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Rework Base Damage on Skills (Magic/Alchemy/etc)
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Nah. You can rebirth without resetting levels, you know. Just won't get demigod exp you would get from leveling up if you had reset.
I agree, but for a different reason. Nonetheless, I do agree.
Meh wished I didn't spend money on this game from the past when I was younger, used to be good till its "questionable" additions caused it to make me pull my hair till I just give up. Enchanting and special upgrading used to be RNG inducing fear of failure because it be gone for good, but now the entirety of the game is now fear induced repeatability to square one. That is not very "Fun" but instead a chore, why does a game have to feel like a chore?
That feeling of adrenaline when you finally beat a boss for the first time that also happens to drops that one item you need for crafting, "Good, Alright lets attempt this" -failure- "So I just realized that id need to fight this boss tons from all those failures as it becomes a daily ritual with my soul crushing, FUN" (Fun in a sarcastic way of course) Don't think this is what it means to have fun, maybe different for koreans maybe they find abysmal RNG fun but not me, so I gave up feeling like a failure as I head to dunbarton being a fashinogi realizing why not enough battlenogis are around, maybe its because they converted or quit the game, could also just be bored cooling off from what I already said anyone would be burnt having to repeat those.
There is one thing I noticed in some games, they balance out what have RNG and what doesn't, you can have RNG drops but 100% crafting success or 100% drops but RNG crafting, instead Mabinogi have both...RNG drops as well as RNG crafting, for the sake of being a loop if lucky enough to break out of it. Heck some games even have both 100% chance of drops and crafting but only because the amount of items you need to craft is insanely high but at least your slowly reaching that goal compared to the chance of starting ALL the way over.
That said, I think anyone with common sense wouldn't actually think a basic bolt spell would somehow be comparable to an advanced spell in direct proportion like that.
If someone got curious and took initiative to go to the Wiki and find more info and asked around, they'd discover the magic damage formula that explains why the difference is so drastic: one of them is the "magic constant," a second would be "enchant modifier," and another would be "wand/staff modifier."
Those three elements -- variables -- alone make a huge difference.
That's another "common sense" thing. I don't think anyone wise would just take that at face value and just shrug, if they wanted to know what that's all about. A lot of your success and knowledge in the game is determined by your own desire to gain and retain information, you know. You don't see anyone complaining about the myriad number of other skills like Windmill -- for example -- that don't disclose the exact range of the attack. We have data in the Wiki delivered by some savvy code dwellers, accessible to any who simply knows how to type a keyword into a search box, tap the "Enter" key, and has a reading comprehension ability above Grade 6 and math skills above Grade 8.
Don't get me wrong: more explicit detail is a good idea. But, the mystery of discovering how skills work is part of "playing the game."
To figure out that windmill is about 25% more powerful than assault slash at rank 1 takes me about 2 seconds. That's because melee damage works in a way that's simple, intuitive and scales well enough that they haven't had to revamp the damage of every melee skill twice already *cough magic*. There's no practical benefit to requiring a wiki to make decisions.
Also, I've been focusing on magic, but alchemy's way stupider. Fire alchemy says it boost damage by 10% but it just doesn't. The damage it adds also isn't affected by critical damage because someone had the bright idea of applying it after the critical multiplier and it's extremely unobvious to the layperson what the difference between fire alchemy damage and fire alchemy efficiency is. And to make it worse, fire alchemy universally does bad damage because alchemy has bad damage scaling.
My point isn't that it's difficult, my point is that it could be effortless as displayed by every other skillset. Which solves the scaling issues while making the damage scaling crystal clear. When a perfectly good solution exists and can be universally applied, why use anything worse?