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Was it really that hard to implement?
I get what you're saying, and what you want isn't that hard to impliment. But that's not the game the developers wanted to make.
Lichdom isn't coincidentally deep. It's fundamentally deep. The point was to create a game where a million different approaches could be used to taking out enemies and where those approaches could be determined on almost every level by the player himself.
If you want some cookie-cutter game where you've got 5 classes which each have 3 attacks and 2 skills, there are tons of mostly re-skinned clones to choose from.
But if you want to create your own truly unique mages with a massive variety of approaches to inflicting pain, damage, and death, then Lichdom is what you're looking for.
personally, like Asuzu i was hoping for something it wasn't (BUT that it was advertised as being erroneously). i woulda been perfectly happy with a mode that removed any reqs for stat and minmaxing of numbers, and just went with the raw spells themselves scaling as you went in such a way to provide difficulty. where the creativity was specificly in the use, NOT in the statting.
didnt help that if you DIDNT stat it very specificly, that in and of itself precluded advancing. you had to stat one way or else. thats not really depth at all.
anywho, regardless of my opinion, my bottom line is good guide! gives the important basics that are never really explained. still holding out hope the folks that grabbed the license after the devs went broke might someday rework it a bit somehow for us non-numbercruncher types.
I thought the Gasoline/mastery and match/destruction analogies are a great way to explain that.
Thanks! And that's such a great idea. My son would love to play, but he's not old enough to get the numbers part, let alone brave the math guestimation.
Thanks! High praise coming from warrax!
So quick question for you and the other guys who really know the mechanics. Why is it that the order mastery -> control -> destruction tends to do more damage?
I remember reading in one of your guides that that's the order to use. For my entire first playthrough, however, I found that ice control -> kinetic mastery -> fire destruction yielded more damage.
Now, however, as I'm going through NGP, things have flipped and your m - c - d order is working about 3-4x better.
I'm sure that's a function of some variable I changed in a spell, but I don't know what it could be.
Any insight?
In general, because Mastery buffs the damage of both the control spell and the destruction spell. Note, however, it's only Ice control that stacks its damage into the damage calculation of the subsequent destruction spell. The other control spells do not work like this. At sufficiently high gear levels MA->Ice CO->DE will always yield the highest damage.
In essence, leaving affix bonuses and static multipliers aside, the damage of the 3-step combo is this (using Kin destruction as example because it has the highest native crit multiplier):
(Ice DE * (1 + Ice Crit * (1 + Ice MA) + Kin DE) * (1+ Kin Crit * (1+ Kin MA))
The lead term is cubic in terms of base stats and includes 2 crit multipliers: Ice DE * Ice MA * Kin MA * Ice Crit * Kin Crit. At high gear levels this is where most of the damage scaling comes from and why you can one-shot bosses to make the game boring for yourself.
I would guess that you weren't applying enough Mastery for both Ice control and fire destruction to consume their maximum quantities. In that case you're likely better off having your fire destruction spell consume the available Mastery given its higher base crit multiplier and so that fire's base damage will also benefit from the mastery enhanced multiplier.
Without getting to mathy like atavist did in the last post. The stored damage gets added to the base damage of destruction and the all respective multipliers go to work.
a simple example.. if an ice control spell can store 450dmg and then that 450 gets multiplied by mastery consumption, crit and apoc .. that 450 could now be say 5000...
then let say you have a destruction spell that does 500dmg, well now the base dmg will be 500+5000= 5500 and then all the typical multipliers goto work.
Unlike what atavist said i found this work work with kinesis and lightning control as well, but ice is the easiest to get working.
However all this aside by endgame i was barely using control anyways. A good mastery spell and a good destruction spell are enough to blow up any mob in one hit.
BUT HEY! if we are shooting for absurd damage numbers, i like Corruption destruction the most.
the biggest damage i've done was under these conditions.
- first get Delirium Apoc buff.
- Get mob in Ice control (single attack NOT pool)
- Drop Apoc Mastery pool on mob (any sigil)
- Rapidly spam a 100% crit chance Corruption Destruction Lob..
when that baby goes off, OMG! i got 7 million once and usually can get above 5 million repeatedly. Lol...
But whatever 200K is all you need to once shot any mob even at the Tier 20 level.
I should say that I haven't really touched the game in 2 years. At launch each of the CO effects worked differently (with Ice CO outscaling the others massively), but that may of course have changed.
The key point to underline is that, as you say, you don't need all that damage. Being able to do a few 100k damage efficiently is more important than dealing millions of overkill.
Man, you just got me to jump back in. lol. What a great game!
Yeah basically this.... the game secretly expect you to understand the crafting system by a couple of hours into the game, the first 4 tentacle demon boss in shax's lodge is a CLEAR point where many players just give up and quit because that dude without mastery is near impossible.
Imo half of the negative reviews are correct. This game does have flaws and half of those reviews point that out. The other 50% are the players that never understood the crafting system. In defence of that 50% the game does NOT do a good job of teaching you (except through pain) about the crafting system. The journal is all you get.
I permanently switched to linux a few months ago, lichdom (cry engine 3 games in general) just doesn't run without going the full virtualization route. I plan on tamering with proton and/or wine again soon but right now parenting is keeping me busy.
To everyone looking for some ideas for creative killing sprees, here's some spell finisher combos to really spice up your game:
-Wasp Nest: Kinesis Mastery Ray (rays are actually good for something, and that is applying lots of mastery over short time. Especially useful with Kinesis, the NPCs are just god dang helpless if you whip that one out, they can't move even an inch, and since enemy attacks clash with spells and get cancelled, they won't ever hit you on range either, they are just stuck getting more and more helpless against the next destruction spell that's gonna come for their nuts) -> Corruption Mastery -> Corruption Control -> Kinesis Control -> Fire Destruction
Effect: The affected target gets smashed to the ground from the Kinesis Control being dispelled by the Fire Destruction. On impact with the ground, the target explodes and creates a bug swarm and a hive follower
-Sadomasochism: LOTS AND LOTS of Mastery (any sigil except Delirium because Delirium Mastery will mess up the last component of the combo) -> (Control (optional, but if you use this, then use a type of Control that doesn't prevent the enemy from attacking you)) -> Delirium Destruction -> get hit
Effect: The target will receive damage upon hitting you, as usual with Delirium Destruction. This damage will be amplified by the applied Mastery (and Control), to the point the attack will cause most targets to instantly kill themselves by attacking you. If enough Mastery is applied, this combo is a guaranteed overkill and can be used to quickly recharge Synergies linked to any sigil you add into the mix via Mastery (and Control)
-Recreation: Necromancy (make sure you make a fully charged attack with this) -> LOTS of Kinesis or Phase Mastery (depending on whether you wanna have time slowed down for a little with the final hit or make the target hold still until they stacked up a Mastery level that shoots their backside to the moon if you even so much as look at them from an angle) -> Kinesis Control -> Phase Control -> LOTS of Kinesis Destruction (reference: use a Phase Control Pool for the previous step and just keep dealing kinetic damage until the pool is gone, then proceed to the next step so you don't run out of time and muck it all up) -> Phase Destruction
Effect: The target will either immediately be wiped from existence or slowly travel to a random location near its previous location in a straight line and frequently receive damage along the line before being torn to bits. In the target's spot, an undead follower will appear. It will either use Phase or Kinesis attacks, depending on whether the initial impact of Phase Destruction or the stacked kinetic damage taken along the phase-shift's path killed it
-False Demon: Fire Control -> Corruption Control -> Delirium Control -> Corruption Mastery -> Fire Mastery
Effect: The target is enslaved. Other NPCs near it receive fire damage over time, and the enslaved target deals additional fire damage and infects targets with parasite eggs via its weapon, but its health will decrease over time. When the target dies, it turns into a swarm of bugs and spawns a hive follower
that one is neat..