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making catalytic runes more useful


ixfd64

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Following the Evolution of Combat update, mind, chaos and death runes became much less useful, especially in the free version. However, I've an idea on how the catalytic runes can be made more useful again.

 

The idea is that each standard combat spell would have a "power mode" that can be toggled. In this mode, the spells would consume extra catalytic runes (if available) and do a small amount of extra damage, maybe no more than 15% or so. I've kept the damage buff low as to not devalue Ancient Magicks, but it should still be useful for people who train magic via combat.

 

When power mode is activated, each group of spells would consume an additional catalytic rune or runes as follows:

 

Strike spells: 1 mind rune

Bolt spells: 1 chaos rune

Blast spells: 1 death rune

Wave spells: 1 blood rune

Surge spells: 1 blood rune + 1 death rune

 

For example, suppose Fire Blast deals a base damage of 200 (this is just an arbitrary number as it's hard to calculate spell damage) at the cost of three each of fire and air runes. If power mode is enabled and the player has death runes, the spell will do up to 230 base damage and consume a death rune in the process. If the player runs out of death runes, the base damage reverts to 200 unless the player finds more death runes. With power mode disabled, the spell will be limited to 200 damage and not consume any extra runes.

ixfd64.png

 

ARENAscape:

 

Baratus [AS] max hit: 166 with Moon Battle Hammer

ixfd64 [AS] max hit: 116 with (untitled spell #2)

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Nah unbalanced.

They don't need more power and there's plenty of other ways to use runes or give them new uses.

Blood and death already see plenty of us through ancients.

 

Mind and Chaos could perhaps do with a few more spells, but thats no different than things like body or soul runes that have always been lacking.

Plus who knows what Seren spells will bring!

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  • 3 weeks later...

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