Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Hexes and Magic Resistance
Tiber wrote:The problem is, anything powerful enough to be threatening usually has high enough MR to resist most hexes (which I think could stand to be balanced better).
(from here)
I've seen grumbling about this on the wiki and in the tavern. Here's a set of mechanics that might help out:
- Glowing reduces effective magic resistance. More glowing reduces effective MR more.
- Using magic resistance to defeat magical attacks causes glowing. The more powerful the attack, the more glowing increases.
- Higher base magic resistance causes glowing to decay or disappear faster. Items that increase MR and abilities like Trog's Hand would speed glow decay, but glowing would not change MR's effect on glow decay rate.
This way, if the first attempt at hexing an opponent doesn't work, the second is more likely to work. And it still might take five tries to confuse something, but at least you make some progress.
Perhaps cap the effect such that glowing can never cut MR beyond 50% of its base value if there is concern that this makes things too easy.
And we could take spells like paralyze and petrify and make them such that they only work on glowing targets, so players can't get one-shotted as soon as they see an Ogre Mage.