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About possible improvement of balance #466

Description

@uhloin

Feature description

The complexity of retrieving spells should be balanced with power of effects, especially balance with usual weapon.

How it improves the player experience

Such spells as teleport are very useful, but it's hard to say about balance for them because of there are nothing to compare. But damaging spells may be compared with usual weapon like enchanted sword and bow.

For first glance magic is similar to bow because makes range damage from safety (if enemy is melee fighter). It's ultra-easy to get bow without enchantment and make random damage 6-7-8-9-10 per second. But when we view some let's play we'll find that players very rare use bows because of problem with arrows. And even if they can make a farm for arrows or have Infinite enchantment, they normally use sword instead. So, may be comparison with bow DPM is not so good idea. Or else your magic will not interesting like a bow. So Firebolt level 1 with damage 6.6 and cooldown 1s is nothing.

What about sword? It's relatively easy to craft diamond sword, you need mine only 2 diamonds. The level of damage 7 with speed 1.6, so 11.2 is minimal DPM for a magic. But even legendary tier of Firebolt gives only 10.5. What is a sense of all grinding if I can hit harder with my sword and without spend mana?

Also if we use your mod, then you should expect there are other mods. And for example Silent Gear allows relatively easy (similar to make a spell of Rare tier) and without go to End create a sword with damage 23 and speed 1.7. Or a bow with similar or more damage. And this is not overpower, because in the modded Minecraft we usually have tough modded bosses like those from your mod and worse. So we need power.

Possible Solution:

  • Lightweight spells like Firebolt should start from damage like 11-12 on level 1 with cooldown 1s and near to 0 mana per cast.
  • Other slow spells should be one-hit kill for standard 20 HP mobs or better.
  • High-level spells should gain MUCH MORE power and make splendid BIG BOOMS or... see alternative solution below about grinding.

Your mod requires hard grinding to get max power. Sorry, but... it's a bit boring to kill archevoker, archevoker, archevoker... until get enough inks to upgrade to legendary tier. I was too bored to make my spell collection and power of most top-tier spells was disappointing. I finished 4 schools and I surrender on attempt to maximize Eldritch spells, I have not such patience. May be it's too hard just for me, I know. But I think I am a person who like some grinding in other games, so, probably it's not only me.

But sometimes we can find random loot in chests with legendary spell without fighting. It's too easy, except dangerous looting in Deep Dark Towns. It's about balance too. Also there are spells like Lightning Bolt with Legendary levels 7,8,9,10 so you need 8 legendary or 32 epic inks to maximize it.

Possible Solution:

  • No Epic/Legendary spells in chests except dark towns.
  • There should be only one (top) Legendary level and only one (second from top) Epic level for any spell
  • Bosses MUST always drop at least one (or may be exactly one) legendary ink or spell of maximum level from his school.
  • Chests defended by bosses (like Apothecary) may contain Epic inks/scrolls (so you can get it and flee).
  • For case if you already have dropped spell, Legendary/Epic scroll must have chance 100% of conversion to Legendary/Epic ink, but scrolls of lower tiers may have poor chances like 50% for Rare, 33% for Uncommon and 25% for Common. They may be easy found in chests, so reward should be lesser.
  • Think about possibility to craft higher level ink from 2 inks instead of 4. But it's just my subjective sense, may be it's too good.

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