Herborist wrote:Not every class uses fireballs,
There's four attack glyphs (Healing, Fireballs, and Death Protection, and knockback are all ways to sink mana to deal more damage). Any class that picks up fireballs and doesn't have another attacking glyph WILL use fireballs (except Half-Dragon). If they don't, they're wasting their MP stat.
Now, there are classes for whom Fireballs are not the most mana-efficient spell, I agree. Berserker, for instance, is more mana-efficient when using CYDSTEPP. I assume that's what you mean by "not every class uses fireballs". But the thing is, by that definition neither Wizard nor Sorceror uses fireballs either....
not ever class has the same auto-attack modifiers (fire strike, +initial damage, +damage after 1/2 hp, etc.).
...Wait, you're counting those, but you're not counting the fact that Sorceror does extra retaliation damage after its been damaged? This is mechanically important. It's the reverse of Thief, where your extra damage will help you when you're first-striking a lower-level enemy, but not when you're doing regen attrition; instead with Sorceror you have a harder-time first-strike OHKOing lower level foes for the level up steamroll, but an easier time with regen attrition.
There's one or two ways that could currently happen, but I don't recall any of those methods being available in the Swamp. I'll try recreate your error and see what I come up with.
If it helps to repro the bug, I was using Wizard, probably using Human, using PISSORF a lot, and then switched to BURNDAYRAZ once the enemy I had been knocking into the boss died, and once I'd used up my mana potions on that I went to attack the boss and was like "Wait, zero damage?" I also had used WEYTWUT to get the boss next to a wall thinking I was going to knock the boss into the walls (until I realized "oh right, PISSORF still has a 40% hit rate even though it deals full damage").
Still thinking about that. It's quite possible that it will be moving back to 2, and I'll be using elf characters for the next while to test that.
2 mana per conversion makes it...probably slightly stronger in the abstract than Human or Dwarf (in that I think Elf Fighter is probably the best Fighter build in the freeware--unless you know the boss ahead of time). But elf is not significantly stronger--after doing calculations I've...actually used Human/Dwarf/Elf in relatively even percentages in the freeware. But using the same calculations for the E3 demo...I don't use Elf at all. (Dwarf for Berserker and Rogue, Human for all other classes).
Have you considered the following: right now, your conversion system is "get to 100, get a stat". This kind of system would allow for something half-way between 1 and 2; like for mana you could do "For every 70 conversion points, you get +1 mana".
We actually want to get male and female versions of the characters into the final version, resources permitting.
Yay, thanks ^_^
The wizard's +1 glyph is currently always a fireball to increase the chances of him finding it early (unless you're willing to fork out for the Glyph Magnet). Still trying to decide if players would value the increased fireball find chance or the overall "glyph spread" more, especially now that you've discovered the PISORF's extreme usefulness.
There are some classes where I would probably value an extra fireball on the map (Thief, for instance). But...it's Wizard. Wizard has glyph sight, and thus tends to get all the glyphs on the map by level 2 or 3 anyway. Wizard almost certainly wants glyph-spread.