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November 27th, 2003, 08:12 PM
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Corporal
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Join Date: Nov 2003
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Really high magic levels
I once had a Pretender who had level 9 in everything (empowerment, baby!) and as high as level 17 or something in death magic. Would magic levels that go up this high add any benefits? You can cast everything on the spellbook at level 9, right? Did my level 17 death mage pretender had stronger spell effects/penetration, etc.?
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November 27th, 2003, 08:23 PM
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Corporal
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Re: Really high magic levels
read the instruction booklet.....you can never have high enough magic levels on your main commanders
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November 27th, 2003, 11:26 PM
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Major General
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Join Date: Aug 2000
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Re: Really high magic levels
You get higher penetration, less fatigue (marginally; since the formula is ((base fatigue / (extra levels + 1)) + spell-casting encumberance) really high levels make less and less difference), and some spells increase in area or number of effects e.g. Orb Lightning.
No ritual or battle spell requires more than level 9 in anything. Quite a few paths don't have level-9 requirements at all, if memory serves; there aren't that many except for Utterdark, Wish, Astral Nexus, Strands of Arcane Power.
If you're empowering that much, you're probably wasting gems that could more effectively be put into creating and unleashing pet Doom Horror commanders, because the empowerment costs just get extreme, or at a minimum in forging lots of tasty artifacts.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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November 28th, 2003, 12:18 AM
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Major General
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Re: Really high magic levels
Quote:
Originally posted by Taqwus:
If you're empowering that much, you're probably wasting gems that could more effectively be put into creating and unleashing pet Doom Horror commanders, because the empowerment costs just get extreme, or at a minimum in forging lots of tasty artifacts.
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Death 17 is crazy. You could have summoned tons of Revenants, and each turn, each could have summoned 10 skeletons, for a huge, supply-free undead army with those gems.
Not to imply that that's a good strategy, it's just one of thousands that would have been better=)
[ November 27, 2003, 22:19: Message edited by: Saber Cherry ]
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November 28th, 2003, 12:41 AM
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Corporal
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Re: Really high magic levels
I had every worthwhile artifacts already forged, LOL.
Quote:
Originally posted by Taqwus:
You get higher penetration, less fatigue (marginally; since the formula is ((base fatigue / (extra levels + 1)) + spell-casting encumberance) really high levels make less and less difference), and some spells increase in area or number of effects e.g. Orb Lightning.
No ritual or battle spell requires more than level 9 in anything. Quite a few paths don't have level-9 requirements at all, if memory serves; there aren't that many except for Utterdark, Wish, Astral Nexus, Strands of Arcane Power.
If you're empowering that much, you're probably wasting gems that could more effectively be put into creating and unleashing pet Doom Horror commanders, because the empowerment costs just get extreme, or at a minimum in forging lots of tasty artifacts.
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November 28th, 2003, 01:41 PM
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Lieutenant Colonel
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Join Date: Apr 2003
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Re: Really high magic levels
in SP we play for enjoyment (in MP too, but with optimization somehow)... If it please him to have level 99 in death, then why not
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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November 28th, 2003, 08:40 PM
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Major General
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Location: Georgia, USA
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Re: Really high magic levels
I agree completely with Pocus. The primary point of any game is to have fun. If it is more fun for somebody to spend their gems a certain way, how can anybody else really say they are wrong?
Some people can only have fun if they win, which seems sort of sad to me, but I wouldn't try and tell them they are actually wrong. Likewise, if I (or anyone else) am in the mood to play with a less-than-perfectly-optimized style and make it less likely I'll win, even though I'm enjoying myself in the process, then so what? There's no reason for anybody to play according to anybody else's tastes unless they want to.
That's why I like multiple set-up options, modding, and the rest. It gives people the freedom to play closer and closer to their own tastes as possible, as well as allowing variation and providing endurance to the game.
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November 28th, 2003, 11:02 PM
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National Security Advisor
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Re: Really high magic levels
Yep. This is a really fun game to play at a leisurely pace against the AI, indulging in eccentric exploration of the many arcane possibilities.
Another practical effect (unless I missed someone mentioning it) is the reduction of fatigue cost of spells that are lower than your level in their circle. I assume this continues for higher levels, so level 17 death would be able to cast death spells with very little fatigue cost. Since some spells have very high fatigue costs, this can turn them from one-shot spells to "cast over and over" spells.
This might also have been mentioned, but I think magic resistance of the target also goes down for over-powered casters.
PvK
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November 29th, 2003, 12:05 AM
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Captain
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Re: Really high magic levels
Quote:
Originally posted by PvK:
This might also have been mentioned, but I think magic resistance of the target also goes down for over-powered casters.
PvK
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It does. You also get half your magic score round down as an MR boost towards spells of the same path. So it is difficult to disintegrate a Lich.
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November 29th, 2003, 01:41 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Really high magic levels
Quote:
Originally posted by johan osterman:
You also get half your magic score round down as an MR boost towards spells of the same path.
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Wow, this is new. Thanks for the info.
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