Thanks for the feedback. I look forward to the tweeks. :)
Shryke
There is no way some hidden resistance is reducing the damage of spells from a max of 72 down to single digits - on practically everything. At least, it shouldn't... Frogboy? Anyone?
I understand what you're saying, but still, come on, that damage is way too low. Magic damage shouldn't be so hard to come by when damage from bows and other weapons seem to be so far superior at this point. Keep in mind, shooting off that bow doesn't cost me three turns of mana regen, the spell does. It SHOULD be better. Love to hear from a dev on this. Note that I love most of the rest of the game. I know a lot of people are upset about the
I really like so many aspects of this game but this one thing is killing me... I have three air shards. The damge of my lightning attack spell should therefore be tripple my Int. My Int is 19. The description of the spell says that the max damage for the spell is 72 (not sure why it isn't 57, but there is a lot of fuzzy math happening behind the scenes so I'm probably getting some kind of percentage bump somewhere I'm not aware of. Anyhoo, I cast my spell at an
Between 5 and 10. I've seen the same thing happen no matter what the defence of the unit. I get the same numbers on units with 20 defence. Note that in beta 4, spells did mondo damage. I was a little surprised at this in the pre-day 0 release (or PD0R as all the cool kids call it).
Cool. I thought it was just me. Sure makes it hard to go up against the high hp baddies that come out to play.
Or maybe I'm just not that bright. I have 2 water shards (not "ice shards" as it states in most of the cold oriented spells). When I cast "Ice Bolt" it says that the maximum damage that I can do with the spell is 60 (I have a 20 Int). Cool, zap zap, mwhahahaha taste icy death...um. Okay. 4 damage. Hmmm, bad roll...okay. Zap zap...3 damage. Hmmm. Zap zap...miss. Zap zap...5 damage. Zap zap...2 damage. 15 mana later I