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Old August 17th, 2007, 08:17 PM
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Default Re: Mod Balance Guide, Magic Paths

What era is this supposed to be in? I'm gonna assume mid.

Max paths are: F3D4S1E1A1, occasionally more.

Compare to MA Marignon: F3S3A1E1, rarely more.

So you've 2 path points on Marignon, more if you're lucky. Call that 10 points for you.
Marignon's F2 anywhere-guy is only 150 gold instead of 220 gold. He's also a passable communion slave. I'd say that's a point for Marignon.
Marignon can mindhunt. With a 1/40 S4 they can build RoS and then RoW - you need a 1/30 E2 *and* a 1/20 S2 to even equal his astral 3. That's 2 points for Marignon.
OTOH, the extra path you've given yourself is death. Not only can every tom, dick and harry talk to the dead, you can also make skull mentors and death boost items. Gotta be worth 4 points.
You've got the highly useful SD combo. Not on your spammables, but still. That's worth a point for you.

The Witch Hunter has a RE of 500 * 1.75 / 150 = 5.83.
Your Sorcerer has a RE of 600 / 220 = 2.73.
That's 9 points for Marignon.

So 10 - 1 - 3 + 4 - 9 = +2. I'd say your nation has very slightly better magic than MA Marignon, overall. Which is about the same thing I would've said without all that math that cancels out .
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