Currently there is a large disparity between PURE Mage player (INT based damage) and Pure footies (STR based damage)
The Disparity is the gap of dmg Between melee AND ranged combat.
A pure strength build gains BOTH melee and ranged damage availability based off of Strength both MELEE and RANGED damage is increased by a LARGE amount due to the strength stat alone.
Comparing that to a pure intelligence build.
Intelligence gains OK damage for RANGED only , you could argue by saying "what about dex mages?!" to which i would say that is not a pure mage , that's a hybrid.
(yes i said OK damage because a mage can be hit for well over 140 damage by melee , there's no need to get into the "Well you cant block ecumenical" argument a mage cant block while casting either.)
My solution to fix this disparity would be to making a SECONDARY skill and 2 SPELLs which has the ECUMENICAL MAGIC SCHOOL as its parent and are in the ECUMENICAL spell category.
Requiring you to have 100 ecumenical Skill to begin leveling and to train it to 100.
Requiring Unarmed Brawling skill as parent as well.
(This Removes the necessity for a character that has no use for strength to be forced to take is for low damage melee weapons , Allowing them to do melee dmg based off of INT/PSYCH). (must not use dexterity as damage amplification)
2 spells which would be in the spell book when purchased off the NPC , this is important because we want everyone to be able to farm as a pure mage a be able to feel they have fit the role of mage as they see it. (this is one of the reasons people want staff magic so badly and i think would be similar but based off maces)
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Spell #1
-User casts Spell on self (ONLY SELFCAST)
-Spell Presents as Duration buff Similar to that of Magic Reflect (Cannot be removed by purify) , every time a player swings and connects with either a hit or a parry a small -amount of mana is used Mana is gained off a successful riposte and has possibility to weakspot (ONLY WHEN RIPOSTE)
-Spell increase melee damage based off of a calculation of INT/PSY/pierce/blunt
-Spell Has moderate to high damage as it will need to have 100 in skill to be fully efficient similar to Mounted Magery and mounted combat.
-should use ecumenical reagents that are on the higher end of cost like Cuprum and Coal.
It is my belief that this spell will allow people who wish to play with a pure mage character fantasy able to do so without having to develop the STAFF MAGIC school at this time and WILL deliver more fluid gameplay to those mages who wish to be able to Utilize combat maneuvering which is currently only the case while in combat mode resulting in pure mages who are also able to utilize the 10% movement speed buff from this skill.
Currently a hybrid mage has to arm and rearm weapon to cast effectively having to stay out of combat mode while trying to kite and cast spells. you will often see mages arm a dagger just to get the extra movement speed which is counter intuitive and makes mage combat feel "Clunky". with the recent improvement to walking while casting I believe this would go a LONG way to improve player experience.
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Spell #2
-User Casts Spell On Self (ONLY SELFCAST)
-Spell Presents as Duration buff Similar to that of magic Reflect (Cannot be removed by purify) , every time a player makes a successful parry a small amount of mana is restored. IF a player successfully parries a RIPOSTE the damage is mitigated to the casting player and a small to moderate percentage of that Melee Damage is reflected back to the enemy. based off of INT/PSY/Blocking Skill
-Spell Mitigates Melee Damage similar to a conventional shield however its use is mana based and drains mana while held the same as a normal shield would to stamina.
-Spell needs to be reliant on unarmed blocking /Blocking /Ecumenical skill parent.
-Should use higher end reagents to cast.
It is my belief that this will make for a more fluid combat scenario in all situations and increase the fluidity for PURE MAGE combat drastically. It is based off Risk/Reward as a mage with not enough mana regeneration due to high armor weight would fail to use this properly. therefore a mage has to have a high level of risk to use this spell efficiently and will most likely be used as a last resort instead of being forced to pull out a dagger or noob sword which does nothing for a PURE MAGE.
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The Disparity is the gap of dmg Between melee AND ranged combat.
A pure strength build gains BOTH melee and ranged damage availability based off of Strength both MELEE and RANGED damage is increased by a LARGE amount due to the strength stat alone.
Comparing that to a pure intelligence build.
Intelligence gains OK damage for RANGED only , you could argue by saying "what about dex mages?!" to which i would say that is not a pure mage , that's a hybrid.
(yes i said OK damage because a mage can be hit for well over 140 damage by melee , there's no need to get into the "Well you cant block ecumenical" argument a mage cant block while casting either.)
My solution to fix this disparity would be to making a SECONDARY skill and 2 SPELLs which has the ECUMENICAL MAGIC SCHOOL as its parent and are in the ECUMENICAL spell category.
Requiring you to have 100 ecumenical Skill to begin leveling and to train it to 100.
Requiring Unarmed Brawling skill as parent as well.
(This Removes the necessity for a character that has no use for strength to be forced to take is for low damage melee weapons , Allowing them to do melee dmg based off of INT/PSYCH). (must not use dexterity as damage amplification)
2 spells which would be in the spell book when purchased off the NPC , this is important because we want everyone to be able to farm as a pure mage a be able to feel they have fit the role of mage as they see it. (this is one of the reasons people want staff magic so badly and i think would be similar but based off maces)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Spell #1
-User casts Spell on self (ONLY SELFCAST)
-Spell Presents as Duration buff Similar to that of Magic Reflect (Cannot be removed by purify) , every time a player swings and connects with either a hit or a parry a small -amount of mana is used Mana is gained off a successful riposte and has possibility to weakspot (ONLY WHEN RIPOSTE)
-Spell increase melee damage based off of a calculation of INT/PSY/pierce/blunt
-Spell Has moderate to high damage as it will need to have 100 in skill to be fully efficient similar to Mounted Magery and mounted combat.
-should use ecumenical reagents that are on the higher end of cost like Cuprum and Coal.
It is my belief that this spell will allow people who wish to play with a pure mage character fantasy able to do so without having to develop the STAFF MAGIC school at this time and WILL deliver more fluid gameplay to those mages who wish to be able to Utilize combat maneuvering which is currently only the case while in combat mode resulting in pure mages who are also able to utilize the 10% movement speed buff from this skill.
Currently a hybrid mage has to arm and rearm weapon to cast effectively having to stay out of combat mode while trying to kite and cast spells. you will often see mages arm a dagger just to get the extra movement speed which is counter intuitive and makes mage combat feel "Clunky". with the recent improvement to walking while casting I believe this would go a LONG way to improve player experience.
___________________________________________________________________________________________________________________________________________________________________________________
Spell #2
-User Casts Spell On Self (ONLY SELFCAST)
-Spell Presents as Duration buff Similar to that of magic Reflect (Cannot be removed by purify) , every time a player makes a successful parry a small amount of mana is restored. IF a player successfully parries a RIPOSTE the damage is mitigated to the casting player and a small to moderate percentage of that Melee Damage is reflected back to the enemy. based off of INT/PSY/Blocking Skill
-Spell Mitigates Melee Damage similar to a conventional shield however its use is mana based and drains mana while held the same as a normal shield would to stamina.
-Spell needs to be reliant on unarmed blocking /Blocking /Ecumenical skill parent.
-Should use higher end reagents to cast.
It is my belief that this will make for a more fluid combat scenario in all situations and increase the fluidity for PURE MAGE combat drastically. It is based off Risk/Reward as a mage with not enough mana regeneration due to high armor weight would fail to use this properly. therefore a mage has to have a high level of risk to use this spell efficiently and will most likely be used as a last resort instead of being forced to pull out a dagger or noob sword which does nothing for a PURE MAGE.
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