[REL] Balanced Magic (thread 2)

Post » Sun May 27, 2012 6:13 pm

I'm playing with it right now, and it does seem a bit overpowered. I'm currently lvl 11, with the master esp and playing on master difficulty, and I'm killing everything fast!

EDIT: It seems I was using a Midas magic spell, which was quite overpowered. When I only used vanilla spells everything was fine.
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Stephanie Nieves
 
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Post » Sun May 27, 2012 6:54 am

Fantastic work! All your ideas seem well throughout and balanced.

I especially like the way you handled the shield spells, but I'm wondering if you have considered making more spells use magicka investment instead of a single cast. I was using a mod that did this before and loved they way i could keep mage light on constantly.
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chloe hampson
 
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Post » Sun May 27, 2012 9:05 am

How does the perk "Ward Absorb" work in this mod?
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Mimi BC
 
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Post » Sun May 27, 2012 8:59 am

For now, I haven't changed the Ward Absorb perk, so it effectively reduces the amount of magicka you lose each time the ward is hit. (IIRC, the perk absorbs 30% of the damage as magicka)
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Marta Wolko
 
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Post » Sun May 27, 2012 4:07 pm

Dont know if its possible to do, but changing Ward Absorb to Ward Reflect would be awesome. Chance to reflect offensive spell back to its caster, like in previous titles.
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michael flanigan
 
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Post » Sun May 27, 2012 3:42 pm

Dont know if its possible to do, but changing Ward Absorb to Ward Reflect would be awesome. Chance to reflect offensive spell back to its caster, like in previous titles.

If anything, I truly hope it's not like previous titles at all. In previous titles, if you triggered the 'reflect magicka' ability of a NPC, your own spell will instantly hit you 100% of the time. No way to dodge or fight back, you were simply doomed to eat your own spell.

If reflect magicka were to be inplemented, it should be like in 'Duke Patrick combat magic' mod (for Oblivion). The mechanic was like this: if you cast your ward just when an incoming spell is about to hit you, then the spell is redirected towards the original caster, who can either dodge it, block it with his own ward, or even send it back to you one more time. Now that was beautiful (and much less frustrating).
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Peter P Canning
 
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Post » Sun May 27, 2012 4:21 pm



If anything, I truly hope it's not like previous titles at all. In previous titles, if you triggered the 'reflect magicka' ability of a NPC, your own spell will instantly hit you 100% of the time. No way to dodge or fight back, you were simply doomed to eat your own spell.

If reflect magicka were to be inplemented, it should be like in 'Duke Patrick combat magic' mod (for Oblivion). The mechanic was like this: if you cast your ward just when an incoming spell is about to hit you, then the spell is redirected towards the original caster, who can either dodge it, block it with his own ward, or even send it back to you one more time. Now that was beautiful (and much less frustrating).

I second that one. While i like that idea of reflecting spells i hated how they didi it in previous games. The spell just appearing on you/hitting you automatically is a lame mechanic.
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jessica sonny
 
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Post » Sun May 27, 2012 4:40 am

Your mod cound do really well to make a player a real powerful mage.But,is there any possbile means to make mage-related npcs or creatures more powerful? I mean, a companion with 100 destruction skill level does no better than a maybe 50 destruction skill level companion,and when I get higher level ,the mage-related enemy is really a joke,even the dragons from "dealy dragons" only can make me laugh with his breath and spell.I thinik may be if you can find a way to increase the magic power attached to skill will banlance this issue,for player and npcs both get benefit from it and it is gradully getted. A silly idea and love your mod.
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Bambi
 
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Post » Sun May 27, 2012 5:44 pm

For now, I haven't changed the Ward Absorb perk, so it effectively reduces the amount of magicka you lose each time the ward is hit. (IIRC, the perk absorbs 30% of the damage as magicka)

Yup, I just tested it out last night, magicka cost for blocking atronach fireballs is reduced ~25%. I agree with the others above, a timed ward effect of some kind that was enhanced by "ward absorb" would be ideal. If it is a reflection, maybe a light stagger thrown in for good measure to the 1st Mage that fails to block a returned spell?

I love ALL of the changes of your magic mod btw. Your imagination is impressive, especially what you did with the other spells and perks of the restoration tree. It's really possible to be a classical cleric/paladin now. :)
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sharon
 
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Post » Sun May 27, 2012 8:05 pm

Mysty,

Thanks for the mod!

Can you create a version for the uncapper where magic skills can go over 100? Maybe more perks? It seems the spell cast cost reductions cap out so currently there is no benefit to using the uncapper.
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JLG
 
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Post » Sun May 27, 2012 12:57 pm

Any information on progress? I think I'll be making a new magic character soon and I'll be wanting to use this mod. :)
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Greg Swan
 
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Post » Sun May 27, 2012 2:11 pm

I apologize for the lack of recent updates; I spent a week in San Francisco for the Game Developers' Conference (which was awesome!) and came back home with the dreaded convention plague (which is definitely NOT awesome). Anyhow...

I've been following up on feedback from the latest beta, fixing bugs, tweaking values, and trying to figure out what people like and don't like about the newest changes. The next update should have those fixes and caps for all the fortify enchants (no more -100% casting cost). I still haven't gotten to illusion or conjuration, but I'm considering releasing 2.0 once I squish these bugs and leaving those 2 schools for versions 2.1 and 2.2. There are some significant changes between 1.3 and 2.0 and I'd like to get more people using the new version sooner. :)

Regarding spell reflection - I'm not sure if I can implement a volley as described, but that would look pretty cool. I'll see what I can figure out.

NPCs... are interesting. So, some of them have perks and get access to the same scaled up spells that the player does, while others just use the base version of the spell (unperked). In version 1.x, many of the high end spells were nerfed so all spells would scale up together, which caused the high level NPCs without perks to be weaker than they should've been (while those with the perks were definitely stronger than their vanilla counterparts). This was mostly because that version was built by editing hex values, and I couldn't see how NPCs were affected. I changed the way that spells scale in version 2.0, so that none of the spells are nerfed; NPCs without perks will be equivalent to vanilla, while NPCs with perks will be stronger. Ideally, I would love to go through the NPCs and ensure that all magic users have at least a few perks - but that's a very time consuming process and will probably have to wait for a later build. (Perks are listed in the lower half of the panel under the "spell list" tab for NPCs)

Let's see... uncapper. I haven't tested for uncapped skills, but since my calculations are multipliers based on skill level, it seems odd that they would suddenly stop working just because the skill level increases past 100? Hmmm...
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Elizabeth Davis
 
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Post » Sun May 27, 2012 6:52 pm

maybe the esp does not work with uncapper because it does not use the SKSE functions?
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JAY
 
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Post » Sun May 27, 2012 5:53 am

Ah, I haven't looked into SKSE at all.
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Nancy RIP
 
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Post » Sun May 27, 2012 5:20 pm

Given that Skyrim is Shalidor's birthplace, is it possible that we'll be able to see his signature spell, Shalidor's Mirror?
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James Hate
 
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Post » Sun May 27, 2012 11:25 am

Hey,
I've just started a new mage playthrough, and I find that against magical enemies, I'm being constantly staggered/my spell's being interrupted. Is this to do with your mod? I'm using the latest beta. I think it's just that a continuous cast spell is having a stagger effect, but it does make it impossible for me to fight back! Happens whether or not I try to ward, oh and the NPC was using both Frostbite and a staff of continuous lightning, I'm assuming Sparks but I'm not sure if that's the only one (I am low level, mind). Is this stagger effect supposed to happen? doesn't seem to when I use continuous spells on enemies! Or is it that staves have a different set of spells, and there's an erroneous stagger effect on there?
Thanks, and good luck with version 2.0!
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Svenja Hedrich
 
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Post » Sun May 27, 2012 4:54 pm

Hi there! Is this mod still being updated?
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Sammi Jones
 
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Post » Sun May 27, 2012 8:06 am

Hi everyone! My apologies for another hiatus - I didn't realize just how time consuming managing my own game studio would be. I've been trying to keep on top of the contract work we're getting, working with my team to finish our game in time for Dream Build Play, and speaking at various events. Just wanted to check in to let you know that I haven't dropped off the face of the earth or forgotten the mod. I will probably not get much chance to work on it until our game is released (HOPEFULLY by this time next month, but we technically have until Mid-June to make the submission for Dream Build Play) so all I can do is thank you for your continued support and patience, and let you know that I am receiving your messages/bug reports (THANK YOU!) and that I will come back and finish version 2.0 as soon as I can!
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CHangohh BOyy
 
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Post » Sun May 27, 2012 2:05 pm

any news mysty?
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Ross Thomas
 
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