I like the way you thinking of balance (as well as other participants on this thread - great job everybody!). My thoughts was in the same line as well.
Here, look at "mm6.xls" attached. I changed extension to "jpg" - it doesn't allow non picture attachments. You need to download and rename it to "mm6.xls" to be able to open with Excel.
This is my attempt for comparing and balancing offensive spells. Not all of them are there and this may not match current version but it is a good place for you to start playing and modifying values if you like.
The "spells offensive modified" tab contains "damage" (vanilla damage) and "damage mod" (mod damage) column groups with base and max variable damage:
Multiplier is for multi shots. Columns Q-U are for spell power at different skill level assuming character increases in rank at level 4 and 12. And columns V-Z are for the mana effectiveness:
I tried to stick to few principles:
- A generic game balance principle not for spells only. Each feature should be usable at some point in the game. It should be a player tool even if helps them to go through a single episode in the game. For example, lowest level spells like flame arrow were absolutely not usable and not worth money spent on books.
- The average damage for most used top level spells should be about same as in vanilla. This can be changed if desired but it would require another round of careful magic-might rebalance. Doable but time consuming. There are plenty of other means to tilt the balance in the game. Monster health/damage is one of them. So think carefully if you want to drastically deviate from these proportions.
- Higher level spells have higher damage per shot but lower damage per mana. It seems that vanilla spell power progression is (very roughly):
I tried to keep this as a rule of thumb. And that is what column H is for - to give me an estimate how fast spell power should grow compared to lower level ones.
- Higher level spells generally progress faster with skill. That is natural as player would like to transition to them as they advance in skill (and game progress). More expensive books should pay off toward the end of the game. At the same time, low level spells should have higher fixed bonus to compensate for their slow improvement and give player some viable combat tool at early stages.
- Add some sensible variations based on lore and/or specific of the spell. For example, area damage spells (fireball, meteor shower) should deliver much lower damage per hit as there are multiple hits so they are not effective against single target. However, they should become more effective against a group. Restricted and more difficult to use spells should be more effective or, otherwise, they will never be chosen. And so on. For example, Destroy Undead should be the strongest direct damage spell in the game - both by lore and the fact that it is restricted to undead only.
RawSugar wrote: ↑23 May 2022, 12:00
Low level spells:
Its an adjustment to balance with melee getting stronger. It gives caster spells costing 0 dealing ~50 damage for 0 mana with flame arrow or~100 damage with fire bolt for 1 mana (and 600 for 15 mana with fireblast) at rank 40 while knights deal ~300 for 0 mana. But sure, obsolescence is a different design philosophy. there's just something in me that objects to letting coded content go to waste
I agree we may give lowest level spell some small growth per skill. They still get obsolete due to their low damage/shot ratio. But can be used against not so tough enemies for mana saving. Just again - review the chart and make sure you are not overpowering them.
RawSugar wrote: ↑23 May 2022, 12:00
As for the multishot spells, ye they are manaefficient but melee is deadly for casters in your mod, especially if endgame damage is adjusted to account for better defensive skills.
That was the designed trade-off, is it not? Party can rush toward the enemy under fire to get a strong point blank multi shot. Or resort to long range single shot attack to avoid risk. Player's choice. As for me I quite often use former tactics. So in my experience they are not unusable at all.
RawSugar wrote: ↑23 May 2022, 12:00
healing spells in the scheme i had the progression would be cost 1 -3 -10-30 healing 1/2/5/12 pr level , ie gradually diminishing mana efficiency the higher the DPSsame as damagespells. its a nice curve of triple cost and ~-25% efficiency
If we cant change manacost but are stuck with cost 2/3/5/30, and still want heals to be able to keep up at low level id suggest all three spells healing 10/15/20 base and 1 pr level for first aid, 2 for healing touch and 3 for cure wounds.
Good idea in general with power/cost progression. Didn't get what your final proposal is, though. Can you elaborate on formulas?
Healing touch is too close to first aid to be able to balance them well together. It can be made an odd ball and excluded from normal healing spell progression. Just for the grain of salt in it. This is spirit magic after all with some unpredictable side effects:
- a wide effect range to make effect unpredictable
- rare and random ailment healing
- maybe repurpose it for mana restoration or make mana restoration a random side effect ???
RawSugar wrote: ↑23 May 2022, 12:00
incinetrate: compared to lightning bolt , incinerate is triple cost and half DPM, its too steep a cost. 1-20 puts it at -25% efficiency which is more reasonable imo.
Didn't get your computations. It is triple cost and double damage. Seems like a pretty normal progression.
RawSugar wrote: ↑23 May 2022, 12:00
toxic cloud: then 1-14 damage, that puts in in line with acid burst. atm its double cost for similar damage
It is already more powerful than acid burst even though by not that much.
Regardless of its cost it is a low level spell in its school supposed to be overtaken by more faster growing more advanced spells.
It bounces from wall so player can shoot enemies behind corners in dungeons.