Fluxes of the global magic system

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Arman
Wizard
Posts: 771
Joined: 22 Sep 2014 13:15

Fluxes of the global magic system

Post by Arman » 08 Feb 2022 01:01

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Hi all,

As many spellcasters have observed, there have been a number of recent changes
to how the magic system works. The latest change - focused around the rollout
of global magic resistances - has caused a stir as it has considerably impacted
spell damage output.

I just want to reassure spellcasters that this is not the end state. The
updating of the magic system is an iterative process, and over the next few
weeks you will experience a rollercoaster of changes.

In hindsight I should have been clearer on this iterative process -
particularly what spellcasters could expect. I'll try and provide that clarity
for you now.


The first stage of the update to the magic system was bringing all guild
magical spells in to the new mana system. This system was a move from a static
mana cost to a dynamic mana cost, and has a greater focus on mana cost for
maintained spells, while a greatly decreased cost to instant cast spells.  This
stage also standardised the effectiveness and duration of spells based on the
spell's "class" (which is largely dictated by the type of spell and tax paid
for it).


The second stage of the update was to introduce spell enhancers. The
effectiveness of harms and heals in particular are now impacted by the items
spellcasters wield/hold - its 'spellpower' - in the same way melee guild
specials are impacted by the weapons they wield. That code is now live, and a
considerable number of items have been converted over to be spell enhancers.
This change will have impacts on all casters... for those that don't use
weapons or items that are enhancers will notice a reduction in their harms and
heals effectiveness. This is something magic guild members will need to be
mindful of as they will have to weigh up spellpower in their decision making
for equipment to use. It has come as a surprise to some layman magic guild
members... but just be aware spell enhancers are not restricted to your
traditional wands, staves, and daggers. Spell enhancers can be any weapon, so
worth appraising/divining existing items to see what may now have additional
utility to you.

I expect more items will be created or converted to support this new system.
Some magic guilds will have spells which allow them to draw on the magic power
of their wielded weapon and use that power as a spellpower proxy.


The third stage of the update was the introduction of global resistance. One of
the big issues with the old magic system was how spell damage scaled very
differently to the melee system. It had two main issues... the first was it
capped out at a certain stat value, so at some point a caster's stats played
less and less a role in the damage output. The second was magic had minimal
damage mitigation in the game that did not scale with the challenge. So coders
over time have attempted to resolve that issue with their own resistance values
for npcs... which have ultimately resulted in being a bit arbitrary, resulting
in areas unkillable by spellcasters.

So a global resistance system has been rolled out. Every living now has a
natural resistance to all magic types. For npcs this resistance will provide a
damage mitigation not dissimilar (although proportionally less) to their armour
value. This will have had a big impact on damage output of spell harms, and
will feel like a nerf.  Players will now have a base resistance to all magic
types also based on their armour value.  It won't be an effective replacement
to magic resistance equipment... we are talking about some mitigation vs no
mitigation... however it is an important inclusion prior to the fourth stage of
updates.


The fourth stage of updates is the next stage of updates to be rolled out, and
will involve rolling the white damage 'lost' through the casting process
directly in to harms and heals. To date that lost caid has been indirectly
added to a guild's maximum caid cap. We are scrapping that approach to magic
guild balancing and re-aligning those guilds so that they have the same combat
aid on their books as all other guild styles.

As the white hit damage component is a considerable proportion of a player's
total combat aid, this stage will feel like a considerable buff of all heals
and harms.


The fifth stage is a re-accounting of the allocation of spellcaster guilds
combat aid. Obviously, with the fourth stage spellcasters will be
double-dipping in to white-damage caid allocation. This will involve a tuning
of the caid allocated to heals and harms to an appropriate level mindful of the
resistance changes.  This is likely to involve weeks of updating and tinkering
to get it right... so your patience is appreciated as we do the fine tuning.


So that's our roadmap to the iterative updating of the magic system.  We are
taking player feedback as these iterations roll out so all players are welcome
to send those through to the AoB team, however I would just like to reiterate
that what you are experiencing now is not the end game for the magic system
changes... we have only just reached halftime.


Regards,

Arman Kharas (Arch of Balance)

kelrhys
Apprentice
Posts: 30
Joined: 10 May 2017 16:48

Re: Fluxes of the global magic system

Post by kelrhys » 08 Feb 2022 04:27

Arman,

Thank you for taking the time to share the roadmap, and the detailed explanation of the issues and planned resolution for resistances and white-damage. They reflect my experiences and concerns as a caster.

Very deeply appreciated!

Kelrhys

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gold bezie
Expert
Posts: 299
Joined: 16 Mar 2015 19:29

Re: Fluxes of the global magic system

Post by gold bezie » 08 Feb 2022 09:08

Hello Arman,

Excited to see where this will lead.
But also a bit worried for those monks who are in a layman guild that use spells.
As a minstrel ive noticed our songs are very weak now.
Do i need now both enhancers for my occupational guild as well as my layman guild?
And is that even possible? to wear this much enhancers that all work at the same time?

A bit confused.
Darkness cannot drive out darkness: only light can do that.

User avatar
Arman
Wizard
Posts: 771
Joined: 22 Sep 2014 13:15

Re: Fluxes of the global magic system

Post by Arman » 08 Feb 2022 10:47

gold bezie wrote:
08 Feb 2022 09:08
Hello Arman,

Excited to see where this will lead.
But also a bit worried for those monks who are in a layman guild that use spells.
As a minstrel ive noticed our songs are very weak now.
Do i need now both enhancers for my occupational guild as well as my layman guild?
And is that even possible? to wear this much enhancers that all work at the same time?

A bit confused.
Treat magic enhancers as you would any equipment required as a layman. A gladiator who joined AA would need to consider as part of his gear mix whether he wanted to go axe/club or axe/shield? I imagine you'd need to also consider how enhancers would fit in to your mix. There are a lot of holdables that don't impact unarmed that provide spell enhancement. And some of the magic guilds - minstrels included - will be getting spells will allow for self-spell enhancement based on magic equipment already on hand.

Right now things are in a state of flux. As flagged, what you would have recently experienced was stage 3 (the worst of times). Don't read too much in to what you have experienced recently.

Today we have moved in to stage 4. Heals and harms should be much more powerful if the changes are working as intended. Too powerful in fact. So spellcasters will have a very brief period of more caid than they should have in their heals and harms while we look at refining guild spell caid down to a more appropriate level (Enjoy responsibly until then). If you are not finding yourself experiencing such a power shift in your spells, please mail the AoB team with your experience and we'll investigate.

Next step is going to take more time... stage 5, the fine tuning of magic guilds.

Cheers,
A.K

Drazson
Titan
Posts: 499
Joined: 24 Jan 2016 21:27

Re: Fluxes of the global magic system

Post by Drazson » 08 Feb 2022 16:21

Hello Arman,

And thank you for the roadmap and clean information! :)

I understand it should be in the bottom of the priority list, and rightfully so, but I wanted to ask how layman magic guilds are considered. While OCC SoHM is defined by being a caster and thus will have to deal with their enhancer setup just like a melee will with weapons, layman casters can be mainly defined by their OCC which can be melee.
In that case, said weapons and even shields are required to use special abilities leaving no room for enhancers, potentially. Will laymans be considered in terms of being able to use at least some solid enhancer according to their skills despite, for example, having to go club/shield due to occ?

Danke!

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Arman
Wizard
Posts: 771
Joined: 22 Sep 2014 13:15

Re: Fluxes of the global magic system

Post by Arman » 09 Feb 2022 01:48

Drazson wrote:
08 Feb 2022 16:21
Hello Arman,

And thank you for the roadmap and clean information! :)

I understand it should be in the bottom of the priority list, and rightfully so, but I wanted to ask how layman magic guilds are considered. While OCC SoHM is defined by being a caster and thus will have to deal with their enhancer setup just like a melee will with weapons, layman casters can be mainly defined by their OCC which can be melee.
In that case, said weapons and even shields are required to use special abilities leaving no room for enhancers, potentially. Will laymans be considered in terms of being able to use at least some solid enhancer according to their skills despite, for example, having to go club/shield due to occ?

Danke!
Hi Drazson,

We've been cross-purposing a number of existing weapons across the spectrum of types to take into consideration layman casters. So you will find a number of swords, axes, clubs, daggers, bows, and polearms provide spell enhancement along with their other abilities.

Spell enhancers will be expanded upon over time, no doubt with some thematically tailored to particular layman classes (I think Tapakah was talking about a holdable lightning-enhanced lute called 'the ax' for minstrels ;) ).

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