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BTW I love that you copy/pasted all your threads from the other forum over. :)
Best thing I can recommend is to use the F8 function in game to report even balance changes because it goes in to the same database as bugs on their end. I'll be changing it my own mod but I'll ask in discord if they want to consider, "fixing" this too.
Isn't the operative word unofficial then? Simtex never acknowledged it as a bug nor remove it.
That, at least, can be changed in the DB_SPELL xml file.
That said, getting a free blur and the buffs also is a bit crazy. Can't say it was a bug since it was still official but it is a bit unbalanced. Then again, this game is filled with unbalanced super-powerful spells. I feel like it ought to be more expensive myself.
https://dungeonsdragons.fandom.com/wiki/Prayer#:~:text=Debuted%20in%20the%20Player's%20Handbook%20as%20a%20spell%20for%20clerics.&text=Area%3A%206%22%20radius-,The%20caster's%20allies%20gain%20a%20%2B1%20bonus%20to%20attacks%2C%20damage,saving%20throws%20for%20the%20duration.
First, the -10% melee To Hit effect in the original game is not an effect of the Prayer spell specifically. It is a side effect of gaining +10% chance To Block, and also happens for the other effect that grants this in v1.31: the Lucky ability. In other words, any melee attacks performed against a unit with + To Block get penalised by the same amount in - To Hit. In addition to the actual benefit, as described.
Second, this penalty uniquely affects melee attacks only. All three types of ranged attacks, short-range attacks, as well as spells, completely ignore it, even though the increased + To Block does work against all of these.
If it was a two-sided D&D nod, Prayer would negatively impact the same stats on the enemy as it does positively on the allied forces. It doesn't. In the Strategy Guide, the To Hit malus is mentioned as a note below in the table that lists melee attack modifiers - but it is actually omitted from the table itself.
Blur - Uncommon, Casting Cost 25, Inflicts a 10% "chance to miss", which if it works like Classic, then is weaker than reducing the chance to hit by 10%. Of the damage that hits, there is a 10% chance that that damage won't be applied.
Black Prayer - Uncommon, Casting Cost 35, Reduces enemy attack strength by 1, shields by 1, and Resistance by 2. The effects of this are typically pretty minor in terms of attack and defense. The most useful effect for Death is the -2 to resistance.
Warp Reality - Rare, Casting Cost 50, -20% chance to hit for all non-Chaos units. This can be somewhat difficult to really take advantage of. Works best when using all Chaos units on your side, and the opponent has no Chaos units. So this doesn't really work in all fights. Also not entirely effective against units with inherently high chance to hit. 60% - 20% still yields a respectable 40%, etc.
Prayer - Uncommon, Casting Cost 30, +10% chance to block, +10% chance to hit, +1 Resistance, Opponent has -10% chance to hit. So this it the second cheapest of all the spells to cast, yet of all the spells, including Warp Reality, it is far and away the most effective. It is usable in 100% of battles. It's effects always apply to all enemy and friendly units. By both increasing chance to block and decreasing chance to hit the effect is actually stronger than the -20% penalty of Warp Reality. Even against units with a high chance to hit, the increased chance to block means that less damage will get through. And this applies an attack buff to your units.
Prayer in this form is overwhelmingly superior to all other combat spells in the game, with the exception of High Prayer, which at the point is beyond absurdly overpowered since it does everything Prayer does plus add more to damage, defense and resistance.
Prayer without the debuff is still an extremely good spell. It would still be the go-to spell to cast in every battle once you get it. Every moded version of Classic does away with the debuff and Prayer still remains one of the best combat spells in all of those versions of the game, which I would argue became the standard long ago. I guarantee that over the past 20 years, more people have played 1.4 & 1.5 than 1.3.
I found Prayer to become boringly OP,
Launch a Prayer and almost every combat becomes a cakewalk.
App: Notepad
Filelocation...\steamapps\common\Master-Of-Magic\ExternalAssets\Scripts
File: EnchantmentScripts.cs
Line: 3544 insert two // at the start of the line so it looks like:
// ret.AddFinal((Tag)TAG.MELEE_ATTACK_CHANCE, new FInt(-0.1f));
Line: 3572 insert two // at the start of the line so it looks like:
// ret.AddFinal((Tag)TAG.MELEE_ATTACK_CHANCE, new FInt(-0.1f));
The mobs will still have a sign in combat, that a debuff is on them, but it is only superficial, the actual numbers of the enemy units are unchanged.
Please remember to make a backup in a different location, before making any changes.
Cheers Leo