Galactygon wrote:I developed a nice formula for exponential spells. Using a modifier of (Base + (Spell Effect) * (Level^1.Level)) would be better than simply squaring the level (that would be ridiculus).
For example, at level 9, assuming you have GM pyromancy, GM sorcery, disintegrate would cause 692 damage (330+33*(9^1.09)) rather than 627 damage (330+33*9). At level 40, disintegrate would cause 6103 damage (330+33*(40^1.40)) rather than 1650 (330+33*40) damage.
The same should be applied for healing, summoning, and other non-damaging spells that increase with power (such as hand of death).
At the beginning of the game, the difference is barely noticable, but by higher levels (especially 30+), spells that are based on levels don't fall behind other spells not based on level modifiers. So hypnotize might not be much stronger than disintegrate or armageddon... the way it should be.
By the way, the damage multiplier of armageddon should be upped by 1 or 2, since it causes the same amount of damage as Fireball and Inferno.
I am hoping these changes are implementable.
could you do that?... pls?
and maybe think about adding an eficiency formula for all the spells... just as I asked a few posts back? (if you can mod it, at least include an option that would allow all spells to have eficiency formulas, that you could enable before a game)