I would like to know if it would be possible to increase the minimum damage a elemancy raw cast can perform in exchange for lowered maximum damage possible. It is rather odd at times how much a single cast can change from one cast to the next, and with the casts being limited to one per round, the damage swing is sometimes completely unreliable.
I would prefer to see this as a toggle effect which can be seen as choosing to use 'improvised patterns' which are more unstable or 'tried and practiced' patterns which are more polished, at the cost of not pressing the limits. Does anyone agree or disagree?
A Modest Change
A Modest Change
The elements are slaves to no being. One must learn to ask for their aid, the elements offer power to the humble. This is why no one is truly a master yet everyone is a student..
~The Apprentice of the Elements
~The Apprentice of the Elements
What's odd about the variance with raw cast damage? Every source of damage has a fairly large scale of variance (with a few exceptions, like a mine tunnel caving in completely on you, or something), and the raw casts aren't particularly focused, controlled, or powerful since they're not used in conjunction with any pattern.
The lore compels me!
It is odd as some mixtures such as (PPA) can vary from a cast of 20dmg to a cast of 90dmg, on the same target, on the same body part. It is not odd that it varied but the degree of variance. PPA is only one of several wide swings. As for the raw casts to not be focused, controlled or powerful.. that is the only real means to attack with as compression is only valid for multi channel for the non damage focused elements. [I do not really see this level of variance with two handed weapons which are only allowed one strike per round.]
Though, with that as the current mindset, would you be open to a new pattern to give refinement to the casts or would it have to be a different ability per channel combination if impure? Ex: one ability for G, GG, and GGG but one for: GGA, a different one for GGP, ect ect.
Though, with that as the current mindset, would you be open to a new pattern to give refinement to the casts or would it have to be a different ability per channel combination if impure? Ex: one ability for G, GG, and GGG but one for: GGA, a different one for GGP, ect ect.
Last edited by Nootau on Sat Dec 08, 2012 6:58 pm, edited 1 time in total.
The elements are slaves to no being. One must learn to ask for their aid, the elements offer power to the humble. This is why no one is truly a master yet everyone is a student..
~The Apprentice of the Elements
~The Apprentice of the Elements
Accuracy probably has something to do with it. Think of the low damage hits as partial hits, where you nearly missed, or hit a less vital part of the body part. Like a hit to the pinky would be a low damage hit to the hand. A hit to the center of the hand would be a high damage to the hand. Even with a big powerful spell, you can still have a brushing or glancing strike or something.
Whenever the pressure of our complex city life thins my blood and numbs my brain, I seek relief in the trail; and when I hear the coyote wailing to the yellow dawn, my cares fall from me - I am happy.
-Hamlin Garland
-Hamlin Garland
The degree of variance is intended. A hit to the head doesn't necessarily mean a hit square in the center of the head. From the beginning, my design for combat has always been that nobody will be able to consistently, effortlessly destroy things just because they have a high skill. It'll give a significant advantage, for sure, but there's always that chance you'll only land a glancing blow to the side rather than smack in the face.
The lore compels me!