Shattered Kingdoms

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 Post subject: End Game Resistances
PostPosted: Mon Dec 02, 2019 11:56 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
How about we fix end game monster resistance so that magic users can feel useful on trips?


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 Post subject: Re: End Game Resistances
PostPosted: Mon Dec 02, 2019 10:57 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
What do you propose? Ensure every end-game mister isn’t resistant to one specific magical damage type? Something different?


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 Post subject: Re: End Game Resistances
PostPosted: Tue Dec 03, 2019 10:25 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
With a 14 art sorc I can cast my entire mana pool and not petrify these monsters, there is something wrong with that. These insane resistances should be boss only monsters. Debuffs and spells should be useful in all areas.


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 Post subject: Re: End Game Resistances
PostPosted: Tue Dec 03, 2019 11:10 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
That’s valid. So it isn’t even the bosses that you’re upset about. It’s all the npc’s on the way. Makes sense.
There should at least be one spell for every class that does damage to creatures innend game areas. Would you settle for vulnerability to magic missile? Lulz


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 Post subject: Re: End Game Resistances
PostPosted: Fri Dec 06, 2019 12:54 am 
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Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
Different endgame monsters have different saves for different types of spells, because they have different attributes. As per the help file, fortitude is linked to constitution, reflex is linked to dexterity, and willpower is linked to wisdom. I'm not going to pretend that makes sorcerers as fun on PvE trips as other classes, but you may find monsters that are hard to petrify are easier to sleep, acid blast, or color spray. I'm aware those don't always work, but in some cases they do and will get better results than petrification. I've added more wands and staves sorcerers can use to spam damage spells or healing spells. It's something, at least.

It is also harder to petrify things that can fury. As per the help file, fury improves fortitude and willpower, and I can tell you the save bonus from fury is no joke. If you are fighting something of endgame type status, such as a Fytrysk or a dragon or one of the various daemons in the Wastelands like a kemmlarr or lion-headed leaper, and it furies, you're going to have to get lucky to petrify it. If it doesn't, and you have maximum art, it should not take anywhere near your whole mana pool to succeed, unless you get very unlucky.

Also, you can expect for there to be no changes coming to this anytime soon. Dulrik's time for code updates is limited. Please just try to enjoy SK as is, at least in terms of code updates of this nature.


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