Nightingale

Nightingale

View Stats:
Jeppe Mar 11, 2024 @ 11:04am
Is the magick cap on enchantments intended?
Does anybody know if the cap on various enchantments' magick scaling is intended? I'm seeing posts about it online from ~10 days ago, but it doesn't appear in the "known issues" thread. Is this because it is working as intended? If so, it doesn't seem like magick power is worth prioritizing in your build.

Just in case people are unsure what I'm talking about: Several enchantments (maybe all?) have a cap on their magick scaling, for instance quake caps out at 600 damage for non-crit hits no matter how high your magick power is. You hit 600 damage on quake pretty quick (around 300 magick power I believe), so taking the stat any further seems like a waste, if this is how it's intended to work.
Last edited by Jeppe; Mar 11, 2024 @ 11:05am
< >
Showing 1-12 of 12 comments
xitooner Mar 11, 2024 @ 11:09am 
I heard quake tops out at 900 a while back... personally mine is doing better than you say... its around 750. Edit: And for what its worth, I dont know if its capped, or that this is simply as high as you can go in EA at this time. There is a BIG difference between those two wordings, since the game will certainly have more levels added later.

Not really caring one way or the other one this one... frankly if I was them I would be nerfing Quake in general because its just to OP asis.
Last edited by xitooner; Mar 11, 2024 @ 11:13am
Jeppe Mar 11, 2024 @ 11:13am 
Originally posted by xitooner:
I heard quake tops out at 900 a while back... personally mine is doing better than you say... its around 750

I think 900 is for crit. How did you get yours to 750? I'm hitting for 600 at ~880 magick power

Originally posted by xitooner:
Not really caring one way or the other one this one... frankly if I was them I would be nerfing Quake in general because its just to OP asis.

I agree Quake could be toned down, but having enchantments' scaling capped so low that crafting magick focused equipment does nothing, seems like an odd game design.
Last edited by Jeppe; Mar 11, 2024 @ 11:18am
xitooner Mar 11, 2024 @ 11:17am 
Originally posted by Jeppe:
I think 900 is for crit. How did you get yours to 750? I'm hitting for 600 at ~880 magick power

900 seems like a pretty weak step up for a crit from 600 given the damage increases I see for other aspects. :steamhappy:

When I get on later I'll see if I get two damage numbers; honestly, all I've ever noticed displayed was around 750.
Foxglovez Mar 11, 2024 @ 12:22pm 
They have had to tone stuff down. That is part of the EA process. To find things overperforming or underperforming and try for balance. That's why folding for super stats is no more, as it should be.
[QF] TheSzerdi Mar 11, 2024 @ 2:08pm 
Originally posted by Foxglovez:
They have had to tone stuff down. That is part of the EA process. To find things overperforming or underperforming and try for balance. That's why folding for super stats is no more, as it should be.

Patch today? Folding for super stats worked as of twenty hours ago.
subwaybananas Mar 11, 2024 @ 2:32pm 
I also noticed that magic power isn´t worth to look at it. I have also the 600 damage on quake (not rounded, its realy six with two zeros). With a 559 magic power weapon and around 50 magic power on my gear. No different if i use a magic potion. And the crit is 900 (or 1.5x).

My meele weapon with 90 magic power do around 550 +/- damage with quake. To be fair, the quake is a strong spell and don´t need high damage. Its good for crowd controll and trigger the charm of brutality (more damage on knocked down enemies).

I haven´t tried how good/bad the other spells perform with more or less magic power, but i use magic based tools. To get the last benefit from heal and buff spells.
Last edited by subwaybananas; Mar 11, 2024 @ 2:33pm
xitooner Mar 11, 2024 @ 5:17pm 
Okay, I got on and ran some tests.... it wasnt 750, it was 742... and I did see the smaller number 495, so the 742 was a crit if we are talking about it always being 1.5x more. I also saw occasional damage for 1704 (which is what I would have originally thought might be a crit but thats not what you guys are saying). I dont have any charms so I cant be triggering any of them, and I wasnt doing attacking.. just triggering Quake and watching. I dont have charms (yet... I am deciding all of the ones I want before I do any), and its a Druidic build with a little extra attention on magic to boost it more than Druidic normally would....

I still hold on what I said earlier; if I was them I would be nerfing Quake in some way. Its got fairly impressive damage and pretty effectively keeps a large crowd in its range for rounds on end. I'd play it for the crowd control alone; the damage is a VERY generous bonus, IMO.
subwaybananas Mar 11, 2024 @ 5:25pm 
Originally posted by xitooner:
Okay, I got on and ran some tests.... it wasnt 750, it was 742... and I did see the smaller number 495, so the 742 was a crit if we are talking about it always being 1.5x more. I also saw occasional damage for 1704 (which is what I would have originally thought might be a crit but thats not what you guys are saying). I dont have any charms so I cant be triggering any of them, and I wasnt doing attacking.. just triggering Quake and watching. I dont have charms (yet... I am deciding all of the ones I want before I do any), and its a Druidic build with a little extra attention on magic to boost it more than Druidic normally would....

I still hold on what I said earlier; if I was them I would be nerfing Quake in some way. Its got fairly impressive damage and pretty effectively keeps a large crowd in its range for rounds on end. I'd play it for the crowd control alone; the damage is a VERY generous bonus, IMO.
I had also quake numbers much higher. But they was with one of the poi buffs (haven´t try if the magic buff minor card will do it also). Those buffs can be very powerfull (my highest damage number, without the crafting exploit was 95k with my maul on a bound bruiser, which usually deal 30k on knock down enemies)
Jeppe Mar 12, 2024 @ 2:25am 
To be clear, I'm not saying quake should be stronger than it is, I'm just saying magick power should increase the potency of your... magic. Especially for a game like this, which has so much tinkering and customization you can do with your equipment, having a core stat be useless beyond a medium value seems odd.
burzum Mar 12, 2024 @ 6:11am 
they just need to recycle other spells. earlier, just like you, I encouraged myself by stepping over 600 dps and it also turned out to be just a crit, now I have redesigned my build for Hermetic's, increasing the magic power index to ~ 700, made a Mystic Hunting Knife and focused on crit damage, now strikes on recumbent opponents systematically showed values over 9000, but that's all strikes at weak points, respectively, against strong opponents, Quake is absolutely useless with its 600 white. the problem is that all other magic (except heal) is garbage, the trap does not work, arson and a swarm of bees do not give a crit and their damage is just a trifle. therefore, when solo cleaning 220 dungeons on the boss, you turn into the same shooter, and all the greatness I described earlier could easily be replaced with an ordinary Maul ... I spent more than 100 hours proving this to myself and I see no point in continuing until something changes. p.s. my first descent into solo in 220 dungeon was no ranged weapons at all, and I spent more than half an hour picking at the giant for 600 and 150 damage. just forget about magic in the late game, you can still clean up the cards, but in bossfights you are nobody
subwaybananas Mar 12, 2024 @ 7:22am 
Originally posted by burzum:
they just need to recycle other spells. earlier, just like you, I encouraged myself by stepping over 600 dps and it also turned out to be just a crit, now I have redesigned my build for Hermetic's, increasing the magic power index to ~ 700, made a Mystic Hunting Knife and focused on crit damage, now strikes on recumbent opponents systematically showed values over 9000, but that's all strikes at weak points, respectively, against strong opponents, Quake is absolutely useless with its 600 white. the problem is that all other magic (except heal) is garbage, the trap does not work, arson and a swarm of bees do not give a crit and their damage is just a trifle. therefore, when solo cleaning 220 dungeons on the boss, you turn into the same shooter, and all the greatness I described earlier could easily be replaced with an ordinary Maul ... I spent more than 100 hours proving this to myself and I see no point in continuing until something changes. p.s. my first descent into solo in 220 dungeon was no ranged weapons at all, and I spent more than half an hour picking at the giant for 600 and 150 damage. just forget about magic in the late game, you can still clean up the cards, but in bossfights you are nobody
Oberon's Bounty is also useful for ressource farming, and if you have trouble with the heart shots or where at the enemies are their weakspots the assasin spell.
Hermetic Flame if your combat weapon has the wrong damage type.
Last edited by subwaybananas; Mar 12, 2024 @ 7:23am
burzum Mar 12, 2024 @ 9:36am 
Originally posted by subwaybananas:
Originally posted by burzum:
they just need to recycle other spells. earlier, just like you, I encouraged myself by stepping over 600 dps and it also turned out to be just a crit, now I have redesigned my build for Hermetic's, increasing the magic power index to ~ 700, made a Mystic Hunting Knife and focused on crit damage, now strikes on recumbent opponents systematically showed values over 9000, but that's all strikes at weak points, respectively, against strong opponents, Quake is absolutely useless with its 600 white. the problem is that all other magic (except heal) is garbage, the trap does not work, arson and a swarm of bees do not give a crit and their damage is just a trifle. therefore, when solo cleaning 220 dungeons on the boss, you turn into the same shooter, and all the greatness I described earlier could easily be replaced with an ordinary Maul ... I spent more than 100 hours proving this to myself and I see no point in continuing until something changes. p.s. my first descent into solo in 220 dungeon was no ranged weapons at all, and I spent more than half an hour picking at the giant for 600 and 150 damage. just forget about magic in the late game, you can still clean up the cards, but in bossfights you are nobody
Oberon's Bounty is also useful for ressource farming, and if you have trouble with the heart shots or where at the enemies are their weakspots the assasin spell.
Hermetic Flame if your combat weapon has the wrong damage type.
I have no problems with shooting, this was given as an example, this branch is not about that. talking about magic that is useless in a late game. Your assasin spell will not make me a wizard in the usual sense, it's just a simplification of shooting or waving a melee weapon. in the late game, only shooting is effective and there is an open question - why craft anything other than increasing shooting damage? 3 types of development were announced: melee, shooting and magic, but what is the result? all the same as one, in the same clothes with an emphasis on shooting and crit damage. in addition, given how the developers f%cked up with the abuzz of restored ingots, the cap of damage from magic could also be opened, and not these ridiculous 600 white
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Mar 11, 2024 @ 11:04am
Posts: 12