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[Magiclysm] The Great Damage Randomization and Normalization #78611

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@Standing-Storm Standing-Storm commented Dec 16, 2024

Summary

Mods "[Magiclysm] The Great Damage Randomization and Normalization"

Purpose of change

Or as we called this kind of thing when I played World of Warcraft, "nerfalization"

The spellcasting proficiencies are really neat but no existing spells were updated to account for them, which means that already-powerful Magiclysm combat spells would gain an additional +30% damage bonus at Master proficiency level. I don't want to remove the proficiencies and that leaves only one option--nerfing damage.

Also, when Magiclysm was first created the RANDOM_DAMAGE flag could only allow you to randomize between the maximum possible damage at max level and the minimum possible for your current level, so it could only make spells more powerful. That's not true anymore thanks to math, and since damage numbers everywhere else in the game are random, spell damage should be too.

Describe the solution

Reduce damaging spell damage pretty much across the board.

Randomize spell damage using the RANDOM_DAMAGE spell flag and math statements so you can't predict your spell's damage.

Describe alternatives you've considered

Testing

Selected every spell in the debug menu to load the JSON and make sure were were no errors, selected a bunch of spells and moved their levels up and down and checked the damage numbers to make sure they properly increased.

Additional context

@Standing-Storm Standing-Storm marked this pull request as draft December 16, 2024 18:09
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding Mods: Magiclysm Anything to do with the Magiclysm mod Mechanics: Enchantments / Spells Enchantments and spells labels Dec 16, 2024
@github-actions github-actions bot requested a review from KorGgenT December 16, 2024 18:09
@github-actions github-actions bot added astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Dec 16, 2024
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Dec 17, 2024
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keampe commented Dec 18, 2024

Your "Hoary Blast" spell uses the "Frost Spray" spell for it's damage, Is this intentional?

  • Shane

@github-actions github-actions bot added BasicBuildPassed This PR builds correctly, label assigned by github actions and removed BasicBuildPassed This PR builds correctly, label assigned by github actions labels Dec 18, 2024
@github-actions github-actions bot added the Monsters Monsters both friendly and unfriendly. label Dec 18, 2024
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keampe commented Dec 19, 2024

Just a suggestion - the bonus damage for the sword type summons being capped at 40 means that these weapons will never be as good as non-magical Quench tempered variety and any magical variant of such will automatically do better.

Would it be unbalancing to cap the bonus to 50 or to increase the base damage to 10 or 11? Not both, but either would make the magically summoned sword compete with the magic non-summoned end game weapons.

Just a thought

  • Shane

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Just a suggestion - the bonus damage for the sword type summons being capped at 40 means that these weapons will never be as good as non-magical Quench tempered variety and any magical variant of such will automatically do better.

The swords do light damage, which ignores most of the armor that monsters have, so that 40 damage goes further than it would otherwise.

@Standing-Storm Standing-Storm marked this pull request as ready for review December 19, 2024 02:51
@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Dec 19, 2024
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