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What is the point in mp spell cost rising with skillup? Is there a mod to fix it?
05/23/2010, 15:13:00

    Starsabre writes:

    I always loved MM6-8 and i didnt kinda like MM9 (graphics being sucky even compared to 6, and game being like a crappy shooter more than an rpg with constant dodging and stuff). I walked through MM6-8 numerous times with different setups and conditions, but never finished MM9...

    But recently i started playing MM8 again, tried lich only party and got very excited about it (weak at start, problems with traps and healing, total destruction in the end with shrapmetal and souldrinker anihillation). I thought about that i never tried a mage-only walkthrough of MM9 and i should.

    I've came to read Flamestryke's website and there i found a spell description. But now what have i found? Not to mention mistakes like spells having too good recovery times at expert, The spells get more expensive with skill going up????

    But this is NONSENCE! Really, i have a 2 spell points bolt that does 1-4 (2.5) per skill damage, why would i ever trade that for a 5 spell points bolt that does 1-6 (3.5) per skill damage? The damage's up by 40% but the cost is up by 150%! What the hell?

    And Sparks!? Sparks for 20 spell points? Damage from normal up by 140% and cost by 300%?

    This is absolutely horrible, i mean, this means almost every damaging spell in the game gets WORSE the further you go. And you dont even get a decent replacement! Unlike MM6-8 variety of spells (okay, some were too bad on mana effectiveness but still they were present for the mass) in MM9 we only have a little list for the basic mage's bread and butter of MM:
    - Elemental Bolt for single target damage (Firebolt, Bolt of Ice, lightning, acid bolt, implosion, incenerate etc all in one)
    - Sparks for close combat multiple target damage (Sparks, Poison spray, shrapmetal replaced by one spell?)

    And even though we are cursed enough to bare the whole game using only those (okay, that green stuff got a little more damage now... carry on...), moreover, they are getting worser the further we progress.

    So, is there no love for mage party in MM9? Or maybe there is a mod that fixes it, making it actually worth it to upgrade? Anything?





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I must confess I never noticed that in MM9, but there precedents in earlier Might & Magic games.
05/23/2010, 20:10:07

    Peter2 writes:

    In MM3-5, the mana cost of the spell Energy Blast increases as the caster's level increases, but it does correspondingly more damage.

    In any case, even if a spell costs disproportionately more to cast, I still prefer it if it does more damage per casting. You get rid of the opposition more quickly, and your party suffers less damage.

    An all-magic party is actually good fun in MM9. If you aim for a final party of lich, mage, cleric and druid, it's actually surprisingly well balanced. The druid is actually the best "half-and-half" character in the game, IMO. He/she is a fairly good spellcaster, and if you max him/her out with GM Unarmed and Dodge, you get a pretty decent melée fighter. The druid's ranged attack is not much, but the cleric can use Everstrike, which is the best bow in the game. Also, a lich armed with Trolleri has a halfway competent ranged attack, because it cam master thrown weapons. (Nothing like as good as the assassin, though.)

    I found the two poorest characters in the game were the crusader and the ranger. Both are spectacularly bad. The only weapon where the ranger can gain more than expert ability is GM in bow. OK, it can use any melée weapon, but I'd happily swap that spread of abilities for the capacity to use just one of them well. And its abilities with magic are ok in the early stages of the game, but pitifully inadequate later on. And from what I remember, the crusader is even worse. It's a perfect example of a jack of all trades and (literally) master of none - let alone grandmaster. The paladin's not brilliant, having a weakness in spellcasting similar to the ranger, but at least with GM in armour, cudgel and blade as well as mastery in bow, it's better than competent at physical combat.





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If I get around to playing another MM9 game ...
05/24/2010, 19:07:42

    Stålhand (aka Steelehand) writes:

    .... I'm going for LLMC. The druid in this game is not worth the trouble. If I'm going to play magic, I want magic and not some halfway character.

    Of course the reason for two liches instead of two mages is the cool portraits they get after promotion.





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Also, a lich is a better character than a mage, IMO.
05/26/2010, 05:42:04

    Peter2 writes:

    From all points of view except the ethical ones, that is, Zedd.

    Souldrinker is a far more destructive spell than Elemental Storm, and a lich is a rather better fighter than a mage. A lich can master in thrown weapons, compared with the mage's merely expert, and the lich is immune to certain types of damage (although at the moment I cannot remember which).





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Oh - I forgot to mention ...
05/26/2010, 05:45:16

    Peter2 writes:

    ... that I always take a cleric, because cleric is one of the two promo quests that cannot be completed without actually promoting a character. (The other is lich.)




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There are other reasons to take a cleric.
05/27/2010, 17:02:14

    Stålhand (aka Steelehand) writes:

    I cannot recall what they are at the moment, but I'm sure there are some.




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Oh, I agree. Divine Intervention is one. ***spoilerish***
05/29/2010, 10:25:11

    Peter2 writes:

    Very useful when fighting the dragon.




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I never noticed that either
05/23/2010, 20:36:27

    Zedd writes:

    since I never use offensive magic for any reason . . magic for me is only for travel, healing, and buffs.

    I have never, ever used a Lich in MM7 or 8 nor have I ever played the Dark side in MM7 so I have absoultely no experience with Dark Magic. I use it in MM6 only for the Day of Protection spell which is the only DM spell my parties learn in that game.

    Since Liches are the only ones that can learn LB in MM8, I "cheat" there and use Versenwald's ski_edit program to give GM Water Magic to Dark Elves. Again I do not bother with Dark Magic in that game either.

    Each to his own and "you plays 'em the way YOU like 'em!"





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Attaboy, Zedd!
05/24/2010, 14:50:10

    Peter2 writes:

    You do it your way, and to blazes with what anyone else thinks!




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05/24/2010, 14:54:09

    Zedd writes:





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Thanks for answers, well i see some people have their own ways to play...
05/24/2010, 02:57:22

    Starsabre writes:

    ...Mine always was to think of a might party as of a balance, like if we exchange blows i can kill you faster than you do. And mage party as a resource management. Like, you deal with him faster for more mana or slower but for less mana.

    It has always been like this for me, and for this purpose at least in MM6-MM8 the spells were ranged from weak but mana efficient to strong but not so efficient (which i liked very much). Of course some spells were just... useless in that manner (like implosion dealing just 1 more damage per skill but costing twice mana) and some were imbalanced with no alternatives (sparks until they got a decent alternative of poison spray in MM7) but overall, a progression existed that was very nice. I'd use sparks when i could kill an enemy in a burst without getting hit or firebolt to just clear them from range, fireball or rockblast to deal with multiple enemies that are close together, or poison clouds for fast kill of tough opponents in a dungeon without going into melee etc.

    I could understand a 100% increase in cost for 150% increase in damage, even 100% for 100%, even 100% for 80% but hell, 150% for 40% what is that?





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