[quote name='john.moonsugar' date='31 July 2010 - 03:49 AM' timestamp='1280569790' post='16222672']
I don't know if it will answer your question, but here is a good thread to read:
http://www.mwmythicmods.com/Archives/Mods/Balancing%20Spells.htm
Check out what Wakim has to say in posts 817621 and 818693. The problem has been at least known since the early days, but I didn't really read far enough to tell if they balanced it somehow.
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Wow thank you for finding that! As far as I have read it seems that Wakim had found what needed to be changed but lacked the tools.
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The real solution to this problem is hard coding. My recommendations are simple and easily coded. They are:
1) Add the spell casting animation to effects cast through enchanted items. This prevents both Uzi-like spamming of enchanted effects and the ability to enhance one's intelligence into the thousands in order to be able to enchant anything to its highest value. The spell casting animation duration means that items cannot be effectively created that boost one's intelligence 100 points for 3 sec, and then stacking them through the time stopping device of the inventory menu. Each enchanted item cast would cost about 1 second, capping artificial intelligence fortifying to about 300. This stops the worst cases of the most powerful (and unbalancing) player enchanted items.
2) Change the coded value that reduces the "spell cost" value of enchanted effects to be significantly less than normally cast spells. There is no valid reason why the same spell should cost 1/3 more to cast than to enchant. If anything, it could be argued that it should be the other way around.
3) Change the formula for charge use reduction based on enchanting skill. I suspect that currently the formula is:
Charge Cost = (Spell Effect Cost x (110 - Enchant Skill))/100
If this formula is worth saving, then change it to:
Charge Cost = (Spell Effect Cost x (150 - Enchant Skill))/100
This would make enchanted spell effect's charge cost 1.4 times the spell effects actual value at skill level 10, the spell effects actual value at skill level 50, and half its value at skill level 100. [/quote]
Is anyone aware of any tools that would allow fiddling around with adding a enchant casting animation or maybe the ability to change the charge cost formula? I have managed to change the enchantment cost to be higher but at the same time it raises spell costs to almost uncastable levels, so that's not the solution I would prefer. If anyone knows of how to apply any of the above changes I'd be very interested in hearing from you!