Oh look its happening again (seriously why only me)
manâs not wrong here
@Vetex While youâre around, whatâs your plan for the scaling of magic size (and magic speed, casting speed, etc)?
You changed it to be ânot linearâ in v1.1, but it seems very close to being linear - extrapolating it, weâll be seeing at least +500% by endgame. Is that right?
if you mean the fandom wiki then
a lot and i mean A LOT of info there is outdated or incorrect
Fandom wiki is right about that.
Also itâs not that bad these days. TGR gave it a good opportunity to catch up.
Maybe bursting should go up to 400 as 20%, then the other one should be 10% or lower (and every other stat aswell)
Thing is, Bursting and Explosive donât give +% magic size. They give +magic size.
A single max level bursting enchantment is +100 magic size, so thatâs +33% magic size, not +20%.
If vetex is measuring the enchantments at level 500 it makes sense (thatâs +20%), but it seems like an odd place to measure from, and thatâs not how enchantments work anyway (two burstings at level 500 would add up to +33%).
Oh I see what you mean alright.
Ignoring the arguement I have no idea about with the alt and smart people I think ima go Paladin or Warlock, Dextietry and Magic stats mainly unless strength also boost melee magic attacks which idk if itâs still planned
:LETSFUCKINGGOOOO: (keymarks)
Holy shit this is a lot to unpack.
Almost getting me to stop dickriding Deepwoken.
ew.
Why does it matter, if its an issue in 2+ years when weâre actually at endgame obviously Iâll nerf it. Donât see why anyone would care or worry about that right now
If the scaling wasnât supposed to be future proof, why didnât we make it good for the present?
Dull amulets are giving like +12% improvements - even with all the nerfs a power amulet is around +20%.
Repeatedly rebalancing the scaling to be balanced at the current level cap is an option, but why do that and have an overcomplicated and opaque system for the scaling?
Because who cares. Iâm not gonna stress and lose sleep over the fact that scaling is gonna be busted in 2 years in my game. I can fix it when it becomes a problem, thereâs zero reason to worry about it now
Thatâs good wisdom, sir Vetex.
I can see that this system isnât going to stick around for 2 years - my question is why is it so garbage now?
All you did was an overcomplicated way of increasing the multiplier to 0.4% per point.
All you needed to do was increase it to 0.7% or 0.8% instead. Itâs temporary anyway, there was no need to balance for level 250. Thatâs months, if not years away.
Fixing future problems in the future is fine, but why do we have this weird system that fails to plan for the future or fix the problems we have now?
The increase in those stats isnât linear, it uses a system that increases less the more points there are so that their effects can be visible at lower levels. I intentionally scaled it the way it is now so that they are noticable at these levels, and when the time comes to where they are a bit op, I will scale them back a bit. Would you rather have people crying about how stats are useless now, or crying about how they will be busted years in the future (like youâre doing)? The answer is easy. Again, Iâm not going to bust my ass spending ages thinking of a new formula for them because theyâll be busted in the future, itâs easy to just adjust the current formula and fix it when needed. Just sounds like youâre really nitpicking at this non-issue
Since weâre on the topic, what is the formula?
I can get why you call magic size a hassle in the future
But why magic speed? Theres literally nothing wrong with that. If youre for example a gold main who doesnt care much about investing in power or defense and instead wants faster blasts than magic speed is your go to. (Magic speed doesnt scale with levels). And please dont repeat the example of a scroller. Armour enchantments are a way better way to balance this.
This is a valid point. Tho its easily fixable by for example having magic speed gear cap out and stop existing past a certain level range. I fully trust vetex to find a way to fix this.
Certain magics could have a magic speed multiplier. So say for example light gains a smaller % boost with magic speed than iron. Again vetex is smart enough to find a way to fix this if/when it becomes a problem.
I know all of this. Thing is this doesnt easily apply to magic speed. How the hell do you want to balance this. Give gold less power for more speed on the scroller? That makes each magic even less unique too.
Balancing them out with armours is just way better since with armours youre still changing the stats of the magic while losing power/defence or any other stat. This keeps the magic more unique too since you would have to put some effort into changing its stats
Also im in school rn so i might not respond to you that fast