Page 1 of 1

[impression] 'Bolt' vs 'Ball' spells // runemaster

Posted: Wed May 09, 2018 5:55 pm
by tangar
[impression] 'Bolt' vs 'Ball' spells // runemaster

Bolt spells cost less mana, but make much less damage and could be reflected.. So I suppose it's not popular to use bolt spells at mid-early game for _runemaster_... Players could just forget about 'bolts' at certain moment and start to use only 'balls'.

Maybe it could be changed to make bolt spells more useful at mid-early? Should they have more damage than 'balls'? It make sense not only in terms of game balance (to make more choices for players - to use bolt or ball in the fight), but also fits in ''lore' thingy - bolt is more concentrated 'magic' so it has to make moar damage.

Just an impression, maybe I'm wrong... Istari are using manabolts only because they forced to do so (not much alternatives for mana spells).. But runemasters could just forget about bolts at certain moment and it looks not right...

Re: [impression] 'Bolt' vs 'Ball' spells // runemaster

Posted: Wed May 09, 2018 6:46 pm
by tokariew
maybe i forget how to multiply, but i checked dmg for bolts/balls on my char, and bolts make more dmg on avg vs single enemy...

Re: [impression] 'Bolt' vs 'Ball' spells // runemaster

Posted: Wed May 09, 2018 9:21 pm
by tangar
I didn't make very precise calculataions, but it's kinda obvious numbers.. Ball makes 147 dmg, bolt ~100-130

/tym

EX: Disenchantment

Ball:
total damage done 3234

attacks 22
~ damage done 147

seconds 11.4 seconds
~ damage done 283

Bolt:
total damage done 3584

attacks 30
~ damage done 119

seconds 15.7 seconds
~ damage done 223


And it's with low skills (27), so I fail casts sometimes.

Also please add there that there are a lot of reflectiong monsters... No point of even creating bolt macro with such numbers.

---
UPDATE:
At high lvls bolts makes more damage than balls, so general idea of this topic is wrong.