Mage gameplay feedback

Post » Thu Dec 08, 2011 2:53 am

Well I know WHERE to get them. I just won't. I don't kill gentle Mammoths. :P

Funny, I was thinking of buying them from merchants that stock them since level 1 or so. Even the Whiterun local general store had some at times and the mages in the game more often than not stock them, sometimes multiples.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Thu Dec 08, 2011 1:34 pm

Mmmm... I think you don't understand the impact this has... Specially as you:



Do you realize that by having to chain cast anything you don't regenerate any mana because of this? Have you seen what happens with a Physical fighter and their stamina bar?

Why an archer can permanently arm his bow waiting for you to appear and do not pay any price? Why NPC mages can hold a spell forever waiting for you to show your face and then keep fighting normally with a full mana bar you have to drain again?

Do you use staves? Why not?

Why you need to "chain stun" when you have an Elemental descriptor that slows down enemies? Maybe because it doesn't slow them enough?


I think you don't get the point of my proposal... OFC you can do things... The issue is that you have to do them using a tiny fraction of the magical repertory offered and, in the process, you make obsolete the rest of your skills/spells/perks. This doesn't happen on a physical adventurer.


Why don't you try giving a counter point instead of saying "you don't understand because you don't agree"? Magicka isn't an issue, it never was and it never will be. Damage scaling is the one and only major problem with Mages.

As for your "accurate tests" they are certainly wrong. People have tested it with the developer console. Dual Casting does do more damage, about 25%, but loses roughly 33% Magicka to damage ratio. Infact it may even be 40% Magicka to damage ratio. I can't seem to find the post with the numbers.

Regardless it's been proven that Dual Casting does need improving. The only reason to Dual Cast at the moment is to make use of Impact.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Thu Dec 08, 2011 4:05 am

Magicka isn't an issue, it never was and it never will be.


Mmmm... Interesting that you refuse to answer any of my questions... I will do it for you then.

All the above actions are free to do (substitute stave attacks by "weapon" normal attacks) for a stamina user. Free in the sense that they recharge stamina while doing them...

...That's the key concept. The issue is that ppl has got used to the "effective mana regen" triggered by the "mana freeze". That's why it's not strange that they think mana regen "doesn't matter in combat"... OFC it does not, because under common use it's 0. That's why they are forced to focus on just 1 trait... Mana discount.

Regarding the direct meaning of your phrase... Well, I just take it as "chest beating", because if you label something that lacking of prevents you to do anything as a Mage as "will never matter" is like saying that HP doesn't matter at all either.


As for your "accurate tests" they are certainly wrong. People have tested it with the developer console. Dual Casting does do more damage, about 25%, but loses roughly 33% Magicka to damage ratio. Infact it may even be 40% Magicka to damage ratio. I can't seem to find the post with the numbers.


That explains why my tests show it... If you spend your entire mana bar using dual casts firebolts compared to spamming a single firebolt, by the time your mana bar is spent you do slightly less damage by DUAL casting than by spamming (I attributed this to the slight mana recharges that happen between "spell arms", which are more often when single spamming). I used my Housecarl as target to check the final resulting HP to simmulate what happens on the real fight... When you chain spells and "translate" mana to damage.

Can you link me to the thread were they detail how to use the console to get numerical combat feedback? I'm not only interested in this but on checking wards and how physical weapon stats are translated to final damage...

...After my experience with Fallout 3 "console havoc" I even unbind the activation key to not accidentally type something I later regret.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Previous

Return to V - Skyrim