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1. We dont know yet how powercast affects resistances. What we know is that it adds power level to the casted spells - roughly, 110 powercast will add 2 power levels to a power level 7 cast. This means that your mage is in fact casting PL9 nuclear blast when you select PL7, but your bard is "stuck" on maximum PL7. So even against a 0 resistance enemy, the mage does 28,5% more damage per cast than the bard.
2. Well, no wonder, all priest spells do about 25% less damage than their counterparts from other schools. The mana cost of the spell also has some effect on the resistance reduction, making the spell additionally weaker (16 mana falling stars vs. 18 mana earthquake).
7. How music works was explained in some of the earlier threads. If I remember correctly, the chance to actually cast at max PL once the character is eligible is independent of the character level.
Also yes, the difference between power levels can be significant - not only is the base damage higher, there may also be some additional resistance piercing.
9. To completely avoid spell damage all the time, the enemy needs and effective resistance of 200.
It is the total character that matters and in just the above battle for example, the Bard's Rousing Drums and Priest's Rest All played a role. Those three characters are very valuable in this particular MDP, IMO, and their contributions to the total damage can cut off rounds necessary to kill the enemies. The most important defense for an MDP is killing enemies fast.
The above battle and entire game leading up to it were on Expert Difficulty. Using that plus the above party stats might actually allow, using the formulas when complete, to determine what the rolls resulting in the above must have been (not that anyone would necessarily want to do that), as a kind of spot check on the formulas (i.e. if the formulas are complete the rolls of the virtual 0-99 die computed in this way should be legal ones like 28 or 45 and not illegal ones like -11 or 104).
It may sound silly, and I realized it is probably not all that difficult, but I have never created a video before and am not sure about the procedure. I did save the game at least once per level for the above magic damage party throughout the game including just before the circle.
There was two good hits of nuclear blast with 50-60, but bard and gadgeteer casts were mediocre at best. 22-30 damage of falling stars is insulting to the player at this point. 22-30? Really? And it has only 85% earth resistance. Rapax encounters where the samurais cast element shield, resistances goes up to 150+. If a max PL level 7 spell can do 22-30 against an enemy that have only 85% resistance what it does against 150? 10? 5?
It's simply dissapointing how weak magic is in this game.
Having dug into it deeply there is zero level of disappointment, by me, of magic capabilities in this (vanilla - no mods) game. In fact my experience is that the power of such a party, at Expert Difficulty, on the peak is awesome and impressive to me, having played many melee/range parties as well.
It is just an alternative and will not break my heart if you never play an MDP and experience that power. It is there for any player to experience or not. It is what it is, full of weaknesses and incredible strengths, with no secret sauce and all reproducible by any player.
Thank you, sincerely, for considering this in detail even though you are clearly skeptical. I have no problem with arguments against this approach when based on actual numbers (like yours are). I appreciate your diligence.
I simply can't accept that. And I know why this happens. As I've said before I completed a run of a Wiz7 game recently. In Wiz7 compared to Wiz8 magic is extremely strong. There are no resistances in Wiz7 the way it works in 8. It's all or none. You affect an enemy with a spell, or you don't. If the spell affects the monster it takes full damage. Encounters with 40+ monsters on expert are quite common. So a full cast of NB of 6 class-changed characters can do 120dmg/monster to each monster. 120*40!! 4800dmg on a single round! A single character!!
This is why they nerfed magic & class changing on WIz8. But they went too far. To the point that your magic caster can do more damage with melee weapons than with his magic. It's sad for me because I enjoyed so much playing a magic party in Wiz7.
I do not grind, or at least I try to avoid it, but have found that a thorough (Expert Difficulty) run that explores everywhere and does not avoid battles too much quite naturally reaches (with a policy of sleeping and recasting between most battles) level 25 by the end of the game (optionally including RPCs maybe 1-3 levels behind). In such a game I might go through areas already explored, like Arnika-Trynton road or the Swamp on the way from A to B, but do not intentionally go out of the way to repeat areas that the map shows as explored. The retro dungeons are included.
Remember also that while a for an MDP when the foes reach the party there have already been 1-2 rounds of heavy damage upon them. It is rare for any battle in which magic is effective to last more than six rounds, including protections and cleanup, against a large or small group, versus a typical battle of 20 rounds for melee/range against a large group.
Yes, there is nothing to prove, fun is subjective and this is just a fun discussion. The frustration you have felt with magic on the peak makes me yearn for you to feel the power of an MDP throughout this game, including on the peak. I talk about this because it has proven for me to be incredibly fun and powerful and I want to share that with W8 players looking for a new experience within the same game. If that is not your choice then of course I also support that, however.
About the design of magic in W8 I will say that the 4 level penalty for hybrids practicing magic is harsh and I would have designed it differently, perhaps no level penalty but an underlying number system, like there is as a factor for the number of attacks (Fighter is 4, Bard is 3, Priest is 2). That is a gentler and more fair penalty system, IMO,. That factor could impact the effectiveness of spells versus resistance, for example. The Specialist Casters are plenty powerful as they are, however, IMO (as long as they are not developed as "pure" casters).
A lot of it has to do with enemy movement. Since I can start combat when I want to in the ideal position to do so for almost every encounter, using magic for large groups means that my party and the enemies are usually only moving around on their first turn (unless the enemies are willing to spend several turns circling around a hallway or tunnel to reach my party's rear, which is super annoying). Using melee in these situations means my party and/or the enemies are constantly advancing, and melee does not usually reach it's full damage potential because there's not always an enemy in range to hit after defeating the last one. Of course, there are still ranged attacks, but some party members will not have this due to cursed weapons, and the damage from ranged is much less.
In general, if by the first turn I can be positioned to where I'm at short range to all enemies in the encounter, then I'm more likely to rely on melee. If there are more enemies behind the front line enemies, I usually rely on magic.
But...while I'm a patient grinder, I find it really boring to wait for x number of enemies to move into position every combat turn, and I try to take steps to eliminate that where I can. I try to start every battle at short range to the enemy's front line unless I can kill them all on the first preemptive turn. But that is a preference.
Yes, absolutely. I find a wide variety of tactical situations when it is appropriate to run or stay and cast, as well as the thoroughly developed physical damage capability of the MDP.
In situations when they can take the long way around to attack the party from the rear, yes, that is annoying, but the speed in which magic kills often makes it viable to kill those charging (or who would be charging if there was an opening) in front and then turn around in time to face the enemies approaching from the rear. Also, sometimes just back to a wall and fighting on three sides works very well also.
Also, even casters get decent AC as the game progresses and it is possible to pull them up to the same level as the rest and use Guardian Angel (or Resurrection if necessary). The later is rare and almost never the entire party and reload. Yeah there are some attacks from behind, but if all at the same level the party quickly adjusts for that.
A large part of all defense is speed of killing. Once the party gets rolling, usually it is only Souldrinker (or fumble fingers at the obstacle course) who has a chance of wiping the party. Even Unicorns and Cloud Jinn are no problem.
The battle, with only two enemies could have been done by this MDP in melee range mode, but magic damage mode was used as a demonstration. Its use is more impressive with a dozen enemies, or something like that, but this shows typical damage levels and the impact of Power Cast against resistance.
Many of the level 7 spells cast at Power Level 7 were in the yellow, but the small chance of backfires is not a significant danger at this point in the game. The battle was initiated by loading an MDP (magic damage party) just before going up the hill to the entrance to the cosmic circle and turning around to look for a fight.