INT Scaling on Magic

Status
Not open for further replies.

MolagAmur

Well-known member
Jul 15, 2020
796
975
93
So everyone who has played Mortal Online knows how Intelligence scaling worked. At 60 INT you do the same damage/healing as a full mage that had 90ish INT. Once you hit I think 110+ you start to see noticeable increases. Here is a graph of someone who tried to test INT scaling without understanding how it currently works....



1614756816193.png
(source for data : @Kaemik)


Looking at this, you can see how a new player can be confused and feel like Intelligence as a stat is broken and pointless. There was no change at all from 50 to 80 INT whatsoever. So the fix for this is rather simple according to Evelyn and I tend to agree. All you have to do is split the damage difference from 60 to 130+ and either add thresholds or give it a curve.

Here is a very rough example because I don't want to do math right now.

Lets say at 60 INT Thunderlash does 30 damage. And at 130 INT Thunderlash does 70 damage.

Example:
25 INT - 10 damage
50 INT - 25 damage
60 INT - 30 damage
70 INT - 35 damage
80 INT - 40 damage
90 INT - 45 damage
100 INT- 50 damage
110 INT- 55 damage
120 INT- 60 damage
130 INT- 70 damage


You could also do the curve system where numbers change point for point, but I think a threshold would probably be easier to do. Anyway, this would allow a bit more variety in builds and give pure mages a bit of an advantage in the magic schools over hybrids, which is how it should be. I also want to stress that I don't think simply lowering base damage of spells and making Intelligence scale better would be a good way to do it, as it would kill hybrid and paladin builds.
 
Last edited:

Piet

Well-known member
May 28, 2020
462
284
63
the noticeable increases after 110 is at 138 you can deal 15 more damage. does roughly 60 instead of 45 for flame strike.
 

Evelyn

Well-known member
Jan 6, 2021
511
919
93
the noticeable increases after 110 is at 138 you can deal 15 more damage. does roughly 60 instead of 45 for flame strike.
1614759147706.png

It's more than 60. But yes Molag puts the words together the way I wanted to express it. Damage caps should stay where they are, there needs to be a variance between min and max. It should not be min OR max, that limits players and makes INT not meaningful like other stats are.
 

Piet

Well-known member
May 28, 2020
462
284
63
How much psy did Malathion have? I noticed roughly an average of 60 when fighting all day with probably more psy.
 

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
I am finishing up the spreadsheet since I know it's not a waste of time. It should be done in an hour or two. Testing 120 ATM
 
  • Love
Reactions: Piet

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
@MolagAmur - Anyone is welcome to source any of my spreadsheets that I've made public. But please do credit me with them somewhere in the post if you're starting a new topic.
 

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
One thing I would say is that I tested 3 different spells for a reason. I think it would be very reasonable to make some spells scale more than others. For instance, if healing spells capped or hit a threshold within hybrid level int while flamestrike and thunderlash favor high intelligence characters much more strongly... that would make a huge amount of sense to me.

Not every spell need follow the same curve.
 
  • Like
Reactions: KermyWormy

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
Please post when finished.

The categories I put in before I finished. Scaling the int as far as it can possibly go and then delevling psyche since the clade gifts I needed for int brought it up to 53. After I test at that threshold I will post.
 

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
unknown.png


Going to make a 10 int character and test at some point. If it's consistent with 50 then no adjustments needed. If it's not then... guess I have a lot more testing. :p
 

Piet

Well-known member
May 28, 2020
462
284
63
Looks like my random rough estimate of 60 was correct. Thank you very much for your time and effort.
 

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
Looks like my random rough estimate of 60 was correct. Thank you very much for your time and effort.

There are screenshots of people hitting 77 but given this character was maximum possible int I'm guessing that may be based on the fact that I was casting it on myself at 50 psyche. About to run some similar tests from 50-140 psyche and then backtrack both tests to 10 (Impossible to do on the builds I used with all their fat old men bonuses)
 

Rhias

Well-known member
May 28, 2020
1,142
1,330
113
There are screenshots of people hitting 77 but given this character was maximum possible int I'm guessing that may be based on the fact that I was casting it on myself at 50 psyche. About to run some similar tests from 50-140 psyche and then backtrack both tests to 10 (Impossible to do on the builds I used with all their fat old men bonuses)

The 77 damage was a mind hit. And when you cast on yourself you don't get mind hits, right?
 

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
Not a single one. Is "Mind hit" like a crit or something?
 

Rhias

Well-known member
May 28, 2020
1,142
1,330
113
Not a single one. Is "Mind hit" like a crit or something?
It's basically the equivalent of melee combat head hit.
It is triggered when you aim at the head of a player and it does more damage than a normal body hit.
 
  • Like
Reactions: Xunila

Evelyn

Well-known member
Jan 6, 2021
511
919
93
unknown.png


Going to make a 10 int character and test at some point. If it's consistent with 50 then no adjustments needed. If it's not then... guess I have a lot more testing. :p
So far this perfectly displays the point, thanks for doing that. The entire range between 50 and 100 is complete bunk and shafts anyone that doesn't want to play an ancient blubbermage. There's no meaningful difference in the performance a hybrid who took mage for lols and a full mage, and it shouldn't be that way.
 

lord_yoshi

Member
Oct 3, 2020
86
92
18
So far this perfectly displays the point, thanks for doing that. The entire range between 50 and 100 is complete bunk and shafts anyone that doesn't want to play an ancient blubbermage. There's no meaningful difference in the performance a hybrid who took mage for lols and a full mage, and it shouldn't be that way.
More mana, more bonus magic skill points, maybe more mana regen (didn't test but was that way in MO1). Magic requires several hundred primary points as well (Mental Training, Mental Offense, the magic school) unless you want to only cast weaker versions of the most basic spells a few times. So no, there are very meaningful differences between their performances.

This testing method is flawed because the impact of psy on the damage calculation isn't tested. For example, is 100 int the point where damage starts to increase, or is it psy * 2? Unless you test it, you won't know, and for anyone using this data without considering the flaws, they're going to be disappointed. I did notice after posting this that you were going to test psy. so this is more to point it out for other people.
 

Evelyn

Well-known member
Jan 6, 2021
511
919
93
And when are those other schools of magic going to arrive? The better side of 2023? Skill points isn't a valid argument. You will have enough active skill points for all the magic schools if you want to have them.
 

Kaemik

Well-known member
Nov 28, 2020
1,755
1,217
113
1614815520375.png

We'll know what psyche does soon enough but you tests things 1 variable at a time or else the results are indecipherable.

It's also "flawed" because there could be a curve between 10 and 50. Fatmages start with 45 and have the highest maximums so those will have to be tested on separate characters.
 
Status
Not open for further replies.