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Old June 30th, 2010, 05:48 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.02)

Hum, I think that maybe you increased Ulm MR too much.

Would'nt a base 12 (instead of 9) be enough for magic-resistant humans ?
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Old June 30th, 2010, 04:01 PM
Squirrelloid Squirrelloid is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.02)

Quote:
Originally Posted by Jack_Trowell View Post
Hum, I think that maybe you increased Ulm MR too much.

Would'nt a base 12 (instead of 9) be enough for magic-resistant humans ?
So, I chose the number that gave MA Ulm's mages mr19 and increased everyone else by the same amount (in MA). Then I noticed EA had slightly lower mr in general, so i arranged this to be true.

Anyway, MR12 is pretty typical for slightly magical humans. Ulm's people are severely anti-magical, they should be really resistant. Remember, sucking at magic is a *big* disadvantage. The advantage in MR should also be big. Or possibly more relevantly, there are a large number of other troops with MR12 out there. I can't think of many with MR14 off the top of my head - the super high MR sets them apart as something special, especially since its nationwide.

Now, how much is too much? I don't know. Ironhawk proposed MR18 across the board for the whole Ulm line-up on IRC. That's probably too much =). Will MR14 be unbalancing? I sort of doubt it, but this is an alpha, I expect to playtest it before it goes to beta.
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