metroid composite wrote:When an enemy has magic resist, and resists knockback from PISORF, they seem to gain 25% physical resistance each time (up to 100% physical resist).
I'm not sure if this is intentional, but it does have the consequence of making some enemies pretty much unbeatable. (I'm guessing this is what happened when I lost to a 100% defence Ssseth).
Each glyph has a different effect on casting failure, and that's PISORF's one. Generally, the knockback glyph provides you with better punch for mana when resistances aren't involved: as soon as the %s climb, though, favour goes back to fireball, especially considering the risks involved.
Huh; I'm not sure what the poison glyph's backfire effect is. (I've seen WEYTWUT's fail effect...which is basically the old freeware effect. But I tried poison out of curiosity, but didn't notice an ill effect).
But...regardless, I'm not sure how much I like this. These spells are already bad against magic defence; PISORF worse than most because walls are a finite resource, and you sometimes need to explore more dungeon to follow an enemy you just knocked into a wall (and exploring more dungeon is usually not what you want to do against high-defence enemies).
And...honestly, there have been times when I've had all three of PISORF, BURNDAYRAZ, and WEYTWUT, and I still used BURNDAYRAZ. Yes, you can spend some mana to get the enemy into position, and then spend some exploration tiles making sure the enemy won't regen in the middle of the fight when you move to knock them through the next wall. Or, if you don't need to squeeze out that 10% extra damage, you could just fireball and win, using far fewer resources.