fr

259 Replies 774,610 Views

[quote who="Tridus" reply="168" id="2822916"] There's few RPG games where some stats had such drastic impacts as something like Strength does in Elemental 1.09. In something like D&D, a unit with 20 strength gets a higher strength bonus then a unit with 10 strength. It doesn't DOUBLE the damage of any weapon they pick up. But it does here. There's no way to balance that in any kind of coherent way.[/quote] Hmmm, in D&D 3.0 or 3.5 a Longsword inflicts 1 - 8 points of damag

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[quote who="Tridus" reply="161" id="2822806"] Hit Points = 30 * Constitution * 0.1 can be rewritten to: 3 * Constitution That's a slightly larger version of what we have in 1.09, and HP totals on champions are FAR too small as the game goes on (unless you invest no points in anything else). The new version actually gives you more per point once you gain a few levels, because of the level factor. It goes up in value to keep up with the growing HP of squads, which get

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[quote quoting="post"] Attack (which is damage) = Weapon Attack + ((Strength - 10)/2) Defense (which is damage absorb) = Armor Defense Accuracy = 15 + (Level * 2) Dodge = Dexterity / 2 Hit Points = 10 + ( (Constitution / 5) * (2 * Level) ) Spell Resistance = Intelligence / 2 Prestige Boost in City = Charisma / 5 [/quote] After looking a bit longer at the new formulaes i think that the low impact of the stats makes the RPG part of Elemental bor

259 Replies 774,610 Views

[quote who="Gazz_" reply="73" id="2822114"] Castable Spell Level based on INT: I think that this is basically the right approach but character level should also figure into this. Maybe the max spell level that a character can cast should be level x 2. It shouldn't be too restricting but having lvl 1 nerd characters running around casting Meteor Storm doesn't look right. If balanced right it would also encourage not putting all points into INT, nurtur

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[quote who="Sinzer" reply="70" id="2822104"] I am a little confused by the combat mechanics and the whole basis on RNG (Random Number Generator). I would prefer to see the roll to hit ACC vs DEX with the random factor and then STR and DEF resolving the damage down in a constant fashion. At the moment it still seems hit and miss. You have a chance to be missed, then you still have a chance with a highly armoured char to roll low and have a huge chuck of health being taken off w

259 Replies 774,610 Views