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renke_
The first one would be actually a very nice addition - I just started a new game and my druid had only healing abilities. Instead of making 8 dng to the snow tiger it would be much more helpful if I prevented the beast to pounce once more. Yaysword somewhere wrote about the missing mana management abilities of the Druid - a second attack option for magicians targeting SP would be like mana management, but for the enemy :)
jack1974
Yes, I think would be a quick task to add this. Be warned though that even enemies could get it then :wink:
yayswords
Mana Burn wouldn't be a bad concept for a spell overall either way. But please fix Leap Attack before you build a new toy.
jack1974
Yes the problem is that the Leap Attack is a big bugged, because in theory you can't attack backrow with melee, so need to ask Anima since is a bit of hack.
yayswords
You could always make it deal some ludicrous % of damage as a band-aid fix. But don't write the % out or people will expect to oneshot the nearest galaxy if they could get it in the back row :P



Comparing it to Strike Through (takes over half a back row mob's health), which doesn't require a staggered target and puts a dent in the front row as well, I think Leap Attack needs to oneshot anything it hits that isn't Mormont. Frankly another band-aid fix would be to simply make it autokill any staggered non-boss back row target :P



Just in case it takes time to pull off the hack. Back row attacks are important.
jack1974
I'm tweaking Strikethrough though, is really too powerful, testing act 2 and you can kill the bowman on second row too easily. I'll only raise the cost though, so is still powerful but at least costs more.

Killing instantly ANY staggered non-boss in the back seems fun, I could raise the cost and do that :)
renke_
Killing instantly ANY staggered non-boss in the back seems fun


but take care of backline targets under guard - the frontrow guardian shouldn't be instakilled
jack1974
Yes, I think would calculate based on the actual target, so shouldn't be a problem :)
yayswords
Killing instantly ANY staggered non-boss in the back seems fun, I could raise the cost and do that :)

No, don't raise the cost. I'm just repeating myself but.



Strike Through: Takes ~3/5 the health of a back row mob, and some of the front row mob. No requirements.



Leap Attack needs to do enough damage to oneshot mobs in order to compete with Strike Through. It requires stagger, it doesn't hurt the front row. Making it automatically kill is no practical difference from how it should already work. Maybe if some powerful melee mob had been pushed to the back row it wouldn't do enough damage to oneshot that, but any staggered thief or mage should be doomed.



It is hopeless to fight the ratmen or Mormont if you can't bring down their back row mobs. I would be very eager to see anyone beat those encounters on nightmare now, at least in chapter one, by bringing down the front row.
yayswords
I am skeptical about Ward. And a little upset because I made a save on the level up where I picked the skill and then took so long to actually try it that it was a painful reload when I realized it sucks :P



The short delay is nice, the SP cost is low but still noticeable for the poor neanderthal ranger, but the skill point just isn't worth it. When I fight a mage throwing fireballs at me, I want something that keeps me somewhat safe from fireballs. 15% resistance doesn't do that. And at that point I don't really care that it's 15% resistance to all the stuff he doesn't cast as well. Maybe far down the road if my ranger can throw Guard all around and spam Taunt a bit and he's getting all the fireballs, then I might see it pay off, but for the ranger's benefit alone it sucks. Much better to just heal the damage and massacre the mage.



For my druid/hunter party both Mormont and the ratmen were narrow victories. With ranger/hunter Mormont will have to be done in chapter 3 it seems, but the ratmen weren't as exciting a victory. Still... Bleeding Strike x3 on one guy, there is just no response to that. He will not survive the battle.
jack1974
Yes ward bonus can be raised indeed, since is a timed skill in battle I can even raise the resistance to 75%. Will tweak that :)
yayswords
Maybe one approach could be, if possible to program: Blocks the next magic attack and raises resistance against its element by 75% for 5 turns. But probably with a delay increase. This way enemies could have it too without it being the godmode button vs. druids.
Legendzerox
One thing I think should be toned down is AOE skills. In Loren the Amazon Princess, I used Chambara cause she could hit everyone and deal massive amounts of damage.
jack1974
Maybe one approach could be, if possible to program: Blocks the next magic attack and raises resistance against its element by 75% for 5 turns. But probably with a delay increase. This way enemies could have it too without it being the godmode button vs. druids.

Not sure how hard it's to make, will need to consult with Anima again :wink:
One thing I think should be toned down is AOE skills. In Loren the Amazon Princess, I used Chambara cause she could hit everyone and deal massive amounts of damage.

They are weaker, I changed the old Fireball etc, but probably I forgot to lower some dark magic spells indeed. Will check now!
yayswords
I've figured sooo much out about the AI and its spells recently...



If you're looking over spells maybe consider the Regenerate the (nightmare) ratmen have. It heals them to full lol.



I also think you could look at Mormont's skellymage. As I recall those spells from Loren always hit the full row. I had to figure out, or remember perhaps, that the spells the ratman mage uses can't hit a whole row if there's no one in the middle, to beat them. But that's not a response that works at Mormont.



Also I take back anything I said about ratmen and not being an exciting victory, unless they somehow decided to be nice to me because I was stupid and picked Ward. After reloading and repicking and reaching them again they were twenty minutes of retries.
jack1974
I think difficulty is OK now, of course with Vaelis Leap attack fixed, battles can be easier. You still need to stagger a backrow enemy which isn't easy for some :)

I'll upload another version today with the changes, and the tents in the snow tile too :)
yayswords
I maintain that IP + Take Aim isn't generally a damage increase, but a different concern about Take Aim. If I use it on a row with both living and dead monsters, it affects them all. But if a monster dies with the debuff and gets resurrected, it's gone. Doesn't feel consistent.
jack1974
Well yes, all effects (except battlefield info) are gone when the target dies, don't want to change this because could lead to 312098 bugs later :)
yayswords
Ice Blast (single): 48

Fireball (row): 30, 29, 31



Almost no resistances involved. What gives?



My magic: 49

Targets: 12, 14, 12



I'm noticing almost no damage difference for the Ice Blast on targets with significantly higher magic score. On one with 38 magic the damage is 44-45.
jack1974
I was looking at resistances just now, there's definitely an impact since for example with Goblins or Ratmen that have higher magic they take less damage from spells, but I think the problem was that I put a damage reduction to the spells otherwise they were doing too much damage... need to tweak a bit, the problem is that works both for you and enemies (fear Mormont!)