Looks like there is some ill will towards disintegrate, but I'm not entirely up to date on its issues. What are the big complaints? What about lore bonuses? What kind of benefit should it get if there was one?
What comes to mind for me is some sort of continuing damage cycle with Necromancy lore . . . maybe a % to hit for cycles over time, maybe every 10 seconds? Each cycle would be less likely, or require more lore?
What other ideas are out there?
At the suggestion of Oscuro, Disintegrate! on 08/07/2012 10:13 PM CDT
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 03:28 AM CDT
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 05:50 AM CDT
>For me the issue is that most of the time I can do more damage with 702 than 705.
Yep, it's not a real mystery what the problem with 705 is. It doesn't do enough damage to fill the role it was supposed to. The only way the damage gets better than 702 is potentially against a stunned or non-corporeal target. That would be alright if the power of 702 scaled as you leveled, but it doesn't, which leaves us without that mid-level hunting spell that we should be able to move up to and use in place of 702. One or the other needs some work and I'd prefer if it were disintegrate that got the enhancement.
I kind of like the additional damage it can do against non-corporeal/stunned targets, but we have a bit of a contradiction with some of our spells. See, 704 can make those pesky non-corps into corporeal, crittable targets. Guess what happens then? You don't get that extra cycle from 705, which essentially ruins the niche role 705 was designed for and puts you right back to using 702 against non-corps. That sort of thing should mesh better, whether disintegrate ignores the 704 aspect when determining corporeal status for the extra damage or maybe just doing away with that part of disintegrate altogether.
Yep, it's not a real mystery what the problem with 705 is. It doesn't do enough damage to fill the role it was supposed to. The only way the damage gets better than 702 is potentially against a stunned or non-corporeal target. That would be alright if the power of 702 scaled as you leveled, but it doesn't, which leaves us without that mid-level hunting spell that we should be able to move up to and use in place of 702. One or the other needs some work and I'd prefer if it were disintegrate that got the enhancement.
I kind of like the additional damage it can do against non-corporeal/stunned targets, but we have a bit of a contradiction with some of our spells. See, 704 can make those pesky non-corps into corporeal, crittable targets. Guess what happens then? You don't get that extra cycle from 705, which essentially ruins the niche role 705 was designed for and puts you right back to using 702 against non-corps. That sort of thing should mesh better, whether disintegrate ignores the 704 aspect when determining corporeal status for the extra damage or maybe just doing away with that part of disintegrate altogether.
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 06:38 AM CDT
While I don't really have any sorcerer characters, I agree that lores should improve this spell, necromancy seems to have the right flavor for it. I'd say that lore training should increase the damage of the first cycle, possibly the extra one, as well as increase the damage and the crit of the last cycle.
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 07:18 AM CDT
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 11:26 AM CDT
>I'd like to see it have a bolt form using old slate wand crits & damage table. The slate wand spell had messaging like "a dull grey beam shoots out" which sounds like a bolt. Essentially a laser of disintegration. I miss it. Low damage, high crits.
I wouldn't be opposed to disintegrate being a bolt, though I'm not sure that would fix the problem with needing a good mid-level spell. It could all work out mathematically, but I guess it depends on how people envision sorcery as to whether it would be a good fit or not.
At first glance, I didn't think I liked the idea, but after some thought it could be an interesting path for us. If you think about it, the large majority of CS spells are spirit-based while the majority of bolt/ball spells are elemental. If we did have a low-mid level bolt, such as 705, that might be a way to illustrate the combined spiritual and elemental influence on the sorcerer sphere. I'm sure there would be people that feel forced into bolting, which they may not have a desire to do, but I can almost see it as a way to 'train' a sorcerer on how and when to utilize their various methods of killing things; start out with CS spells (701/702), "Powerful spiritual magic often takes form in warding spells which are naturally easier to cast than physical bolt spells [CS training = spells, AS training = spells and spell aim], so we're going to start your training with the easier warding-type spells", then it's "Alright, you've got the hang of that. Now that you're more adept at sorcery and you've got some more resources at your disposal [708, 709, 715, mana], let's try something a little different, more elementally influenced: bolt spells", then the next step of progression opens up to 711/713 where a sorcerer has learned to properly use both types of spells and now has higher level options for either route available to them.
The following table I did for my own curiosity, but figured I may as well leave it. I was curious what the actual number of CS and AS spells from both the spiritual and elemental realms turned out to be. I suppose you could nitpick some of the empath and bard spells based on what lores may affect them and add three AS spells to the elemental side via arcane circle, but it doesn't really change much. At any rate, the more I think about this, the more I think it makes sense that we have a sorcerer list bolt spell in addition to the higher level ball spell. Spirit magic dominates amongst CS spells, elemental dominates AS spells, and in theory, we're stuck in the middle. A bolt at 705 would be a bit of a natural lead-in to the existing 713 while perhaps more visually adding some elemental flavor to the sorcerer list.
I wouldn't be opposed to disintegrate being a bolt, though I'm not sure that would fix the problem with needing a good mid-level spell. It could all work out mathematically, but I guess it depends on how people envision sorcery as to whether it would be a good fit or not.
At first glance, I didn't think I liked the idea, but after some thought it could be an interesting path for us. If you think about it, the large majority of CS spells are spirit-based while the majority of bolt/ball spells are elemental. If we did have a low-mid level bolt, such as 705, that might be a way to illustrate the combined spiritual and elemental influence on the sorcerer sphere. I'm sure there would be people that feel forced into bolting, which they may not have a desire to do, but I can almost see it as a way to 'train' a sorcerer on how and when to utilize their various methods of killing things; start out with CS spells (701/702), "Powerful spiritual magic often takes form in warding spells which are naturally easier to cast than physical bolt spells [CS training = spells, AS training = spells and spell aim], so we're going to start your training with the easier warding-type spells", then it's "Alright, you've got the hang of that. Now that you're more adept at sorcery and you've got some more resources at your disposal [708, 709, 715, mana], let's try something a little different, more elementally influenced: bolt spells", then the next step of progression opens up to 711/713 where a sorcerer has learned to properly use both types of spells and now has higher level options for either route available to them.
The following table I did for my own curiosity, but figured I may as well leave it. I was curious what the actual number of CS and AS spells from both the spiritual and elemental realms turned out to be. I suppose you could nitpick some of the empath and bard spells based on what lores may affect them and add three AS spells to the elemental side via arcane circle, but it doesn't really change much. At any rate, the more I think about this, the more I think it makes sense that we have a sorcerer list bolt spell in addition to the higher level ball spell. Spirit magic dominates amongst CS spells, elemental dominates AS spells, and in theory, we're stuck in the middle. A bolt at 705 would be a bit of a natural lead-in to the existing 713 while perhaps more visually adding some elemental flavor to the sorcerer list.
Spiritual CS spells | Elemental CS spells | Spiritual AS spells | Elemental AS spells |
109 | 409 | 111 | 505 |
110 | 413 | 118 | 510 |
118 | 415 | 306 | 518 |
135 | 501 | 1110 | 901 |
201 | 504 | 903 | |
208 | 505 | 904 | |
210 | 512 | 906 | |
212 | 514 | 907 | |
216 | 516 | 908 | |
217 | 519 | 910 | |
301 | 915 | ||
302 | 1001 | ||
311 | 1002 | ||
312 | 1005 | ||
316 | 1008 | ||
317 | 1015 | ||
319 | 1016 | ||
619 | 1030 | ||
635 | |||
1101 | |||
1106 | |||
1108 | |||
1115 | |||
1117 | |||
1120 | |||
1602 | |||
1614 | |||
1615 | |||
Totals: | |||
28 | 18 | 4 | 10 |
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 03:58 PM CDT
Re: At the suggestion of Oscuro, Disintegrate! on 08/08/2012 03:58 PM CDT
Re: At the suggestion of Oscuro, Disintegrate! on 08/09/2012 03:56 AM CDT