Alteration/Unarmored (no trolls please)

Post » Thu Dec 15, 2011 8:00 pm

You've hit on a number of excellent points. I agree, it's not that alteration is underpowered, it's that heavy/light armor is overpowered. But would rebalancing armor be useful in a magic rebalancing mod? (Maybe I'll save that one for Balanced Combat or something...)

Interesting idea for the mage armor perk adjustment. I was thinking of building the addtional armor for unarmored characters right into the spells. Honestly, it's already there - it just uses a conditional to check and see if you've taken the perk, but I could change that conditional to check and see if the player is wearing cloth instead - maybe just the chest piece to avoid the conflict with dragon masks. But then I'd need a good replacement for the perks.

Increased movement speed is supposedly built in - but I don't really notice moving any faster in robes than I do in light armor. Reduced casting cost is typically already on the robes - again, I'd sort of rather nerf armor. Maybe you'd get a magicka regen penalty for wearing armor, more for heavy than light?

I also thought about increasing duration at the explense of magicka regen (to simulate a maintenance cost for the long lasting effect) and having the extra perks remove that penalty?

Just throwing out ideas. Comments?


dragonhide does not really make the previous armor useless because ebony costs alot less and lasts alot more, it is true that with -100% alteration cost (I consider that much exploit tbh) together with stability + dual casting those 2 issues are near-irrelevant but, does anyone really do that?
my mage was specialized in destruction alteration and restoration with enchanting to get the most of all schools, and I never felt the need to get alteration reduction more tahn 50% or so, balanced with restoration 50% aswell because wards and heals are pretty nice and with that much I can cast dragonhide when cornered by melee and paralysis to control mobs into my aoe.

really dont think any more alteration changes would be needed, if any at all, acides from the ones I mentioned in my post (more duration for armors, not much tho, and an extra perk point to get mage armor to 400% so you dont have to cast dragonhide so often)
I also dont think using armor should be "punished" for casters either, considering with 3 perks in mage armor you get equivalent to about 10 perks+ into smithing and the armor skill being used without getting acess to other alteration goodies.

in other schools however, there are a few important changes/fixes. but we are sticking to alteration right?
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Connor Wing
 
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Post » Thu Dec 15, 2011 8:51 pm

Step 1) Download Improved Destruction Magic OR Battle Mage from Skryim.
Step 2) If you want more clothing options download Archmage Crafting or any number of other mods that turn various armor/items into clothing.
Step 3) Play a Mage.


Erm... I am the author of Battle Mage (recently renamed to Balanced Magic because it's a more fitting description) I'm working on expanding/improving it as requested by people who left feedback. :)
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Tanika O'Connell
 
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Post » Fri Dec 16, 2011 12:51 am

(you avoid 10% instead - does that bring the total to 90%, or is it still capped at 80%?)

You cannot both avoid and reduce the damage they are separate checks... it effectively brings your mitigation to ~82%

And then there's... cloth. Since the unarmored skill had been removed from this game, players who want to wear mage robes, monk robes, or just want to be fashionable (I'm sure some gorgeous clothing mods will be coming soon...) are forced to rely pretty heavily on alteration, which doesn't do nearly enough. And mages who want to wear dragon masks? Oh... sorry. The Mage Armor perks don't apply to you. (And once you get the master level spell, you might even be grateful if you never bothered to take them. Now that's just dirty!) Of course... that one only last 30 seconds, takes 3 or 4 seconds to cast, and eats up most of your magicka pool, so... hope you brought a staff, because you may not have much left for offensive spells.

This has led mages to just wear heavy armor, forego alteration, and enchant it with -100% magicka cost, so who cares about the regen bonuses from robes anyway? That may be a perfectly valid way to play (let's not debate it anymore, I don't care), but it's not how I personally want to roleplay my mage, and I have seen enough posts from other players to believe that I'm not alone. Besides, let's not forget about the dragonborn who just want to run around dressed like tavern wenches... (hey, to each his/her own!)

I'm not a sit back and whine kinda gal, so I'm working on a mod to rebalance magic skills and make role playing a mage a more enjoyable experience. I've been browsing the forums, but see too much arguing and not enough helpful discussion about how to adjust things fairly. So let's discuss ideas here please, and I'll try to implement some of them into a useful mod. :D

(For those of you on the console... I feel your pain. I wish we could offer mods as DLC, but Microsoft and Sony seem to frown on that)


Honestly I'd like to see:

-Drastically reduce magicka cost (thinking like 90-95% reduction) and the removal of the magicka cost reduction enchants and perks.
-Improving magicka regeneration in combat(it should be 100% to 33%, although this may require changes to the base amount)
-Impact has to have limits on what it can stagger.
-Dual casting needs to increase damage and efficiency. Right now it's +10% damage for 40% more cost. It should be straight a straight damage increase(10% I think is sufficient). Dual casting effect on buffs to increase duration is largely fine although again it should not be increasing the mana cost.
-Conjuration summons need to become more specialized (frost very tanky but next to no damage, dremora super high melee damage but not very tanky). As it is they are far to versatile and effectively destroy everything.
-Mage specific enchants only available on "cloth".
-Master spells need complete rework
-Some spells NEED to scale or have higher ranked versions(cloaks, runes etc).
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Kayla Bee
 
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Post » Thu Dec 15, 2011 9:05 pm

One thing I would really like to see are higher versions of spells.
Something Im really unhappy with is that stream and rune spells phase out of the game so quickly, you barely get to use them.
Recasting my magelight every minute also gets old fast.
Dispel is also sorely missed for dismissing familiars and light when entering sneaky situations.

For robes we have an enchant that gives both spell reduction and magicka regeneration increase.
That could be expanded to include an enchantment that gives spell reduction + increased armour rating, or increased resistance against magic/ fire/ melee etc. attacks.

These could be made into alteration spells as well, although I suppose its more restoration.
Something that could give alteration spells more oomph is having the higher ones last for the duration of a battle, as long as there are still those red dots on the hud.
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Jinx Sykes
 
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Post » Thu Dec 15, 2011 9:39 pm

Erm... I am the author of Battle Mage (recently renamed to Balanced Magic because it's a more fitting description) I'm working on expanding/improving it as requested by people who left feedback. :)


AWWWKWARD!
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Laura Samson
 
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Post » Fri Dec 16, 2011 4:26 am

You cannot both avoid and reduce the damage they are separate checks... it effectively brings your mitigation to ~82%



Honestly I'd like to see:

-Drastically reduce magicka cost (thinking like 90-95% reduction) and the removal of the magicka cost reduction enchants and perks.
-Improving magicka regeneration in combat(it should be 100% to 33%, although this may require changes to the base amount)
-Impact has to have limits on what it can stagger.
-Dual casting needs to increase damage and efficiency. Right now it's +10% damage for 40% more cost. It should be straight a straight damage increase(10% I think is sufficient). Dual casting effect on buffs to increase duration is largely fine although again it should not be increasing the mana cost.
-Conjuration summons need to become more specialized (frost very tanky but next to no damage, dremora super high melee damage but not very tanky). As it is they are far to versatile and effectively destroy everything.
-Mage specific enchants only available on "cloth".
-Master spells need complete rework
-Some spells NEED to scale or have higher ranked versions(cloaks, runes etc).


only 2 of your ideas make sense to me tbh.
encants having more effect on cloth sound very good to me, considering mages are the ones who use gear enchants as the main provider of their casting.
and getting new ranks of spells, since master spells are basicaly very situational use AoEs only -.- (destruction)

rest is just... bad... you can already reduce spell costs alot and increase mana pool alot... to remove perks and almost remove costs?... erhm... doesnt make sense... might aswell make a whole different and new magic system really.
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Causon-Chambers
 
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Post » Thu Dec 15, 2011 6:41 pm

I also play a Mage. I'm level 51, perked in all schools except illusion. I wear equipment to reduce Destruction cost by 97% and Restoration by 75% (And took no spell cost reduction perks in either of those two).

I understand your pain about the issue with Mage armor. I essentially am aiming to not be hit. I use Conjuration, Shout, Stagger, Paralyze Potions, and inevitably the Paralyze spell (wicked duration compared to previous games.)

Here are some suggestions to address the Mage armor issue in my opinion. I'm not implying ALL of these need to be implemented, but maybe a mix of some of them.

  • Raise armor perk bonus to x3/x4/x5 or perhaps x2/x4/x6
  • Make masks clothing OR allow armor perk to always apply
  • Make Dragonskin a regular one hand cast
  • Extend duration of armor spells
  • Provide some sort of indicator as to weather armor spell is active


I understand that Mages are supposed to be glass cannons but right now it is just pointless to even attempt to withstand ANY damage, making an entire group of spells pointless, and we already don't have an abundance of spells to play with. Why am I going to take the time to cast an armor spell when I it will only save me a slight smidge of health over the whole battle?
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alicia hillier
 
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Post » Thu Dec 15, 2011 2:43 pm

Drekor and Merari, seriously... you should go look at the mod as is. I have leveled all destruction spells so that the damage scales. (None of the spells will ever be more powerful than the master spells, even scaled up, so don't look for god like powers, but at least the low level spells should be decent for some cheap damage when you start to run low on magicka)

Also, there are 3 variations on magicka management overall, including dual cast potency/cost, in combat magicka regen, and cost scaling based on proficiency.

http://skyrimnexus.com/downloads/file.php?id=2275
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Sheila Esmailka
 
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Post » Fri Dec 16, 2011 1:51 am

So about TeleK.....
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lauraa
 
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Post » Fri Dec 16, 2011 5:19 am

only 2 of your ideas make sense to me tbh.
encants having more effect on cloth sound very good to me, considering mages are the ones who use gear enchants as the main provider of their casting.


Careful with that idea. If you can hit armor cap with alteration and get stronger enchant with clothes, you will just reverse the situation where now everyone wants clothes and alteration.

rest is just... bad... you can already reduce spell costs alot and increase mana pool alot... to remove perks and almost remove costs?... erhm... doesnt make sense... might aswell make a whole different and new magic system really.


The whole point is to keep magicka relevant, but also to keep the cost of spells reasonable so you don't run out of magicka with 2 casts. It's basically same as capping magicka reduction enchant to 95% so that it'll never be free to cast, but small enough to cast a lot before going out of magicka.

I'm not necessarily saying it's the best idea but the idea definitely makes sense.
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Adam Kriner
 
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Post » Fri Dec 16, 2011 12:16 am

in other schools however, there are a few important changes/fixes. but we are sticking to alteration right?


The mod has a seperate .esp for each school of magic. So far, I have destruction, and working on alteration now (since those seem to be complained about the most)
But eventually, I plan to address all of the magic schools.
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Noraima Vega
 
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Post » Thu Dec 15, 2011 3:19 pm

Well, I can offer my input, I guess.

I role play pure casters who wear only cloth (actually, I role play nature spirits who wear little if anything because wearing stuff interferes with nature power flows, but anyway... I want a yuki-onna mod! :) ) I currently have a Destruction/Alteration character on Master and don't have any problems (aside from the standard complaints about almost any game's so-called "higher" difficulty that really only changes health and damage which is not really a higher difficulty).

Many people do not want challenge in games and do not find challenge fun or enjoyable. For example, many people prefer narrative over challenge. Depends on the player.

I do not agree that Paralysis is OP, at least not any more than Impact in Destruction. However, it all depends on how you want to develop and play your character, again. Beth gives the ability to make these choices (even if they lack choices in character aesthetics).

Going back to the armor/cloth topic, my characters would never, ever wear armor. They simply won't. Even the very nice Eshme's Elven Armor in Oblivion's Eshme Female Body mod was something that just didn't fit my character concepts (even if I thought they looked nice). I used them a bit for leveling but nothing else.

For pure casters of any kind, the strategy will always be to avoid getting hit rather than reducing damage after being hit. This is even more true for pure casters than for thief/stealth type characters. In this line of thought, the primary point for pure casters is large damage, AoE, at range. Melee is almost always very bad news. :)

In the Magic school, Destruction. Illusion, and Conjuration are the offensive skills, while Alteration and Restoration are defensive/support skills. Enchanting is a general use skill just like Alchemy (for Stealth) and Smithing (for Warrior). It's more a matter of role playing a character concept than figuring out how to design game mechanics that apply to any and all concepts.
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Ashley Campos
 
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Post » Thu Dec 15, 2011 3:08 pm

Personally, the only thing that needs to change about it, I think, is that with the Mage Armor perk maxed, and the strongest flesh spell dualcasted should get you to the armor cap of 567.
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Dawn Farrell
 
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Post » Thu Dec 15, 2011 10:42 pm

Personally, the only thing that needs to change about it, I think, is that with the Mage Armor perk maxed, and the strongest flesh spell dualcasted should get you to the armor cap of 567.


It does through dragon skin, but it has hideously short duration of 30 seconds.
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sara OMAR
 
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Post » Thu Dec 15, 2011 10:37 pm

Another vote that paralysis is overpowered.

I do understand your concern about mods that feel like "cheats." There is nothing wrong with playing Skyrim unmodded, and I'm certainly not going to twist your arm and tell you that you have to play it my way. That said, I don't find cheating to be very fun - what's the point of a game without challenge? Certain aspects of Skyrim seem to push players towards certain play styles, and I would like more freedom to try different things without feeling like I'm "doing it wrong." Game designers don't always get it right - that's where the principles of design and refine based on playtesting come in.

Can you dual cast dragonhide? I thought master spells required both hands and cannot be dual cast.

I do appreciate the comments and suggestions, even if you don't intend to play the mod. Thanks!



no you cant dual cast dragonhide, I phrased it wrong, dual casting was ment for the other armors having longer duration being less of a problem, and stability for dragonhide to be used when cornered into melee lasting enough to withstand dmg.

I do use mods, if I find they dont go too far on the changes, you know? but I always make a playthrough as a class without them at least.
but most mods I checked out go too far on the "buffs", you know?
you planning to change paralysis? I would definetly cut the cost and duration drasticaly in a way that it wasnt so hard to even afford it casted before gear, rising all the way to high cost but instant dead mods with no dmg taken with gear.

while we are at it, some changes I would make overall in magic skills and perks;

Alteration:
-70-80 second duration for armors, 40 for dragonhide
-an extra perk point for mage armor to bring the total of 400 armor with ebony rank (more is too much tbh)
-if you could make telekenisis lift and throw "trap type" objects would be fun to throw boulders back at bandits and stuff lol since there arnt that many traps wouldnt be too over the top

Destruction:
-make the stagger perk a 50% chance (or less) like the arrow perk
-modify the dual cast multipliers to NOT make the spell LESS damage per mana efficient.
-can you make spells? master level spells that were not entirely situational aoes would be nice, the novice flames spell would be a nice one, since walls are expensive and enviromental kind of dmg dealing. (gief spellcrafting back >_< )

Illusion
-never like spells being capped by level of mobs, perks and ranks should change to reflect resit chances and/or duration

restoration
-wards should cost mana when hit not drain mana constantly, should also mitigate melee dmg rather than give armor, and drain mana per melee hit, do not know how much mana tho 0.5 mana per 1 damage point?

conjuration
no idea, dont like this school, prefer to stick to companions and heal them lol

Enchanting
-make twin souls only apply to cloth and jewelry (this way it gives a good reason to stick to cloth, and armor wearers can still get two enchants on every non armor item they use)
-make the perk that increases mana/stamina/health enchant strengh, give even more mana/staminahealth when applied to cloth items.
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Lawrence Armijo
 
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Post » Fri Dec 16, 2011 3:36 am

Well, I can offer my input, I guess.

I role play pure casters who wear only cloth (actually, I role play nature spirits who wear little if anything because wearing stuff interferes with nature power flows, but anyway... I want a yuki-onna mod! :) ) I currently have a Destruction/Alteration character on Master and don't have any problems (aside from the standard complaints about almost any game's so-called "higher" difficulty that really only changes health and damage which is not really a higher difficulty).

Many people do not want challenge in games and do not find challenge fun or enjoyable. For example, many people prefer narrative over challenge. Depends on the player.

I do not agree that Paralysis is OP, at least not any more than Impact in Destruction. However, it all depends on how you want to develop and play your character, again. Beth gives the ability to make these choices (even if they lack choices in character aesthetics).

Going back to the armor/cloth topic, my characters would never, ever wear armor. They simply won't. Even the very nice Eshme's Elven Armor in Oblivion's Eshme Female Body mod was something that just didn't fit my character concepts (even if I thought they looked nice). I used them a bit for leveling but nothing else.

For pure casters of any kind, the strategy will always be to avoid getting hit rather than reducing damage after being hit. This is even more true for pure casters than for thief/stealth type characters. In this line of thought, the primary point for pure casters is large damage, AoE, at range. Melee is almost always very bad news. :)

In the Magic school, Destruction. Illusion, and Conjuration are the offensive skills, while Alteration and Restoration are defensive/support skills. Enchanting is a general use skill just like Alchemy (for Stealth) and Smithing (for Warrior). It's more a matter of role playing a character concept than figuring out how to design game mechanics that apply to any and all concepts.


This post, while long and very informative about you, your character, your likes and dislikes, offers no suggestions or thoughts to the topic.
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Karen anwyn Green
 
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Post » Thu Dec 15, 2011 6:59 pm

Well, I can offer my input, I guess.

I role play pure casters who wear only cloth (actually, I role play nature spirits who wear little if anything because wearing stuff interferes with nature power flows, but anyway... I want a yuki-onna mod! :) ) I currently have a Destruction/Alteration character on Master and don't have any problems (aside from the standard complaints about almost any game's so-called "higher" difficulty that really only changes health and damage which is not really a higher difficulty).

Many people do not want challenge in games and do not find challenge fun or enjoyable. For example, many people prefer narrative over challenge. Depends on the player.

I do not agree that Paralysis is OP, at least not any more than Impact in Destruction. However, it all depends on how you want to develop and play your character, again. Beth gives the ability to make these choices (even if they lack choices in character aesthetics).

Going back to the armor/cloth topic, my characters would never, ever wear armor. They simply won't. Even the very nice Eshme's Elven Armor in Oblivion's Eshme Female Body mod was something that just didn't fit my character concepts (even if I thought they looked nice). I used them a bit for leveling but nothing else.

For pure casters of any kind, the strategy will always be to avoid getting hit rather than reducing damage after being hit. This is even more true for pure casters than for thief/stealth type characters. In this line of thought, the primary point for pure casters is large damage, AoE, at range. Melee is almost always very bad news. :)

In the Magic school, Destruction. Illusion, and Conjuration are the offensive skills, while Alteration and Restoration are defensive/support skills. Enchanting is a general use skill just like Alchemy (for Stealth) and Smithing (for Warrior). It's more a matter of role playing a character concept than figuring out how to design game mechanics that apply to any and all concepts.


First of all, I apologize. It was a bit narrow-minded of me to say that games need to be challenging to be fun. It would be truer to say "*I* enjoy a good challenge." I also enjoy a good story - but I don't think challenge and narrative have to be mutually exclusive. It's one of the reason I love games so much. :D

Thank you for the comments! I remember you from several years when I first discovered modding for Morrowind, and I'm glad to see you're still around. I know it's probably impossible to design game mechanics that apply to and and all concepts, but right now, it's a pretty fun challenge to see if I can create something that allows hundreds (even thousands - wow! @ the unique downloads already) of players to enjoy their play style a little more.
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Jaylene Brower
 
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Post » Thu Dec 15, 2011 6:42 pm

Restoration wards are fine for anyone that uses a brain. Just dont spam it needlessly.
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Life long Observer
 
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Post » Thu Dec 15, 2011 10:06 pm

Restoration wards are fine for anyone that uses a brain. Just dont spam it needlessly.



do you play on master? if so, I would welcome tips tbh.. I use them, and love them, but I find I dont use them nearly as much as I would like/could if they didnt constantly drain my mana regardless of if Im hit or not.
how do you use them? against enemy casters and melee contexts that is.
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Tyrel
 
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Post » Thu Dec 15, 2011 6:30 pm

no you cant dual cast dragonhide, I phrased it wrong, dual casting was ment for the other armors having longer duration being less of a problem, and stability for dragonhide to be used when cornered into melee lasting enough to withstand dmg.

I do use mods, if I find they dont go too far on the changes, you know? but I always make a playthrough as a class without them at least.
but most mods I checked out go too far on the "buffs", you know?
you planning to change paralysis? I would definetly cut the cost and duration drasticaly in a way that it wasnt so hard to even afford it casted before gear, rising all the way to high cost but instant dead mods with no dmg taken with gear.

while we are at it, some changes I would make overall in magic skills and perks;

Alteration:
-70-80 second duration for armors, 40 for dragonhide
-an extra perk point for mage armor to bring the total of 400 armor with ebony rank (more is too much tbh)
-if you could make telekenisis lift and throw "trap type" objects would be fun to throw boulders back at bandits and stuff lol since there arnt that many traps wouldnt be too over the top

Destruction:
-make the stagger perk a 50% chance (or less) like the arrow perk
-modify the dual cast multipliers to NOT make the spell LESS damage per mana efficient.
-can you make spells? master level spells that were not entirely situational aoes would be nice, the novice flames spell would be a nice one, since walls are expensive and enviromental kind of dmg dealing. (gief spellcrafting back >_< )

Illusion
-never like spells being capped by level of mobs, perks and ranks should change to reflect resit chances and/or duration

restoration
-wards should cost mana when hit not drain mana constantly, should also mitigate melee dmg rather than give armor, and drain mana per melee hit, do not know how much mana tho 0.5 mana per 1 damage point?

conjuration
no idea, dont like this school, prefer to stick to companions and heal them lol

Enchanting
-make twin souls only apply to cloth and jewelry (this way it gives a good reason to stick to cloth, and armor wearers can still get two enchants on every non armor item they use)
-make the perk that increases mana/stamina/health enchant strengh, give even more mana/staminahealth when applied to cloth items.


I like several of these suggestions. I'm still working on reducing the chance to impact on destruction spells. As is, the spells have a magic effect for the stagger with a magnitude of 0.25, which leads to believe it's supposed to stagger 25% of the time, but isn't working as intended for whatever reason. It's painfully difficult to figure out what exactly is going on from just studying the hex codes, so this one may be delayed until the creation kit is released. I'm also trying to figure out why some AOEs target companions, and others don't. I don't see any reason why it wouldn't be consistent. (Preferably, consistent in NOT attacking friendlies.)

I've already got destruction spells scaling as you level (novice spells will always be weakest/cheapest, and master spells will still be the most powerful/expensive, etc.), and adjusted dual casting (3 variations so you can pick the balance that "feels right").

Other schools will be coming in future updates.
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Shelby McDonald
 
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Post » Thu Dec 15, 2011 6:28 pm

Some suggestions for Alteration:


-Make DragonArmor spell a higher rank of the other armor spells (30-50 more armor than ebony?), so that it too benefits from Mage Armor. Not a flat 80% like it currently is. Thats just odd how they did that. Also increase duration OR reduce cast time.

-Significantly increase damage of dual-cast telekinesis to at-least HL2 Gravity gun levels of damage; while also reducing its magicka cost a bit.


Destruction:

-Reduce stagger chance to 50-60%

-Longer lasting cloaks

-Multiple runes

-Can still use a better scaling versions of older spells than your current ones. Proper scaled sprays at expert lvl of Destro should do higher damage, considering they are more of a risk to use due to no stagger and short-range. Needs more reward for the risk.



Conjuration:

-New summons, spectral form of every animal possible. thats alot of spells :) I actually think another mod has this, not sure.
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Noely Ulloa
 
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Post » Thu Dec 15, 2011 10:46 pm

I have been working on my magic balance manefesto. It matches up close to what you have done Mysty in your mod so far so it may be useful for you in the future. I am going to wait for the CK before I make my changes but if you happen to agree with my ideas maybe I dont have to do anything.

Anyway so here it is, I also have an excel sheet that works out the mana costs and damage per mana of the destruction spells to see how they balance at different levels.

What is broken or problematic?
1. Enchanting is able to drop a school’s mana cost to 0 without any perks invested in that school (destruction being the most abused)
2. Combat mana regen is so low that it worthless using enchants/standing stones/perks to increase mana regen.
3. Mana regen does not happen during casting or when holding a spell to cast.
4. Spell cost is too high for our mana pools even when you have 50% casting cost reduction
5. The only way to increase spell damage is to use potions or the 2 perks per damage type
6. Armor has no downsides except its weight and minor movement speed decrease
7. impact can stun lock 2 mobs (even bosses) with ease with most non master spells
8. master spells casting time would be fine for ranged spells or long duration spells, but most of the spells are close range and allow for interrupts thus making the master spells not worth the cost of casting them.
9. Each magic tree has weak perks that need to be buffed in order to players to pick them

What works, what to preserve?
? Perks are the cost of hybridization. Making a tank mage should cost a lot of perks to have high offense and high defense.
? Illusion perks are a hybrid spell school for stealthy play, great for crowd control
? Restoration perks are a hybrid spell school for paladin play , (heals, damage undead, heal stamina)
? Destruction perks need to compete with archery for damage per cast and damage per mana (without the enchanting/alchemy damage boosting crazyness)
? Conjuration seems to be well balanced for offense and defense versus mana cost, except for necromancy spells that are weaker and more complicated to use
? Alteration perks are a replacement for light or heavy armor for mages.
? Spell costs need to be high when they are unperked to prevent warrior or thief specialized toons to be able to cast spells like a specialized mage can
? Spell damage needs to be low when they are unperked to prevent warrior or thief specialized toons to be able to cast spells like a specialized mage can
? Unperked a mage should not be very good at armor or physical weapons.

Design goals:
? Destruction
o Most like archery but with dual bows!
o Pure base damage is fine as is, but damage per magicka is very low with current perks and combat mana regen. Requires extensive use of fortify destruction to reduce costs
o Defensive ability of stagger is to high, should be some defensive penalty for having 2 spells, much like dual wielding cant use a shield
? Alteration
o Most like light or heavy armor, some more active defensive tricks would be nice
? Conjuration
o Offense and defense via summons
? Illusion
o Crowd control and hybrid sneak
? Restoration
o Block (wards),
o Healing
o Undead control
o More passive defensive spells would be nice

How to change this:
Enchanting mana cost fix
1. fortify destruction, alteration, illusion, conjuration, restoration all must be nerfed hard as options to enchant on equipment or exist on random loot
a. By having 0 cost destruction spells, it allows the player to pick health over magika at level ups and thus make a tank mage with no effort.
b. There is a lot of random loot that has fortify (spell school on it) change the scale so the max enchant per piece tops out at 5% with 100 in enchanting and all perks (20% max from 4 pieces)
c. Add ability to enchant mana regen on amulets
d. Fortify restoration needs to be removed from potions to prevent infinite stacking (it effects fortify enchants for alchemy, smithing and enchanting)
Combat mana regen fix
2. The combat mana regen will be changed to 3% (same as out of combat regen). Stacking Mana regen will be the preferred method for fixing out of mana issues.
a. The goal here is to use up enchantment slots on equipment without making mana useless
b. The player will be rewarded by having a large mana pool at the cost of a smaller heath pool (as it should be)
c. Perks and standing stones to increase mana regen are great ways to solve mana issues at the cost of other more defensive options
Casting mana regen shut off
3. I doubt these will be fixable via the CK, the other changes will have to compensate
4. New spells that allow the mage to become safe for a short time and regen mana will be needed
Spell cost versus damage issue
5. The casting cost perks are there to force a mage to pick them to make spamming spells possible before OOM happens, but even with a 50% cost reduction the mana costs on most spells is excessive relative to the mana pools toons can have. (Damage bonus effects only work on destruction spells)
a. Novice perk – no change (50%) cost reduction of novice spells
b. Apprentice perk – 50% cost reduction of apprentice spells, 70% cost reduction of novice spells, novice spells get 50% damage increase
c. Adept perk – 50% cost reduction of adept spells, 70% cost reduction of apprentice spells, 75% cost reduction novice, apprentice spells get 50% damage increase, novice get 75%
d. Expert perk – 50% cost reduction of expert spells, 70% cost reduction of adept spells, 75% cost reduction of novice and apprentice spells, adept spells get 50% damage increase, apprentice get 75% and novice get 100%
e. Master perk – 50% cost reduction of master spells, 75% cost reduction of all other spells, 50% damage bonus expert, 75% adept, 100% apprentice, 125% novice
f. This should give a huge incentive for anybody wanting to cast magic to dive deep into the perk trees of any spell school they want to cast a lot
No way to increase spell damage
6. Add 6 more perk levels to the augment damage perks
a. This allows a mage to spend a lot of perks to ramp up a certain elemental type at the cost of other perk picks, this is what we want to give the player hard choices on how to make their toon, it also gives them something to spend at higher levels to ramp up damage.
b. Each perk level increases damage to that element by 25%, the max being 200%
c. Perk requirements are 65, 70, 75, 80, 85, 90 destruction
d. With damage increases from perks, dual casted single target expert spells should be competitive with fully perked archery + legendary deadric bow and arrows.
Armor has no downsides for a mage
7. Each of the 4 slots that has light or heavy armor increase spell costs by 25% for heavy and 20% for light
a. A full set of heavy armor will double your spell costs
b. This should be possible via scripting, on equip add an active effect to the player that increases spell cost for all the schools
Impact can stun lock bosses
8. Change to a 50% chance to stun like the bow’s version
Master spells svck
9. Revamp list of each master spell
a. Firestorm – reduce cast time to 1 second, change base spell cost to be damage/mana good relative to other spells (100 mana base cost)
b. Blizzard – reduce cast time to 1 second, change base spell cost to be damage/mana good relative to other spells (200 mana base cost)
c. Thunderstorm – reduce cast time to 1 second, to allow player to re-aim spell, change base spell cost to be damage/mana good relative to other spells (50 mana/sec base cost)
d. Dragonskin – this spell removes the need for the perks placed in mage armor. The mage armor perks are balanced around ebonyskins 100 AR. And thus giving capped resistance in one shot is not good. Instead this should give 80% fire resistance and 20% magic resistance for 120 seconds.
e. Mass paralysis – increase casting range to 50 feet instead of pbaoe
f. Conjuration – no change, perma summons is what I would expect from a master level spell
g. Bane of the undead – need to test
h. Guardian circle – need to test
i. Meridias light – need to test
Some perks svck
10. Revamp of perks (note all novice – master perks fixed above with casting cost issue), these changes are additions to what each perk does unless noted otherwise
a. Alteration dual casting – mage armor spells gain +50 AR when dual cast
b. Stability – instead of duration 50% changed to duration 100%, second level of stability added for another +100%
c. Mage armor – add 2 more levels 3.5 and 4.0 for 5 perks total, each level also increases armor up time by 50% for a total of 250% at level 5 (these uptime increases effect dragonskin)
d. Mystic binding – bound weapons duration is doubled
e. Soul stealer – bound weapons also have absorb health, stamina and magicka on them
f. Oblivion binding – bound weapons also have a chance to cast paralyze on target
g. Necromancy – duration is 10X instead of double (necromancy requires a corpse and thus should have some benefit over atronochs)
h. Dark souls – undead get 200 more hps instead of 100, also each undead gets ice cloak spell that they can recast when it wears off
i. Rune master – armor mana cost penalty for destruction spells removed, allowed to have 2 runes at once
j. Deep freeze – has a chance to paralyze no matter what the health level of the target is (10%)
k. Intense flames – on fire damage bonus is doubled
l. Fire, frost, storm enchanter – instead of 25% change to 100%
m. Animage – removes armor mana cost penalty for illusion spells
n. Restoration dual casting – removes armor mana cost penalty for restoration spells
o. Destruction dual casting – change mana cost from 2.8 to 2.5, change casting time to double single cast time
p. Deadly Aim sneak perk now also allows for x1.5 magic damage when sneaking for mage/thief hybrids


Hoped for effects of changes:

Mana usage in combat – the player now can see the value of increasing the mana total, and also increasing mana regen. Going out of mana during a fight should be rare if the player is able to fix the problem via mana regen enchants, a larger mana pool, investing in cost reduction perks, or crafting mana potions.

Destruction – scales with level better if you invest in perks to increase damage, boss/powerful mobs are no longer cake walks that require impact stun lock to win. Must now use other spell schools to give you defense.

Alteration – mage armors last longer with more perks invested in them, they also scale better to replicate the usefulness of the heavy or light armor perks.

Conjuration – minimal changes, this school was already well balanced, fixed some balance issues between undead and atronarchs.

Restoration – keeps its hybrid friendliness, but also allows magic users to use wards more like shields at the cost of dual casting

Illusion – keeps its hybrid friendliness, no real changes

Hybrids – still viable for example ignore the alteration school and pick heavy armor with destruction should yield you about the same amount of physical defense as just alteration.

New spells:
Perk level: novice = 1 (effect up to level 5) , apprentice = 2 (effect up to level 10) , adept = 3 (effect up to level 20), expert = 4 (effect up to level 30), master = 5(effect all)
Alteration
Active defense spells based on telekinetic powers (replicates long range block knockdown effects, no damage except possible fall damage)
? Telekinetic push – 50 foot range, speed of light, single shot able to push mobs based on perk level of alteration. (novice) perk level also increases distance thrown.
? Telekinetic pull – 50’ range able to pull mobs to you, line of sight only, paralyzes mob (while spell is channeled) based on perk level. Constant cast spell. (novice)
? Telekinetic wall – 8’x8’ wall placed like a summons, no objects or spells can pass through it. (adept) 15 second duration default
? Telekinetic bubble – 10’ radius bubble around the player that no object or spell can pass through it. (expert) 15 second duration default.
? Telekinetic burst – 10’ radius blast around the player that works like push, but AOE. (apprentice)
? Telekinetic singularity – 5’ diameter sphere range 50’ “summons” that casts telekinetic pull on all foes in range (master) Uses your perk level to determine paralyze effect like pull does.

Restoration
Ward changes to replicate block (minus all the knockbacks in block)
? Wards no longer cost magic to cast while channeled (like a shield does not cost stamina to hold it up), but each damage absorbed by the ward subtract from users mana pool.
? Wards no longer add to armor, but instead absorb the same amount of physical damage as they absorb magic damage.
? Amount of damage blocked is what counts for training restoration
Auras – passive defense (only 1 aura at a time), duration = 24 hours, all apprentice level spells, effect any friends in aura. Aura size = 5’ radius per perk level
? Aura of Akatosh – resist fire 10% per perk level
? Aura of Dibella – resist frost 10% per perk level
? Aura of Julianos - mana regen 20% per perk level + magicka + 20 per perk level
? Aura of Kynareth – health regen 5% per perk level + health + 20 per perk level
? Aura of Mara – fortify health 10 per perk level and resist magic. 5% per perk level
? Aura of Stendarr – stamina regen 20% per perk level and resist disease (100%)
? Aura of Zenithar – resist shock 10% per perk level
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu Dec 15, 2011 10:31 pm

Mephe those are amazing ideas. The only one i'd be on the fence about is the 200% damage increase for the elements, might seem a bit too much when also combined with the new damage multipliers with novice-master perks.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Fri Dec 16, 2011 12:15 am

Mephe those are amazing ideas. The only one i'd be on the fence about is the 200% damage increase for the elements, might seem a bit too much when also combined with the new damage multipliers with novice-master perks.


Thanks. I have an excell sheet that shows me all the values at various levels and it looks like its competitive with a fully perked archery legendary deadric bow if you use all the perks to amp up the damage. Playtesting is of course required to make sure my numbers match up with in game fun. But dumping 6 perks just to amp up your fire damage should give you a very noticable effect at high levels.

Hrm.. lets see how crappy this looks on the forums...

Spell	rank	mana base	mana rank 1	mana rank 2	mana rank 3	mana rank 4	mana rank 5	mana rank 5 +dual	mana dual + enchant	damage base	dam 1	dam 2	dam 3	dam 4	dam 5	dam max double	dam max single	dam per mana max double	dam per mana max singleflames	3	13	6.340504812	3.739778984	2.979810152	2.839674433	2.695710077	6.739275194	5.391420155	8	8	12	14	16	18	79.2	36	11.75200563	13.35455185firebolt	4	36	35.11664203	17.26051839	9.902138352	7.863713814	7.465043292	18.66260823	14.93008658	25	25	25	37.5	43.75	50	220	100	11.78827725	13.3957696firerune	4	207	201.9206917	99.24798072	56.93729552	45.21635443	42.92399893	107.3099973	85.84799785	50	50	50	75	87.5	100	440	200	4.100270348	4.659398122fireball	5	117	114.1290866	112.1933695	53.63658274	30.66848387	24.2613907	60.65347674	48.52278139	40	40	40	40	60	70	308	140	5.078027123	5.770485367incinerate	6	262	255.571117	251.2364343	240.2185415	114.4607233	54.32892618	135.8223154	108.6578524	60	60	60	60	60	90	396	180	2.915573915	3.313152176wall of fire	6	104	101.448077	99.72743956	95.35392487	45.43479092	21.56568062	53.91420155	43.13136124	50	50	50	50	50	75	330	150	6.120836264	6.955495755fire storm	7	100	97.54622787	95.89176881	91.68646622	87.37459793	41.47246273	NA	33.17797018	150	150	150	150	150	150	NA	300	NA	7.233715585lighting storm	7	50	48.77311394	47.94588441	45.84323311	43.68729896	20.73623137	NA	16.58898509	75	75	75	75	75	75	NA	150	NA	7.233715585blizzard	7	200	195.0924557	191.7835376	183.3729324	174.7491959	82.94492546	NA	66.35594037	200	200	200	200	200	200	NA	400	NA	4.822477057

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mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Thu Dec 15, 2011 9:47 pm

Instead of worrying about duration, make the alteration armor spells 'allocate' a set amount of mana (less with the right perk). You will never regen this mana unless you cast the spell again to dismiss it, but the spell wont end either.

This gets rid of the annoyance cost with another cost that is less irritating, but still has a cost. It would make running around with the master level spell equal to running around in full armor. But instead of perks spent to improve that, mana is semi-permanently spent to maintain it.

Something also has to be done about those aweful mage armor perks so they dont become obsolete when you become a master of the tree, thats just dumb. Perhaps make the 'invested mana cost' go way down for the master level spell if you have those perks or something.
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flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

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