Monday, 18th September 2017, 15:26 by MainiacJoe
I'd like to solicit discussion of when a spell's failure rate is "good enough" to stop training it. There is of course no one answer. Here are some of my thoughts to get things started. I'm confident these are mostly correct but feel much less confident that I could evaluate them in a given game.
- Every casting attempt has a 10 aut* opportunity cost. (* !Haste)
- Every casting attempt has an MP opportunity cost.
- Emergency spells have higher opportunity costs than buff or killdude spells because of when you attempt to cast them
- Every casting attempt risks* a miscast effect that varies in severity by school on top of the obvious spell level severity (* Sif/Kiku)
- Having consumables on hand reduces the risk of miscasts because you can better respond to them.
So I feel that spell failure is more important early (E & B) but that is precisely when XP to reduce spell failure is at a premium. And this situation is why I'm making this post, since I don't really know what to do and not coincidentally, I rarely make it to Lair with casters.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh