View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005113 | Valley 1 | Balance Issue | Nov 4, 2011 5:21 pm | Nov 5, 2011 9:46 pm | |
Reporter | Jerebaldo1 | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.537 | ||||
Summary | 0005113: Jungle Rage spell as compared to fireball is weak | ||||
Description | So Jungle Rage is a bog standard projectile spell like fireball, except that it can scale surfaces, has no knockback, and no splash damage. It does 20-25% more damage than fireball but costs 40% more mana, so it doesn't seem at all useful over fireball except in cases where I'm dealing with fire resistant monsters. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Right, it's not meant to be a terribly exciting one. The better general-purpose green option is launch rock, whereas this is one for more specific circumstances where you can't use something better and direct from a different color. |
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Oh I see, then I shall reserve that spell for flying enemies who have a weakness against earth. |
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Jungle Rage has the same raw damage to mana ratio as the fireball, the disparity comes from your magic power not scaling along with the spell's so more smaller spells are more efficient than one big spell. |
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Ohhhh, thanks, I didn't realize that. Good to know that thats at least on parity. Also, I never checked to see if jungle outranged fireball, which I suspect it does. |
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Thanks for bringing that up! In for 0.538: * _Substantially_ changed the math on how the player equipment attack powers are calculated. Hopefully this did not introduce any new bugs, but if something seems off, let us know. ** The reason for this shift was that, previously, as equipment was appreciated or depreciated (based on being a higher tier than your baseline, or a lower tier), it was only altering the component of damage from the _spell_, and leaving the component from the player character unchanged. ** This meant that, if you had a spell that did 1000 damage, and your character also did 1000 damage, that a +1 tier best-case copy of that spell would do 3000 damage (2000 + 1000), and a -1 tier worst-case copy of that spell would do 1001 damage (1 + 1000), while the same-tier average case would do 2000 damage (1000+1000). ** The above was an okay range in some senses, but it meant that higher-tier spells were a bit of a ripoff, and worst-case lower-tier spells were retaining too much of their value. Note that a "worst-case" lower tier spell is something that you're still using 20 levels after you started getting a new tier of stuff, so that's an _enormous_ span of time. ** The new math has the appreciation and depreciation getting added after the character and spell damage are added together. So, taking the example from above again: now if you have a spell that does 1000 damage, and your character also does 1000 damage, that a +1 tier best-case copy of that spell would do 4000 damage (1000 + 1000)*2, and a -1 tier worst-case copy of that spell would do 1 damage (1 being the minimum damage any spell can do), while the same-tier average case would still do 2000 damage. ** The net effect of this change is to make higher-tier stuff more rewarding and lower-tier stuff completely useless after a certain (very long to get to) point. |
Date Modified | Username | Field | Change |
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Nov 4, 2011 5:21 pm | Jerebaldo1 | New Issue | |
Nov 4, 2011 5:24 pm | Chris_McElligottPark | Internal Weight | => New |
Nov 4, 2011 5:24 pm | Chris_McElligottPark | Note Added: 0017421 | |
Nov 4, 2011 5:24 pm | Chris_McElligottPark | Status | new => closed |
Nov 4, 2011 5:24 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 4, 2011 5:24 pm | Chris_McElligottPark | Resolution | open => no change required |
Nov 5, 2011 12:02 am | Jerebaldo1 | Note Added: 0017426 | |
Nov 5, 2011 7:20 am | KDR_11k | Note Added: 0017429 | |
Nov 5, 2011 6:13 pm | Jerebaldo1 | Note Added: 0017434 | |
Nov 5, 2011 9:46 pm | Chris_McElligottPark | Note Added: 0017438 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |