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Expanding on Ment's words, the ability to deal critical damage with spells can be implemented as a separate skill or racial ability.
Does dodge from targeted spells exist? Is it calculated the same way as before?
And where is initiative?
Without skills, it's quite difficult to estimate, but okay.
Let's take three builds: an average one-handed warrior-ilinar (I messed up there, I should have taken an assari, but I'm too lazy to recalculate), a heavily armored warrior with a two-handed weapon-kalevrit, and a sorcerer-ishanadec.
We'll allocate points based on 130 characteristic points, according to the approximate priorities of each class.
1) **Ilinar** (25-25-50-10-10-10) [assuming that, considering the need for 10 as a minimum value, otherwise two or three characteristics can be completely ignored and the necessary ones maximized.]
Stats
Archmage's Staff 1: (+10% magic power [352]) Archmage's Robe (+10% energy [1100])
Let's conduct three battles:
* Ilinar vs. Kalevrit
* Ilinar vs. Ishanadec
* Kalevrit vs. Ishanadec
Battlefield: 24 by 24
(Ishanadec uses fire shield, explosion, flash, and burning. Swordsmen do not have special skills)
I don't know the mechanics, so I'll rely on the old formulas and Shamanich's program. I won't calculate resistances either.
**Battle 1**
I1 travels 18 units; K1 travels 2.6 (?) units; I1 travels 2.4 units; I1 attacks K1 and deals (53*0.5=27) damage (623); I1 attacks K1 and deals (53*0.5=27) damage (596); I1 attacks K1 and deals (53*0.5=27) damage (569); K1 attacks I1 and deals (165*0.9=149) damage (101); I1 attacks K1 and deals (53*0.5=27) damage (542); I1 attacks K1 and deals (53*0.5*2=53) (crit) damage (489); I1 attacks K1 and deals (53*0.5=27) damage (462); K1 attacks I1, but it dodges the attack; I1 attacks K1 and deals (53*0.5*2=53) (crit) damage (409); I1 attacks K1 and deals (53*0.5=27) damage (382); I1 attacks K1 and deals (53*0.5=27) damage (355); K1 attacks I1 and deals (165*0.9=149) damage (0); I1 is unable to continue the battle;
Well, this is just an example, but overall, I see that dodge now strongly depends on race. If I took the same Assari, the Kalevrit would have almost no chance of hitting. But here, it seems, everything is generally okay.
**Battle 2.1**
I1 travels 18 units; IŠ1 uses explosion (975); I1 takes 352 damage (0); I1 is unable to continue the battle;
**Battle 2.2**
I1 travels 18 units; IŠ1 uses explosion (975); I1 dodges the spell; I1 travels 5 units; I1 attacks IŠ1 and deals (53) damage (67); I1 attacks IŠ1 and deals (53) damage (14); I1 attacks IŠ1 and deals (53) damage (0); IŠ1 is unable to continue the battle;
I simulated two battles, in one I assumed that the ilinar's resistances/resistance/dodge from the targeted spell worked, and in the other, it didn't. In general, that's how it is, any self-respecting Ishanadec will one-shot enemies left and right, the mana pool definitely needs to be nerfed by at least half, IMHO.
**Battle 3**
IŠ1 uses burning (1000); K1 takes 57 damage (593); K1 travels 2.6 units; ... IŠ1 travels 3 units; K1 travels 2.6 units and burns to death, failing to reach the target (0); K1 is unable to continue the battle;
Here, I didn't have much to calculate. If heavyweights don't have a charge, even high resistances won't save them from being kited by a high-level mage, which, again, could be a serious problem.
In general, I see several important points in all this.
1) Dodge ceases to be effective against accuracy (without bonuses and not counting racial predispositions);
2) Agile characters gain an absolute advantage on the battlefield due to a manyfold superiority in speed;
3) High-level mages dominate (without considering resistances);
If the first and second points are more or less clear, then I would like to add something to the third.
Firstly, mages themselves have the opportunity to invest in 2(3) stats and ignore the rest, which leads to some kind of imbalance.
Secondly, the ability to maximize stats and increase damage from spells looks somewhat imbalanced compared to the parallel increase in the amount of mana. From this, there are three options:
- reduce the mana pool, which would, in principle, lead to an even greater weakening of average sorcerers
- or make the process of replenishing mana more difficult. In this case, even high-tier wizards will have to save one-shot spells, although in general they will still be able to use them more often, but at least not so often.
- partially tie the cost of the spell to the strength of the caster. It's hard to say how this can be adequately implemented, but in essence, this could help solve the problem with casting high-damage spells, for example, add a dependence of the spell cost on the magic power parameter, as in the case of damage. Then powerful mages will have to either reduce this characteristic, or invest in willpower, or cast less, thereby saving mana, while weak wizards will be able to spam medium-efficiency spells more often, but with less damage.
That's it for now. Heh, well, I had nothing else to do.