yayswords wrote:I was wrong when I said Burning/Weakened/Poisoned will throw the numbers around a bit. Okay, it's true Poisoned will, but as I already posted, the added crit barely changes the balance at all so if it can go down in this or that fight that doesn't really matter either.
I haven't checked those yet, but I could probably just use fixed numbers. Even if I raised HP pools a bit as you noticed, a 2hp/turn damage is still noticeable
Troyen wrote:Something that's been an issue with mage spells in all the other RPGs is each element applies a specific debuff, and some are very much better than the others, namely Slowed and Shattered, because they benefit your entire team's offense (more attacks between enemy turns and more damage). If you're going with the same debuffs on the same elements, it would be neat if you can figure out some way to encourage casting multiple elements, so there is some variety in skill choices.
Yes, but I am not sure I want to include elemental attacks for Warrior/Thief, would look a bit strange. I am even considering removing the elemental aspect itself. So it's only about damage + effect.
I think it could be balanced this way, like:
- Fire = maybe higher hit damage, but then lower DoT
- Freeze = lower initial damage, but slow
- Poison = normal initial damage, but longer DoT
I had put Freeze for now in the combo skill exactly because of that, because the slow effect is very powerful, so I wanted it not to be available easily.
yayswords wrote:Strike Through doesn't agree with the new damage calculation.
Yes that's broken. I tried to make it ignore armor but would result in insane damage

so I think will change the texts saying it ignores 50% of armor value, that way shouldn't be too powerful.
yayswords wrote:I also had the idea that Burning does more damage, but it also damages anyone who tries to interact with the victim.
Hehe that would be fun to do.
I think anyway the balancing could be obtained like I said, tweaking the DoT length or effect itself. Another idea, using yaysword as base, is that every spell would have a counter-effect:
- Burning, burn anyone who uses melee
- Freeze, slow down but increase their armor (since they would be hard as ice

)
stuff like that, of course only for mage stuff. Poison would just do poison and nothing else.