wheals wrote:I like this idea, but having abandoning Sif prevent you from casting any spells is a bit over the top.
Pollen_Golem wrote:Yeah, #2 and 3 are completely gratuitous, and note they apply if you destroy a book for some reason. What's the point of losing spells when you leave Sif?
Oh cool -- I thought it would be needed for balance (since this is a buff, it could come with a nerf) but if we don't need that, then great! This makes the proposal simpler.
As for spell-slots, it's ok to let players leave with overloaded spell slots IMO like Spell Levels Left: -12, so that you'd need to amnesia a lot of spells to learn anything new, even if leads some players to temporarily take Sif just to have lots and lots of spells at the same time.
No, I don't think this would be OK -- because then the Hypothetically Optimal Way to do 15-runes and megazigs would be to go Sif, get every spell memorized, then go Makhleb.
This proposal cannot buff Makhleb players in any way. That would piss Sif Muna off.
So Sif will need to blast your memory at least partially clean with her amnesia, when you leave her, if you're over your natural spell slot limit.
chequers wrote:Rather than doubling spell levels at a piety cutoff, why not add additional spell levels as a function of 0.4 * piety. You'd max out with double the levels, but your additional spell levels growth would be gradual.
Yeah, that would work, too. We could also mix both mechanics -- piety cutoff + scaling.
The main issue I'd have with piety scaling is: my number of spell slots is the strategic resource I spend a lot of time (and spreadsheets) planning around, so I need to know it *exactly*.
I don't know my exact Piety.
If I cast Sif's Amnesia a few too many times, or press 5 too many times, then my spell slots could suddenly be reduced by 1, which could get fiddly and irritating.
So if there's piety scaling, it should give the max benefit at any piety 160 or higher.
Alternatively, scale it with the number of ****** visible in the main game screen. It's just too annoying if it's opaque.
chequers wrote:EDIT: after thinking some more, doubling spell levels makes slots essentially meaningless. Since there's a 21 spell slot cap, you can memorise all 5 level 9 spells (45pts), all 8 level 8 spells (64pts) and still have 51 points for your remaining 8 slots (so you could fill them all with level 6 spells).
That's a really good point I hadn't considered.
Question for the tavern: why does this cap even exist? I've hit it in a few games and it always frustrates me -- it's an interruption to my plans. It seems to me like the best way to deal with this cap is to remove it, but that's because I don't understand what it's for.
duvessa wrote:Extra spell slots is basically what Sif already offers with the cheap amnesia.
True, but not during combat. It takes multiple turns to learn a level 8 spell during combat. So we need to prioritize Important/Emergency spells over Experimental/Quirky/Interesting/Niche spells.
duvessa wrote:You're assuming the character trains spellcasting to 27, which is flagrantly bad skill training. Also, that cap should really be raised to 22 now that the selective amnesia spell is gone.
Yep! Flagrantly bad skill training, but is it uncommon amongst the player base?
For me, after about 6 runes I usually find the thing that I need the most is -more- -spell- -diversity-.... if I can get a few Summons, Translocations or Emergency Necromancy spells online, it will provide a ton more benefit than getting a few more levels of Dodging, or learning a new spell school (that I don't have the spell slots to make use of).
This *seems* optimal to me, but it goes against the advice of excellent players, so it probably isn't.
However, what I do know is if I want to play optimally to get my 15 runes, choosing Sif Muna over Makhleb or TSO isn't optimal
prozacelf wrote:Sif wrath did used to have random amnesia of spells as a possible penalty anyway. I don't think it would be too harsh to randomly amnesia spells to get someone back down below their normal spell slot limit.
Yep -- hostile amnesia actions were removed in 0.15 (according to badwiki) and I assume this was because it would be super annoying for Sif to take away a spell, forcing you to ctrl-f to your spellbook and memorize it again (yawn).
In this case though, we definitely need to reduce the player's spell slots when leaving Sif, somehow, because it'd be totally exploitable.
A little analysis for how optimal players might make use of double spell slots:
The benefits of training Spellcasting are primarily these two:
- extra spell slots
- extra spellpower/success for all spells, at a rate of 1/4 of other spell skills
So for optimal players, this proposal makes Spellcasting less attractive because the player is already getting Enough spell slots from a low level of spellcasting skill.
On the other hand, it can also increase the benefit of Spellcasting -- because if the player is planning to use at least 4 spell skills (and their aptitudes aren't too crazy), then Spellcasting is an efficient skill investment.
And, as they train more spellcasting, they get more slots, which means they can take up more schools of magic, which makes Spellcasting more attractive....
Interesting positive feedback loop -- it increases the benefit of training 4+ magic schools, which increases the value of Spellcasting, which further increases the number of slots available.
The feedback loop will eventually be slowed down by logarithmic skill training costs, and by the 21-spell cap.
Therefore, I think that an Optimal player running Sif Muna would either have:
- lower Spellcasting skill than usual, with heavy focus in 3 or less schools of magic
or
- higher Spellcasting skill than usual, lower skills in the other schools of magic, and spells picked from every school