With how good heavy armor is I think people will be willing to take the dex penalty,
Light armor: everyone except mages/alchemists that give two shits about dex
Heavy armor: mages/alchemists (lel i can sit there in my suit of armor and spam my big spells with zero penalty and no stun unlike literally every RPG made because only Devkitty would forget one of the BASIC rpg balance conventions)
Could you explain a bit more in detail?
Could you explain a bit more in detail?
Could you explain a bit more in detail?
Yea... you can walk past icebolts like nothing, thunderbolt included, and firebolt to a degree.
Thunder won't stun you, ice spear won't freeze you, even fireball won't knock you back.
I attacked Herro on test and he was already to instantly attack me back.
It's like having Morrighan's wings of eclipse on you, though you receive damage, you're pratically almost invulnerable to stun. Combine this with a shield, mana shield, or both... and you're a walking castle.
Though knockbacks induced by skills such as Crossbuster or Smash performs normally... though dunno why firebolt doesn't knock them back much.
Mages shouldn't wear heavy armor is what they are referring to I believe.
Mages shouldn't wear heavy armor is what they are referring to I believe.
With how good heavy armor is I think people will be willing to take the dex penalty,
What I'm assuming Perfectio means is, in most RPG's, mages are usually the ones stuck in clothing to compensate for their ridiculous damage potential which comes to shine at the end game. Here, they can have all the defensiveness that would normally be attributed to melee classes and keep their damage unchecked by Dexterity penalties and the like.
Oh I hope not. Maybe if the player is a Magic Knight, just maybe. But Mages in Heavy armor? They already have Mana Shield, why give them even more defense over players in the front lines, using melee. They should reduce the reliability of magic when wearing heavy armor more so than melee balance.
I'm not a mage so I don't really know how the formula works. Can someone explain to me how the the new formula is supposed to increase magic damage?
Using my limited and probably inaccurate understanding of magic, using the old formula, r1 thunder with 500 int would have 500 max damage since 500 int = 25 magic attack and 400 base max * 1.25 (since the old formula was based on %s) = 500. With the new formula, the max damage is still 500 with 500 int. You would have 100 mag attack and your max would be 400 + 100 = 500.