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Khaine's Magic Guide Thread is locked

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Aivas

Aivas

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heretic hary said :
Okay, now the thing I was talking about is 1/7th done due to another planned expansion. You can never have enough relevant information in a guide under construction.


Oh look, you read the Necromancy guide and decided to try it out by reviving this thread ;)

good work, nice guide.

17-Oct-2013 22:07:17 - Last edited on 17-Oct-2013 22:07:42 by Aivas

heretic hary

heretic hary

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^On this thread, I'm also referencing the thread we're talking about on the plate thread.

Oh, and to be accurate, that's about 1.25/8th done now. All of Combat Theory, and only the weapons of magic minus the flow chart and armor.

Yeah, I necromance guides. I did that to the metal guide and necromancy guide (other people's threads, not mine) yesterday, too.

18-Oct-2013 14:19:14

QueenArasene

QueenArasene

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It IS a nice guide, but very tiring to read. Spacing it out some more would help a lot.

Also, I'll just put in here that I disagree with easily dodgeable spells. It puts Magic users at a great disadvantage (pretty much always) when anyone can just *sidesteps* their four-turn charge and smash their head in. I'll agree to earth and rock spells moving slower than the other elements, though.
Most annoyingly, I find that when magic spells are easily dodged (I personally would assume a distance of, say 10-15 meters(?) for this to be the case), the melee user can rush the mage far quicker than the mage's charging speed is calculated; Rushing from such a distance should give the magic caster at least a chance to perform a basic knockback, dodge or bind spell.

Would you care to elaborate what firing distance you assumed when writing up these formulas? Obviously, a spell will take longer time to reach a distanced target (and thus be easier to dodge), so it would be interesting to hear how far away you assume the mage to be for a lightly armored melee user to easily dodge a spell.
My existence is debatable, but likely.

10-Apr-2014 17:11:21

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