Ok Hold on
Morgan is absolutely correct.
But
Adding a morale rune does not add power to your over all power meter, but they do have a benefit to battle
So just because it does not add power,does not mean it does not add a benefit.
Ok Hold on
Morgan is absolutely correct.
But
Adding a morale rune does not add power to your over all power meter, but they do have a benefit to battle
So just because it does not add power,does not mean it does not add a benefit.
I think you are probably correct with this. But since its so much fun to figure it out on our own, the point needed made. Because what seems so obvious at times is not so obvious later.
Dawnseeker just confirmed today in another thread that what appeared to be battle mechanic glitches in HR are not glitches at all and HR bosses have special powers and passive bonuses. SO we havent figured everything out to this game yet. Maybe these runes that add what seems to be useless power actually do something we havent figured out yet.
ANd yes I am mainly playing devils advocate here. Do i think sapphires do anything for a mage? probably not. But I wont say NO they don't yet.
Is critical useless on a mage? Probably, but maybe not...much more testing needs done, That or someone receiving a critical sainting on a mage.
I already made a post about this,and the only benefit of a spirit for a mage is the add of the (6) set offensive damage and exp for killing monsters. other then that adding sapphire embeds is a waste its been tested it doesnt increase your stunning/aoe for shayd/smoulder. and doesnt increase the damage itself. mages in this game need to be rethought on because they are at a large disadvantage regardless of their stunning/aoe (shayd,smoulder)
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If u add a crit rune to a Mage u get a power boost but I don't see no other boost on performance
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Mages can't crit, so it shouldn't be adding power. I'll have that looked at.
Morale runes don't add power because it doesn't increase the damage of any of a heroes attacks, nor does it decrease the damage taken. Instead, it only changes the timing of your first morale attack. We could attach an arbitrary value to morale runes, but it would be a little difficult, since anything over 100 morale has almost no benefit (being resistant to Will Breaker is the only advantage). Instead, we're focusing on more important things.
As others have noted, +skill damage does not benefit mages. It is still beneficial to raise the level of the Spirit because that will add magic damage, but there's no benefit in Sapphires. Bottom line is, if it doesn't say +magic damage, then it doesn't help mages.
Really? Morale over 100 diminishes the chance of a successful will break? I thought only dodge would prevent an opponents will break from having an effect...interesting...
Dawn, I realize you all are trying not to release too much information on the game mechanics and I really appreciate how much you have clarified over the last few days. I would however like you all to consider releasing more info about mages since it has been noted as to how un-balanced they seem and how little we the players can control how well our mages attack. OR, alternatively, you all could think about introducing some mage specific runes or equipment...just my thoughts.