Scale the power of Flames, Frostbite, Sparks to players leve

Post » Mon Jun 04, 2012 9:56 am

I don't know if the Spells should scale, but more powerful spells, that may use more Mana, should be available. I did not do much spell casting in Oblivion, but in Morrowind there were spells that were quite powerful but would also deplete huge reserves of Mana. But, a high level mage should have lots of Mana to use.
I like mid-range spells like frostbite flames and spark, but they re completely useless past a certain level I want to turn the flame on and watch things fall at me feet like i did early levels.
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Oceavision
 
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Post » Mon Jun 04, 2012 7:22 am

Scaling would make it too mana-efficient, but there should be higher-skill equivalents you can learn.

QFT
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Skrapp Stephens
 
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Post » Mon Jun 04, 2012 7:21 pm

How is the "weapon damage" to "stamina used" ratio handled in this game? Does swinging a weapon cost more stamina the better your weapon gets or the higher your skill gets? If not, why should the same be true for magic? Why should damage and cost both raise if the same is not true for melee?

I play a level 60 spellsword. I am forced to change how I use to play because of poor scaling. I can no longer dual wield magic and a sword because our mid-close range spells (flame, spark) are no longer useful. Instead my play style consist of duel wielding magic vs ranged and then duel wielding swords when the fight gets close. This is not how I want to play the game. I want to be able to always have a spell in my hand and change that spell based on the situation using my weapon as support.

Also the master level spells make me cry inside everytime I cast them. I do however love spaming lightning storm on dragons and laughing as they can no longer cast shouts on me (it seems like dragons use mana to shout and breath fire as spamming lightning storm will cause them to gasp and they will no longer be able to shout)
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Neil
 
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Post » Mon Jun 04, 2012 3:12 am

How is the "weapon damage" to "stamina used" ratio handled in this game? Does swinging a weapon cost more stamina the better your weapon gets

As a matter of fact, it does. Better weapons weight more, and heavier weapons use more stamina when performing power attacks.
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gemma
 
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Post » Mon Jun 04, 2012 8:04 am

I would have no qualms with destruction skill level affecting ONLY damage and leave cost up to enchants and other skills/perks.
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Anna Kyselova
 
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Post » Mon Jun 04, 2012 3:48 pm

As a matter of fact, it does. Better weapons weight more, and heavier weapons use more stamina when performing power attacks.

But is that change based only on weight? What about the extra damage gained from leveling the skill? Magic should have the same type of scaling without having to spend extra mana for extra damage.
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Ross Thomas
 
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Post » Mon Jun 04, 2012 9:15 am

I would have no qualms with destruction skill level affecting ONLY damage and leave cost up to enchants and other skills/perks.
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carla
 
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Post » Mon Jun 04, 2012 6:16 pm

I would have no qualms with destruction skill level affecting ONLY damage and leave cost up to enchants and other skills/perks.

I also would like + damage enchants, give players more options. Do you want to regen mana faster? Do you want cheaper spells? Or do you want your spells to do more damage (or last longer for schools like alteration)
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Fluffer
 
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Post » Mon Jun 04, 2012 7:06 am

But is that change based only on weight? What about the extra damage gained from leveling the skill? Magic should have the same type of scaling without having to spend extra mana for extra damage.

Why should it be the same?

One-Handed and Archery rely on skill level and damage perks as main sources of damage. That's because the base damage of weapons is low.
Destruction relies more on higher-level spells than skill level and perks. That's because the base damage of spells is high.

Imagine this: Halve all damage bonuses from One-Handed skill tree, but instead double base damage of all weapons. Effect - you're doing same damage, but the skill "plays" differently, as you need to focus more on finding new weapons than simply increasing the skill with your old ones.

And this is exactly how Destruction was designed - since spells don't have upgrades like weapons do, there's really no problem in swapping them with new ones - so there's less focus on skill level, and more focus on getting new stronger spells.

Different? Yes. Worse? No. Just different.
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Bambi
 
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Post » Mon Jun 04, 2012 9:07 am

It's getting harder to be a pure mage as I level up

Cheers
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Robyn Howlett
 
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Post » Mon Jun 04, 2012 7:21 pm

Why should it be the same?

One-Handed and Archery rely on skill level and damage perks as main sources of damage. That's because the base damage of weapons is low.
Destruction relies more on higher-level spells than skill level and perks. That's because the base damage of spells is high.

Imagine this: Halve all damage bonuses from One-Handed skill tree, but instead double base damage of all weapons. Effect - you're doing same damage, but the skill "plays" differently, as you need to focus more on finding new weapons than simply increasing the skill with your old ones.

And this is exactly how Destruction was designed - since spells don't have upgrades like weapons do, there's really no problem in swapping them with new ones - so there's less focus on skill level, and more focus on getting new stronger spells.

Different? Yes. Worse? No. Just different.
base sword damage 8 base magic damage 8
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Jaylene Brower
 
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Post » Mon Jun 04, 2012 3:45 pm

I don't know if the Spells should scale, but more powerful spells, that may use more Mana, should be available. I did not do much spell casting in Oblivion, but in Morrowind there were spells that were quite powerful but would also deplete huge reserves of Mana. But, a high level mage should have lots of Mana to use.
I would say that Morrowinds entire magic system is far better than Oblivion and Skyrim. I wish we could have had Morrowinds entire system here in Skyrim with the new spells that Skyrim introduced. Then we could have pretty and a far more versatile magic system.
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JaNnatul Naimah
 
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Post » Mon Jun 04, 2012 11:24 am

Why should it be the same?

One-Handed and Archery rely on skill level and damage perks as main sources of damage. That's because the base damage of weapons is low.
Destruction relies more on higher-level spells than skill level and perks. That's because the base damage of spells is high.

Imagine this: Halve all damage bonuses from One-Handed skill tree, but instead double base damage of all weapons. Effect - you're doing same damage, but the skill "plays" differently, as you need to focus more on finding new weapons than simply increasing the skill with your old ones.

And this is exactly how Destruction was designed - since spells don't have upgrades like weapons do, there's really no problem in swapping them with new ones - so there's less focus on skill level, and more focus on getting new stronger spells.

Different? Yes. Worse? No. Just different.

No its worse, relying on skill level is much better then having higher base damage. There are plenty of threads arguing why. This formula may work at lower levels but it doesnt at higher levels.
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Jhenna lee Lizama
 
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Post » Mon Jun 04, 2012 1:47 pm

base sword damage 8 base magic damage 8

Legendary Daedric Sword damage: 24
Incinerate damage: 60
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Bird
 
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Post » Mon Jun 04, 2012 6:38 am

base Iron sword 8 dmg Base flame spell 8 dmg.
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Becky Cox
 
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Post » Mon Jun 04, 2012 7:11 pm

Legendary Daedric Sword damage: 24
Incinerate damage: 60


Now compare the damage after skills and talents. Also remember that its the power attack damage that matters not the base attack damage. The damage of incinerate is only usable with mana, so its not fair to compare it to the damage a melee does without stamina
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Marion Geneste
 
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Post » Mon Jun 04, 2012 5:56 am

Except Flames is ranged and sets enemies on fire.
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Lauren Graves
 
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Post » Mon Jun 04, 2012 6:00 pm

Now compare the damage after skills and talents. Also remember that its the power attack damage that matters not the base attack damage. As the damage of incinerate is only usable with mana, so its not fair to compare it to the damage a melee does without stamina

With 100 One-handed and 5/5 in Armsman the damage triples. 3 * 24 = 72.
Of course listed damage for Incinerate was without perks as well, it should be 60 * 1.5 = 90. Plus 10 from Aspect of Terror from Illusion tree if you have it. Plus it can be dual-casted to stagger enemies. Plus it's ranged. Plus you can cast two at the same time.
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Samantha Pattison
 
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Post » Mon Jun 04, 2012 9:12 am

With 100 One-handed and 5/5 in Armsman the damage triples. 3 * 24 = 72.
Of course listed damage for Incinerate was without perks as well, it should be 60 * 1.5 = 90. Plus 10 from Aspect of Terror from Illusion tree if you have it. Plus it can be dual-casted to stagger enemies. Plus it's ranged. Plus you can cast two at the same time.
if you're going to use another tree (illusion) you may as well use crafting for the daedric sword. Before you know it, you're doing almost a thousand damge per power attack.
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Noely Ulloa
 
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Post » Mon Jun 04, 2012 12:41 pm

Give us back Spell Creation.

Problem solved.

You rushed it out the door to slip in before SWTOR, now finish the game.
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Chloe :)
 
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Post » Mon Jun 04, 2012 3:52 pm

I did count Smithing for the Daedric Sword, that's why it says Legendary. But thanks for reminding me that unlike One-handed, Two-handed and Archery Destruction doesn't need a maxed other skill to work.
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Eilidh Brian
 
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Post » Mon Jun 04, 2012 4:57 pm

I did count Smithing for the Daedric Sword, that's why it says Legendary. But thanks for reminding me that unlike One-handed, Two-handed and Archery Destruction doesn't need a maxed other skill to work.
Okay, how are you going to dual-cast incinerate without enchanting? Daedric sword, you run out of stamina, use regular attacks. Incinerate, you run out og magicka (which will happen ALOT if you don't use enchating) and you're screwed.

Also, look at http://forums.ukcs.net/gallery/albums/userpics/16203/normal_opsword.jpg.
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Emily Shackleton
 
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Post » Mon Jun 04, 2012 4:54 pm

With 100 One-handed and 5/5 in Armsman the damage triples. 3 * 24 = 72.
Of course listed damage for Incinerate was without perks as well, it should be 60 * 1.5 = 90. Plus 10 from Aspect of Terror from Illusion tree if you have it. Plus it can be dual-casted to stagger enemies. Plus it's ranged. Plus you can cast two at the same time.

Dual-casting is irrelevant as you can dual wield one handed weapons. Also I was under the impression that the bonus from a power attack doubles the current damage of the weapon not the original base damage of an unleveled unperked weapon? If so, then your math is wrong.
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Chica Cheve
 
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Post » Mon Jun 04, 2012 3:42 pm

Simply being able to create your own spells would solve most of my issues with the magic system.....
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Markie Mark
 
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Post » Mon Jun 04, 2012 4:38 pm

Give us back Spell Creation.

Problem solved.

You rushed it out the door to slip in before SWTOR, now finish the game.
A few parts of the game seem unfinished.

I wish they would add some more to the magic system especially spell creation.

More options is always a plus.
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Ben sutton
 
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