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Is magic resistances chance to hit on enchant too high?
Yes 48%  48%  [ 13 ]
No 52%  52%  [ 14 ]
Total votes : 27
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 Post subject: Regarding Magic Resistance
PostPosted: Thu Apr 10, 2008 1:17 am 
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I'm going to start by saying unless you enchant a lot, or have someone enchant a lot for you and know how enchanting works please do not read any further or even bother commenting. I'm not trying to be snooty I'm just trying to get opinions from people who know what they're talking
about.


I am writing this thread because as someone who enchants *a lot* I find myself getting extremely frustrated with how common the "magic resistance" enchantment is. I don't think many classes use it because it renders useful spells completely useless. You resist friendly wands, staves, vials, scrolls, spells in general, and even scripted items.

I'm gonna cut to the point I think the magic resistance enchantment has a far too high chance to hit while enchanting. I get twice as many great MR items than great MP items. Other than maybe sorcerors and necromancers this stat is absolutely useless to most classes yet its one of the most common enchants. Why is this? Does anyone else see a problem with this or am I being unreasonable in my frustration?

I'm really pushing for the chance of hitting magic resistance while enchanting to be lowered not only because its almost cruel how often it hits, but because most classes in this game want nothing to do with it. Any feedback and opinions are most welcome. Thanks for your time.


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PostPosted: Thu Apr 10, 2008 2:41 am 
This has recently been discussed, and it boils down to "no one gives a #(*&@ you whiny [REDACTED] of a caster."

Thought I'd save you some trouble. Sorry.


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PostPosted: Thu Apr 10, 2008 2:44 am 
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Over the time of playing and enchanting, for both myself and others, I have come to an observation: Some players either will play prepared, or they just won't, and it doesn't matter how much encouragement or discouragement they receive.

Let's take that a step further. Some player characters either will take the time to enchant, and these characters are often the ones that excel in the player versus player field, eventually gaining that wholly fearsome suit of armor... or for many reasons, some player characters just don't take the time to get those enchants done.

To those who enchant, 14 art already has a great deal of trouble. Any class with enchanted reaching weaponry will often tear through a casters' defenses before any real effective spell would land. To those that don't take the time for enchantments, well, 0 art have been and will work just fine on them.

What's the point? Point being, if magic resistance is tweaked too much, then those who already excel in SK will just do even better. One could argue that if enchanting wasn't so time consuming, maybe more people will take time to enchant then - this is true.


I voted yes. It could be tweaked slightly so that magic resistance happens less often, but it does have its place in SK, and not referring to the get lots of magic resistance route.

I think this time-consuming problem can be looked at in a different way. The suggestions that I can think of are:

1. Allow 'bless' to be cast on objects, and objects with bless are less prone to blow up, but not take more enchants.

2. Implement a new stat that is the polar-opposite of art. Casters that train this new stat would excel at defensive spells, enchant included.

3. Specialization in SK, sorcerer can become mage, or become enchanter. (Not going to happen, you say!)

4. At staff's discretion, please add more equipment in SK that decreases magic resistance. Perhaps by quest reward method and so on.


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PostPosted: Thu Apr 10, 2008 7:44 am 
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MR has always been the red-headed step child of enchanting, save some specific cases. I've played an enchanter myself, and I don't see much of a problem with it.


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PostPosted: Thu Apr 10, 2008 8:12 am 
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Location: Under my covers... sleeping
I voted yes, but now that I think about it, Min does have a point...

sleeper


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PostPosted: Thu Apr 10, 2008 8:23 am 
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I don't like Min's idea of a new stat, as casters already strip bare to get art. I do like the idea of specialization in your craft and having it open new doors at Master, Champ and GM levels.


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PostPosted: Thu Apr 10, 2008 9:48 am 
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Put a strict cap on items - 4 enchants per item at GM and allow the caster to choose which enchants he wants.


The only reason the enchant system is random is because there is no strict cap on the number of enchants you can have. Put a cap and you don't need the randomness.

Does the game really benefit from having certain elite players decked out in immune suits? It takes more than an RP'ed relationship to convince someone to spend 20+ real life hours of mindless enchanting for your mercenary.


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PostPosted: Thu Apr 10, 2008 9:52 am 
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Minette's on a roll.

MR pisses me off.


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PostPosted: Thu Apr 10, 2008 10:57 am 
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theDrifter wrote:
Put a strict cap on items - 4 enchants per item at GM and allow the caster to choose which enchants he wants.


That would really swing the pendulum more in favor of melee than it already is. For reasons you listed below, most warriors settle for great MP on all their armor and that's about it. They take considerably reduced damage from spells, but they still get hit. This change wouldn't really hurt them much at all. The classes this would hurt are the casters, who can actually make themselves relatively immune to magic if they put in a significant amount of time. They need that relative immunity, because they are as hell aren't immune to melee damage. A giant throwing rocks hits my gnome sorc for like 35% a throw. :| If casters could just be destroyed by spells as easily as melee there wouldn't be much of a point.

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Does the game really benefit from having certain elite players decked out in immune suits? It takes more than an RP'ed relationship to convince someone to spend 20+ real life hours of mindless enchanting for your mercenary.


Which is a good thing, in my opinion. The more completely magic resistant melee classes you see running around in SK, the more obsolete non-healer spellcasters become.

Now, I disagree'd with Ilky's previous thread on a suggested change to enchanting, because I thought it was to far of a shift in one direction. I could -possibly- agree with reducing the amount of time MR is enchanted, very slightly. Because as Demon_SK brought up, it is an enchant that very, very few classes are interested in, in many cases, it's actually a harmful enchantment to have on armor.

As someone whose spent literally hundreds of hours enchanting, it's fairly obvious that MR and MP are the two most common enchantments, with both having a roughly equal chance when compared to each other to be enchanted on armor. After that, I'd have to say Willpower/Fortitude make up the second teir with both of those being enchanted relatively equally. Reflex I'm sure most everyone will agree is the hardest enchant to recieve.

So if something were implemented to reduce MR's chance to land, I'd say at most drop it into the Fort/Willpower chance to hit. Because classes like Necromancers can still find it highly useful, furthermore it -is- a check to enchanting. It's sort of a balancing factor that prevents just everyone in the mud from getting an amazing suit of armor in just two or three hours enchanting. If the chance to land MR is reduced to much, say down to the level of reflex, putting 10 enchants of MP/Will/Fort/Reflex with 0 MR on any given item wouldn't take more than two or three tries.

I know MR is a hassle, and a [REDACTED] to keep enchanting on items you don't want it on. I probably know as well as anyone, and certainly better than most, but it really is a balancing factor for enchanting.


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PostPosted: Thu Apr 10, 2008 11:08 am 
I'm pretty sure the only reason MR happens so frequently is that it's a check against enchanting a super suit. If someone really wanted a MR suit, I think it'd be a lot easier to just go grab a suit of the tons and tons of pieces that already come with greater MR.


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