MAG DEF

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Icarus

Torn between Scylla and Charybdis
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... is pretty much useless in the Mage tunnels now. I've raised my MAG DEF to 100, and the Dragon Breath attack still does about fifty damage when the user's MAG is only 60. Can this be fixed?
 
Well the spell's min is 80. This is presenting an issue then. Which is making me believe spells will be getting too overpowered. Wonder if lowering min would help. The problem is that when mages begin to use these spells. They are offered at end of tunnel, mages could get overpowered as well.

Min should be lowered on all the spells in the store.
 
I'm talking about the spell that the Cursed Dragons use.
 
Dragon Breath? Its base damage must be very high then.
 
Oh wait. I got another option. Noticed the spell is level 10 on the lowest dragon. WOnder if lowering the monster's spell level would help.
 
That might be it... but the base power is most likely the problem. It does wicked damage even when my MAG DEF is almost double the dragon's MAG.
 
that dragon spell isn't so great for us user. it cost a lot and it only hit for like 150 for me anyway while all the other spell usually hit for 200 and this is on those bombs and wolves. but the lowering mdef is pretty good
 
A spell as annoying as that would be awesome to buy and master.
 
that dragon spell isn't so great for us user. it cost a lot and it only hit for like 150 for me anyway while all the other spell usually hit for 200 and this is on those bombs and wolves. but the lowering mdef is pretty good

Thats because the elementals have a min of 140. Which is entirely too high. RPG Inferno does have a serious issue with mage then. I saw that one battle and you guys are hitting over 100 regularly which does not seem right either. Something is not right here. I am lucky if I hit over 100. But then I only have a 90 str too. My max hit is only 166.
 
I would like to point out that magic spells cost MP to cast... and in the case of the more powerful ones, it takes a lot even when fully leveled.

but if MaG def isn't working as it should, that is gonna cause a bit of a problem.

Personally I think Mages are pretty balanced... but if Mag Def isn't working THATS when they're going to become overpowered.
 
Well, I lowered the min on the Dragon Breath and Freeze. Also lowered the min on the spells in the stores. If this causes serious issues, the spells can always be adjusted.

These spells have a low MP cost when maxed.
 
Actually, I disagree with Lindsey (sooowiiieee Mistress :sad3:) . The amount of damage a warrior deals in the game is affected by four factors: the strength of the attacking warrior, the defense of the target, the dex of the warrior vs. the eva of the target, and the equipment both the warrior and the target possess. For a magical spell to deal damage, the only factors that affect are the MAG of the attacking caster, the Mag DEF of the target, and the base stats of the spell (which can go beyond the limits if the MAX level is set too high).

In the warrior's scenario, we must deal against factors that can be easily countered seeing it is way easier to equip a stronger armour than focusing points on Mag DEF. Based on previous experiences AS a Director, we've (we being the team I had at the moment and myself) stumbled with the problem that eventually mages become overpowered. I remember TheUnforgiven, one of the few pure mages of the old games. He had over 2000 MP, mastered every spell out there, and managed to take chunks of damage away from a monster with 250,000 HP.

Sure most of us can counter the offensive of the mages with more HP, but considering that most restorative options (the potions and cure at this point) restore a max of 40-70 HP while mages you have spells that secure a 100+ damage, there is a gap of 30 damage points left hanging in the air. You can keep a very long fight but a quick thinking mind would realize you are only delaying the inevitable: the mage will win no matter what.

I fought once against Adamant, and the max damage I could deal him was 350 (summing all my attacks) before I realized that healing was pointless. Not only he had more MAG than the average (at LV 25), but he also had several points located in his DEF stat plus a great set of armour made from mage components.

So yes, mage spells should be seriously put on check or else you risk of sending all the balance of this game down to hell. My suggestion would be to take note of the max damage of the average warrior, and use that for the settings of the mage spell.

For example, if the average warrior hits 130 damage, the mage spell should deal 20 points lower, let's say, 110, seeing it only has to compete against MAG DEF (which most of us will have low seeing we must focus on our own class stats) while warriors must take in mind their target's armour, def stats and eva.

Also, note that restoration spells should not miss, at all. While playing other RPG in various consoles, I've never seen a restore spell that misses. Sure Cure/Cura spell should restore more than potions, but potions cost gil and we have a limit of use, spells cost MP, but seeing we have like 12 potions to carry, you pretty much get the idea. :wacky:
 
i just think its gonna be impossible to make all the classes balance. if we lower mages spell damage so warrior and mage class be balance in a pvp battle, then mages will be at a disadvantage in a regular battle against monster. since warrior don't need mp to cause damage while mage do. and if the damage is not high enough then the mage can't do anything. now especially that we have to actually go through each area to reach the end will be lucky to still have enough mp to beat the boss

if the spell damage is reduce, the mp cost should be reduce as well
 
There appears to be potions in the shop at the Warrior Temple that restore 50% HP, that is definitely an improvement, it will restore 250 of my HP now, and 300 when I increase my HP by 100 when I hit Level 35. ;)
 
Well, Mages have close to that, with a 40% restoration potion as well as a 150 MP potion.
 
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