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  #1  
Old April 6th, 2004, 08:07 AM

Jasper Jasper is offline
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Default Re: The next patch

Quote:
Originally posted by Zapmeister:
Why do the magic paths need to be balanced? If water is seen to be weaker than the others, that doesn't mean it won't get used. If your national mages have water, and you get water gems, you'll obviously use them for one of the uses that have been listed in this thread.
It's true that all the paths don't need to be balanced, as you could balance nations with water magic in other ways (e.g. I wouldn't call Atlantis, R'lyeh, or Caelum weak).

However, IMHO the game would be more enjoyable if they were more balanced. I also think it wouldn't take much change to make water more interesting at lower levels of research, and so this would be an easy way to improve the game. As it stands the only reason I can see to take water on anything other than a Rainbow pretender is for the nice Water 9 blessing.
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Old April 6th, 2004, 08:49 AM
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Default Re: The next patch

Quote:
Originally posted by Jasper:
As it stands the only reason I can see to take water on anything other than a Rainbow pretender is for the nice Water 9 blessing.
I take water 2-3 on my combat pretenders quite often.
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Old April 6th, 2004, 10:47 AM

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Default Re: The next patch

Water is great on pretenders for:

1) Quickness, one of the best combat spells in the game

2) To mix with blood for easy access to ice devils.

Breath of winter is really good for taking independents too.

If you're going to be doing any fighting with your pretender, a few points in water is never a waste.
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Old April 6th, 2004, 10:48 AM

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Default Re: The next patch

I used to do that a bit as well, but found I got better battle results out of Fire, Earth, Air, or Astral. Mostly because Water's main benefit to a combat pretender is quickness, which can be easily received from Quickness Boots. Being able to go underwater is nice too (unless R'lyeh, Atlantis, or Ermor or playing), but this too is available through Construction.
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Old April 6th, 2004, 11:21 AM
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Default Re: The next patch

Quote:
Originally posted by Jasper:
I used to do that a bit as well, but found I got better battle results out of Fire, Earth, Air, or Astral. Mostly because Water's main benefit to a combat pretender is quickness, which can be easily received from Quickness Boots.
Many pretenders haven't the required appendages to put boots on.

For battle magic, my own Favorites paths are Water, Earth, Death. With Air and Nature as outsiders.
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Old April 6th, 2004, 11:29 AM
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Default Re: The next patch

Quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by Jasper:
I used to do that a bit as well, but found I got better battle results out of Fire, Earth, Air, or Astral. Mostly because Water's main benefit to a combat pretender is quickness, which can be easily received from Quickness Boots.
Many pretenders haven't the required appendages to put boots on.

For battle magic, my own Favorites paths are Water, Earth, Death. With Air and Nature as outsiders.

I like air, especailly air 2 - I often take it of my SC pretenders. Mistform+mirror is quite efficint combo.

[ April 06, 2004, 10:32: Message edited by: Stormbinder ]
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Old April 6th, 2004, 11:30 AM
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Default Re: The next patch

Quote:
Originally posted by Jasper:
You're right, geometric is definitely the right word, not exponential.
I honestly fail to see the difference between "geometric" and "exponential" in this context. They're exactly the same: a constant amount of additional resources (time, or gems, or whatever) brings a constant multiplier to the total value.

Here, the growth is exponential (or geometric) with respect to time, because each 20 clams (or 14, if you have the Dwarven Hammers) generate enough gems each turn to make one more clam: your clam number, just from the clam output, will double every 15-16 turns.

I just computed progression lists, both assuming no normal gem input:

If you start on turn 0 with 20 clams, no gems, and convert each 20 pearls into one clam, you can start turn 16 with 40 clams and 39 pearls; you will need a second forger for the first time on turn 8.

If you start turn 0 with 14 clams, no gems, and a hammer, you will start turn 12 with 28 clams and 34 pearls, assuming you have the second hammer by turn 7. By turn 16, you will have 36 clams and 46 pearls, now needing a third hammer and forger.

Of course, the need for gold (upkeep and cost of recruiting the forgers and clam-bearers) will increase at the same speed. You can alchemize your pearls to pay for it, but it will significantly slow down your doubling rate.

I don't know how efficient this really is; I've never tried very hard to make it work.
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