Suggestion for proper IW10 staff potency.
Elemental ConversionSo, I was taking a look at my character stats while waiting for the next Random Encounter, and I see this while scrolling down:
Spell Damage Bonus
0.0 % fire
0.0 % cold
26.4 % elec
27.2 % wind
0.0 % holy
383.5 % dark
My thought process then goes: "Well, I don't even use elec and wind spells as a dark mage, so that feels like a waste."
Even in the forge upgrade window, the Wind and Elec spell upgrades feel like cluttering the screen, so wouldn't it be awesome if they actually mattered?
I suggest that upon reaching IW10 on a staff, the spell damage bonuses start affecting a single element based on the staff prefix, while still remaining present as they are, but affected by the new
Elemental Conversion potency.
Here's an example.
Let's say I wish to play as a Cold Mage, and IW my
Legendary Arctic Willow Staff of Destruction to IW10.
Upon reaching IW10, the Staff would get a "Cold Conversion" instead of Hollowforged, so while Elec, Wind and Dark would still remain present in the staff as they are, they would count towards additional Elemental damage bonus in the magic damage formula, so even upgrading them in the forge would be good improvements.
Of course, there could be something like a divider present to not make this too overpower, like (Elec + Wind + Dark)/3 in this case, behaving more like a simple bonus that you can work towards even after maxing out your main Cold bonus damage, not simply going straight for DD perks.
Then, what about the ethereal prefix?
Maybe it could just become Magic Conversion, adding the Physical Damage to the Magic Damage formula in a similar fashion, so mages would be left with choosing between additional spell damage bonus or raw magic damage bonus.
This change should give a decent improvement to mages, actually desiring an IW10 staff for a reaosn other than renaming it, besides making it so Fire and Cold mages have a better time by getting better staff options to choose from.
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Now then, to not leave melee out of the question.
I'm bringing back the suggestion to improve a weapon's
Elemental Strikes damage based on the player's proficiency.
I had previously suggested such a thing, but my way of doing things meant that a player needed to play as a mage first in order to be as effective as possible as a melee, making me cringe now when thinking about it.
So, now that players get some free proficiency from every Down of a New Day, making moving to a different playstyle much less painful, it should be interesting to bring back this suggestion.
Like in the case of staffs mentioned above, melee might have this thing showing in their statistics, even while they don't use any offensive spells. Here's my magic attack due to investing in Int for more spirit, besides Wis for more resist:
Magical Attack
1060 magic base damage
Worst of all, even when a new player finally gets a "magic weapon" to play with, from what I believe, as there isn't much info about it on the wiki, they have to settle down with only a
fixed damage bonus with every attack.
It's necessary to keep in mind that most players already take for granted using a prefixed IW10 weapon as the norm, but it should still be a huge deal when changing from a non-prefixed average to a prefixed superior, going from a simple "
swordsman" to a "
magic swordsman".
Unfortunately, what currently matters most on a melee weapon is getting the void strike, and when taking a look
on this post, it's much easier to see the discrepancy in damage that comes from the weapon's Elemental Strike.
So, on to the
suggestion!
Elemental strikes could behave in the following way:
(Current Static Damage + Magic Base Damage) x Proficiency Modifier x Spell Damage Modifier
This way, raising elemental proficiency, which should
also naturally be granted while dealing the specific elemental damage, would become a natural improvement to a player's damage.
Likewise, with the spell damage bonus from the prefix entering into the scene, upgrading the element spell damage should become something useful instead of pointless clutter in the upgrade screen.
Besides being an improvement to a player's progress, it should also change the huge discrepancy between ethereal and elemental weapons, with maybe 1H and DW players favoring elemental more, while 2H and Niten go for Ethereal main hand weapons to avoid the burden.