Search found 62 matches

by RawSugar
17 Dec 2022, 19:28
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 194
Views: 238551

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Added the optional "adaptive" mode that rearranges monsters randomly and gives them levels appropriate to fight the party. Now you can fight level 5 dragons and get torn apart by level 100 rats! You can use this mode to choose your own path without using random monsters, however the full p...
by RawSugar
05 Dec 2022, 19:22
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 194
Views: 238551

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

plate reduction is calculated as 0.98^rank, so 50 reduces to 36% damage taken which is close to what 50 ranks in Day of Protection would give monster hitpoint is doubled, meteor shower and some other AOE spells have been doubled to keep up. spells have been balanced fairly closely to deal cost^0.7 d...
by RawSugar
05 Dec 2022, 08:56
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 194
Views: 238551

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

we've done extensive testing and theorycrafting, as well as the occasional betatester. I'd say it's very polished but there's a few combatskills and spells we still have our eyes on and may change if feedback points in that direction. It's a singleplayer game so convenience (like needing to cast a s...
by RawSugar
01 Jun 2022, 04:48
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

Still I didn't plan it to be a chess game. Should be passable in more or less variable order. There still should be room for errors and wandering. then early game needs to be easier than you made it :) there's some wiggle room with a strong party but the monsters in abandoned temple are 2-3 times h...
by RawSugar
31 May 2022, 14:07
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

This is basically the order i'd suggest. so unless you just didnt mention them; kill a bunch of monsters outside the dungeons in mist, ironfist and bootleg bay, thn head into temple of tsansta 1.sorpigal open, goblin watch, mist open, ironfist open, abandoned temple, bootleg bay open+tsantsta, 2. so...
by RawSugar
31 May 2022, 04:36
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

The changes i made to damage so far seems perfect, i still feel like pushing them further but i run into exceptions like energy attacks or super powerful spells that i'd need to make exceptions for or change. The issue really isnt the mod. all the mod does is to match knight damage to sorcerer, it d...
by RawSugar
30 May 2022, 20:09
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

hmm that makes sense but: can we agree the game is too hard the first 10-20 levels currently? so cant you just weaken the monsters a little to the point where they are challenging vs players as they are now in those levels? like if skem only buffs the player party +50% early (and i'd argue 0%) and m...
by RawSugar
30 May 2022, 14:25
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

Knight vs sorcerer: in melee the knights attack is equivalent of a ~25 mana direct damage spell - or a 4 mana multishot/melee spell. the game (also vanilla) puts a high cost on ranged attacks, and a melee ability should be compared to a melee ability imo. Multishot is the closest thing casters have,...
by RawSugar
30 May 2022, 07:39
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

In my estimation at all points sorcerers and knights are fairly balanced in the mod, knights have an attack that is comparable to sparks cast for 0 mana, they are slightly favored early game, although sorcerers can deal 1000s with AOE spells, even early game, late game sorcerers get access to spell...
by RawSugar
30 May 2022, 05:33
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

I think the way to conceptualize balance between the classes is this: Knights early game melee: Damage 50 ( 72w hit chance 2/3) Late game melee: damage 350 Early game ranged: damage 10 Late game ranged: damage 50 Perk: double hitpoint Sorcerers early game melee: Damage 50 at 4 mana (if rebalanced, c...
by RawSugar
29 May 2022, 16:06
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

im pretty sure this is because the multiplier applies to spells - so the mod gives them rank 1 then multiplies it w 2
by RawSugar
29 May 2022, 14:05
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

I feel like you're skipping the whole analysis portion of the process raekuul :) do you know what the problem is and how to fix it?
When you're both reducing player damage and monster toughness the effort seems a little...unfocused?
by RawSugar
29 May 2022, 05:27
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

Raekul: What exactly are you trying to achieve with the changes? I think 1 of them is reducing monster damage and defensive skills - have you given any thought to the point about lower defensive skills making them not worth ranking after master? or the point about day of protection giving more pr sk...
by RawSugar
28 May 2022, 18:22
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

Raekul: I'd suggest you expand the model to look at both armor and resistance (or treat the bonuses to armor as if they were resistance). And that you look into the tradeoff of investing in these defensive skills vs maxing out an offensive skill. As i laid out reducing them will remove the validity ...
by RawSugar
28 May 2022, 08:53
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

Resistance: the numbers look huge but in terms of effect halving them doesnt make that much difference, but it IS enough to make them less viable. Atm you can give up 10% of your max rank from an offensive skill (rank 40 becomes rank 36) to get a ~120% hitpoint boost, and further 10% for another 30%...
by RawSugar
28 May 2022, 07:19
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

monsterdamage: the formula of damage*(1vl/20+1.25) should be perfect. Regardless applying the formula only to main attack and spell rank (but not secondary attack) should smoothen the curve. Hopefully thats possible? That gives 100 level monster 6.25 multiplier. Are you sure people will be able to ...
by RawSugar
27 May 2022, 17:10
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

far as I recall DoP cast at x4 level for duration not effect. I gave up on playing melee in vanilla when i learned that, because its same for HoP.
by RawSugar
27 May 2022, 16:46
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

Weapon; it makes roughly half the damage come from skill, that way the knight is still decent with a mediocre weapon. it can be all % though, same procedure either way. Spell vs weapon; not reallly my experience, sure knights are strong but they need melee to deal damage, if anything casters are ove...
by RawSugar
27 May 2022, 15:18
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

weapons: its hopefully straightforward; halve the bonus damage pr skill and convert the other half into %. then compare that to the current damage assuming the wearer is using a max tier weapon (and a low tier one to make sure low level damage is reasonable. I think SkEm has done a great job at bala...
by RawSugar
27 May 2022, 06:04
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 70398

Re: MM6 skill emphasis mod

monsterdamage: the formula of damage*(1vl/20+1.25) should be perfect. There's a few outliers though in the vanilla game and therefore also if the changes are the same for all. These are mostly in the early game and its units like queen cobra, veteran, captain, master swordmaster all of which have a ...

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