Total War: WARHAMMER III

Total War: WARHAMMER III

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How to lower mistcast chance / Question on Wind of Magic points
Miscast:
25% is a lot, and this is what I have systematically, is there something I can do about this?

Magic points
Basic question, but I just want to be sure. As the wind of magic points are shared between spell casters, there is not that much of an interest of having too many spells casters in the same battle, right?

What if I split them between armies, are the wind of magics points of all participating armies pooled here? Or only the leading one use in any case?
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Showing 1-13 of 13 comments
Conflagration Jul 26, 2023 @ 9:20pm 
25% isn't really a lot because Miscasts only happen on Overcasts. They'll never happen if you just cast normally. There are often skills or traits that you can get to reduce Miscasting though. Having multiple users of the same lore in the same army is generally unnecessary but there are often still benefits to doing so.
BladeofSharpness Jul 26, 2023 @ 9:47pm 
Ooooh, I did not know about Miscast and Overcasts, it changes a lot! Thanks.
MulticornRB Jul 26, 2023 @ 11:38pm 
Yeah, miscast is only relevant for overcasting. The risk is spell specific and can be reduced by skills and items.

Multiple spell casters are useful for Arcane Conduit (WoM recharge rate), lore variety or chain casting of the same spell but generally I’d say more than lord + 2 heroes are overkill.

WoM are tied to armies not the casters. Certain casters in one army can affect the winds pool increase by influencing the +%age when increasing with items and skills. Even if you replace the lord leading an army the winds won’t change.
kilen Jul 27, 2023 @ 1:49am 
Overcasts are rarely the good thing to do tbh.
Overall maybe 5% (10% max) of all the casts I do are overcasted.
Only when a big blob forming up, with final transmutation ie.
But others spells like firestorm, moving along with a fair portion of rng, i basically never overcast there.
Pit of shades I do, occasionally if again there is a big blob or if I know the unit I aim at must die right now, etc.
But that still not much compared to all the times I don’t overcast.
Overall I think 25% for overcasted spells is fine, it’s a decent rule.

I wish CA fix their dam AI tho, overcasting their entire reserve up to the point of killing their own spellcaster, it’s ridiculous.
Just program them to not overcast, problem solved !
AI usually doesn’t use the most efficient spells (and even less in the proper conditions), so it’s just wasted anyway.
It wouldn’t be that hard to improve AI on that part, CA just lack the will to fix it so far.
Hopefully it will change…
But otherwise, from players pov, it’s fine as it is.
Last edited by kilen; Jul 27, 2023 @ 1:51am
BladeofSharpness Jul 27, 2023 @ 2:52am 
Is it army based or battlefield based (derived from the army initially engaged), given there is only one WoM hourglass? Otherwise I'll plop one spell caster per army and have several joins!
Aleera Jul 27, 2023 @ 3:14am 
Originally posted by BladeofSharpness:
Is it army based or battlefield based (derived from the army initially engaged), given there is only one WoM hourglass? Otherwise I'll plop one spell caster per army and have several joins!

Battlefield based. The armies that engage are the ones who determine how much WoM pool there is.

Examples;
You have a 100 WoM reserve army in ambush with a 20 WoM army as a bait. The ai attacks with a 70 WoM army. The ambush is a success, you will have 100 WoM reserve, even when the 20 WoM reinforces. While the AI has 70 to spend.

The ambush fails, the AI engages your 20 WoM army, you will only have 20 to spend, even when the 100 WoM lord joins the field.

There are other ways to increase the cap. Almost every caster will have a +5 max WoM skill. I believe (not sure) some recruit traits can give more. LL defeat traits are able to increase your reserves. Some items give increased power reserves. Lore of death will give 2.5 into your reserve pool with it's passive.

But no, multiple armies their WoM do not stack.
Aleera Jul 27, 2023 @ 3:18am 
Originally posted by MulticornRB:
Yeah, miscast is only relevant for overcasting. The risk is spell specific and can be reduced by skills and items.

Little side note, some characters will impose a miscast chance to casters if they're present. Empire Arch lectors and Warrior priests will give all enemy casters on the map a base 50% miscast chance.

While Dwarf runelords on their anvil of doom do not cause miscasting, they do give around.. 300? damage to the enemy caster per casting. Which can stack with miscasting.
SqkaStxppvh Jul 27, 2023 @ 8:20am 
Originally posted by kilen:
Overcasts are rarely the good thing to do tbh.
Overall maybe 5% (10% max) of all the casts I do are overcasted.
Only when a big blob forming up, with final transmutation ie.
But others spells like firestorm, moving along with a fair portion of rng, i basically never overcast there.
Pit of shades I do, occasionally if again there is a big blob or if I know the unit I aim at must die right now, etc.
But that still not much compared to all the times I don’t overcast.
Overall I think 25% for overcasted spells is fine, it’s a decent rule.

I wish CA fix their dam AI tho, overcasting their entire reserve up to the point of killing their own spellcaster, it’s ridiculous.
Just program them to not overcast, problem solved !
AI usually doesn’t use the most efficient spells (and even less in the proper conditions), so it’s just wasted anyway.
It wouldn’t be that hard to improve AI on that part, CA just lack the will to fix it so far.
Hopefully it will change…
But otherwise, from players pov, it’s fine as it is.


Pink fire of Tzeentch, Stream of Corruption for Nurgle, and possibly Piercing Bolts of Burning arguably all in my experience seem more cost efficient (at causing army losses quick and getting more balance of power) when overcasted than regular cast, especially the first too even vs single isolated infantry units the ratio is like double the damage for 1.5-1.7x WOM cost. But with the premise in general I definitely agree especially firestorm you’re right on the mark overcasting is a bit of a noob trap with most spells. I’m gonna test Infernal Gateway again too since it seems like another one that does better overcast
Last edited by SqkaStxppvh; Jul 27, 2023 @ 8:23am
SqkaStxppvh Jul 27, 2023 @ 8:27am 
Originally posted by MulticornRB:
Yeah, miscast is only relevant for overcasting. The risk is spell specific and can be reduced by skills and items.

Multiple spell casters are useful for Arcane Conduit (WoM recharge rate), lore variety or chain casting of the same spell but generally I’d say more than lord + 2 heroes are overkill.

WoM are tied to armies not the casters. Certain casters in one army can affect the winds pool increase by influencing the +%age when increasing with items and skills. Even if you replace the lord leading an army the winds won’t change.

Replying and quoting you more for OPs info since you probably know this already but also factions with spell mastery trait on their casters benefit from bringing multiple casters, that’s mostly just Cathay and Kairos though
Zeek Jul 27, 2023 @ 8:40am 
I overcast the damage spells every chance I get. There are several that are just to fantastic not to.

The spell still goes off even if it miscast, you just take negligible damage.
kilen Jul 27, 2023 @ 11:31am 
Originally posted by ICEMAN SLIM:
Pink fire of Tzeentch, Stream of Corruption for Nurgle, and possibly Piercing Bolts of Burning arguably all in my experience seem more cost efficient (at causing army losses quick and getting more balance of power) when overcasted than regular cast, especially the first too even vs single isolated infantry units the ratio is like double the damage for 1.5-1.7x WOM cost. But with the premise in general I definitely agree especially firestorm you’re right on the mark overcasting is a bit of a noob trap with most spells. I’m gonna test Infernal Gateway again too since it seems like another one that does better overcast

not played Tzeentch or Nurgle so far, not tried these spells yet, so i trust your advise, you are most likely right to do it that way.

about fire meteors, i rarely use them tbh... its a good spell for sure, but when i use it its usually only for the troops on the wall (above a settlement's gate ie, when sometimes they just stay there no matter what, best way is meteors then, etc).
otherwise, i save the WoM for firestorm...
but am gonna do couple of tries with overcasted meteors soon as i have the occasion, following your advise. see if its worth it.

usually the none-overcasted do just fine to destroy handgunners of all sorts/races on the wall, so i never felt the need of overcasting meteors.
specialy like its often the spellcaster alone during 15 minutes while all my army stays back during early sieges, and emptying all his pool of WoM first, etc.
as he gets shot at from all towers and such, i usually dont think at taking the risk to overcast in that situation, fearing i would need to retreat him before he has spent all his pool.
but it might be worth it, gonna test it soon :)
IonizedMercury Jul 27, 2023 @ 1:21pm 
Miscasting has been irrelevant ever since the first game, it does NOTHING! It's a mere slap on the wrist which is absolute crap considering how overpowered magic is in this game.

It should be way more punishing. Magic should not be brainless.
BladeofSharpness Jul 27, 2023 @ 9:12pm 
If the spell still goes off, indeed!
I might install back this mod that increased the debuff when miscasted then.
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Date Posted: Jul 26, 2023 @ 9:14pm
Posts: 13