Forge cost of gear and a bit on wizards vs fighters
Posted: Thu Feb 25, 2016 3:40 am
I'm making a new topic on this so it doesn't clutter feedback and a new topic also allows for more debates to be made on this. On the topic of the forge, once the server is back up I can try to help you understand it since the forge is really the only place that I have seen so far that gives gear progression at a cost. Now on the topic of wizards:
Wizards will pretty much only use the forge to max out spell slots and let us assume we can ignore the armour and staff slots for spell slot purposes here. You can potentially make each item have 5 spell slots of whatever you choose (and 4 for your rings since I would assume that the +3 int rings from the shop are pretty much needed to max int effectively). Now that will end up being somewhere around 40 - 50 extra spell slots which is a lot but again it comes down to cost. Let us assume that you will want level 7-9 slots, while the forge only lets you choose one of each slot per enchanting, it is still a large amount once you are done.
Now for cost:
It costs 2 forge tokens per level 7-9 slot (or is it 6 -9 I forget) and 1 forge toke for anything lower than that. Each enchantment also increases the cost of the next one by 2 forge tokens (i.e. 1 spell slot costs 2, 2nd spell slot will then cost 4 to add, 3rd costs 6 to add etc.). Now for an item with full 5 spell slots, that will cost a total of 30 forge tokens (2 + 4 + 6 + 8 + 10 = 30). Now a main toon can acquire forge tokens for 15k gold and 5 cherries. This means that each item fully maxed out will cost a total of 450k gold and 150 cherries or can pay full price and pay 750k.
Now I dunno how many of us are millionaires on Alangara but acquiring 450k is a huge amount of time and grinding which is not exactly a lot of fun. So yes there is the potential for a large amount of spell slots, but it is just not cost effective. A fighter can max out gear with about anywhere from 24 - 44 tokens (depending on weapon size and this is for +6 boots and amulet since other gear can be bought) so that is 660k and 220 cherries for a maxed out large weapon and +6 amulet and boots (or using forge tokens from quests to save on gold and cherries but not taking that into account on this post to avoid too many variables). Then the fighter class just needs roughly 700k for armour, 170k for belt, roughly 200k for helm. So overall, maxed out fighter gear costs roughly 1.7 million gold give or take a few thousand gold.
Now for the math on a mage:
450k per spell slot item and lets assume helm, cloak, bracers and boots for now. That is already 1.8 million gold and that is not even counting staff costs, rings, amulet and robes. Just to have a complete overall cost (and this is just an estimate since I can't get in game and look at the Tolmar shop to confirm. Rings will cost roughly 25k each for the +3 int and then 28 forge tokens each for the 4 spell slots (4 +6+8+10 = 28) for another 420k gold each + 140 cherries EACH! Now we are up to 2.6 million gold before Tolmar robes and amulet. Assuming they cost around the same as the fighter version (although likely more expensive) that is roughly another million gold for a grand total of 3.6 million gold. That is over double of a fighter and a fighter not only gets more ac, unlimited uses of a multiple damage source weapon AND doesn't really need to rest in order to continue adventuring.
See the balance issue yet? But wait! There is more!
Combat:
Assuming 5 attacks per round on a fighter class and let us ignore the random chance of criticals for now. A fighter will usually deal roughly 60 - 75 damage per hit with a fully forged large weapon with thunderstrike enchantment. 60 - 75 x 5 attacks = 300- 375 per round unlimited times until a monster is dead regardless of level.
Now with damage progression of spells, let us assume that a maximized icestorm does 500 damage. 500 x 2 spells per round with haste = 1000 damage per round. Sure that is 1000 damage per round AOE so effectively a lot higher than that BUT they are limited to their spell slots then they have to wait to rest for roughly 10 - 20 min due to the large amount of spawns. Then their damage drops to that roughly 60 - 100 per round and instead of point and click then watch their character fight, they have to constantly push that one button over and over and constantly target the monster over and over. Not only does this get boring very quickly but what if you misclick and target your friend or summons? Ooops wasted round of 0 damage. Now one can argue the added Damage that pets are dealing but again that requires the player to sit and watch and wait.
Now of course there is always pros and cons to both just like there are pros and cons to the rest timer. The overall key thing at the end of the day is finding the right balance which is much easier said than done. Now in a balanced party, this issue becomes less and less of an issue since a good group can take on most challenges within the time in between rests, the issue is only as big as this rant when either solo, or in a small group.
Anyway this ended up being longer than I thought it would be but just figured I would state the facts and open up the issue for discussion or shed some light on the true cost behind the balance between fighter classes and caster classes.
Wizards will pretty much only use the forge to max out spell slots and let us assume we can ignore the armour and staff slots for spell slot purposes here. You can potentially make each item have 5 spell slots of whatever you choose (and 4 for your rings since I would assume that the +3 int rings from the shop are pretty much needed to max int effectively). Now that will end up being somewhere around 40 - 50 extra spell slots which is a lot but again it comes down to cost. Let us assume that you will want level 7-9 slots, while the forge only lets you choose one of each slot per enchanting, it is still a large amount once you are done.
Now for cost:
It costs 2 forge tokens per level 7-9 slot (or is it 6 -9 I forget) and 1 forge toke for anything lower than that. Each enchantment also increases the cost of the next one by 2 forge tokens (i.e. 1 spell slot costs 2, 2nd spell slot will then cost 4 to add, 3rd costs 6 to add etc.). Now for an item with full 5 spell slots, that will cost a total of 30 forge tokens (2 + 4 + 6 + 8 + 10 = 30). Now a main toon can acquire forge tokens for 15k gold and 5 cherries. This means that each item fully maxed out will cost a total of 450k gold and 150 cherries or can pay full price and pay 750k.
Now I dunno how many of us are millionaires on Alangara but acquiring 450k is a huge amount of time and grinding which is not exactly a lot of fun. So yes there is the potential for a large amount of spell slots, but it is just not cost effective. A fighter can max out gear with about anywhere from 24 - 44 tokens (depending on weapon size and this is for +6 boots and amulet since other gear can be bought) so that is 660k and 220 cherries for a maxed out large weapon and +6 amulet and boots (or using forge tokens from quests to save on gold and cherries but not taking that into account on this post to avoid too many variables). Then the fighter class just needs roughly 700k for armour, 170k for belt, roughly 200k for helm. So overall, maxed out fighter gear costs roughly 1.7 million gold give or take a few thousand gold.
Now for the math on a mage:
450k per spell slot item and lets assume helm, cloak, bracers and boots for now. That is already 1.8 million gold and that is not even counting staff costs, rings, amulet and robes. Just to have a complete overall cost (and this is just an estimate since I can't get in game and look at the Tolmar shop to confirm. Rings will cost roughly 25k each for the +3 int and then 28 forge tokens each for the 4 spell slots (4 +6+8+10 = 28) for another 420k gold each + 140 cherries EACH! Now we are up to 2.6 million gold before Tolmar robes and amulet. Assuming they cost around the same as the fighter version (although likely more expensive) that is roughly another million gold for a grand total of 3.6 million gold. That is over double of a fighter and a fighter not only gets more ac, unlimited uses of a multiple damage source weapon AND doesn't really need to rest in order to continue adventuring.
See the balance issue yet? But wait! There is more!
Combat:
Assuming 5 attacks per round on a fighter class and let us ignore the random chance of criticals for now. A fighter will usually deal roughly 60 - 75 damage per hit with a fully forged large weapon with thunderstrike enchantment. 60 - 75 x 5 attacks = 300- 375 per round unlimited times until a monster is dead regardless of level.
Now with damage progression of spells, let us assume that a maximized icestorm does 500 damage. 500 x 2 spells per round with haste = 1000 damage per round. Sure that is 1000 damage per round AOE so effectively a lot higher than that BUT they are limited to their spell slots then they have to wait to rest for roughly 10 - 20 min due to the large amount of spawns. Then their damage drops to that roughly 60 - 100 per round and instead of point and click then watch their character fight, they have to constantly push that one button over and over and constantly target the monster over and over. Not only does this get boring very quickly but what if you misclick and target your friend or summons? Ooops wasted round of 0 damage. Now one can argue the added Damage that pets are dealing but again that requires the player to sit and watch and wait.
Now of course there is always pros and cons to both just like there are pros and cons to the rest timer. The overall key thing at the end of the day is finding the right balance which is much easier said than done. Now in a balanced party, this issue becomes less and less of an issue since a good group can take on most challenges within the time in between rests, the issue is only as big as this rant when either solo, or in a small group.
Anyway this ended up being longer than I thought it would be but just figured I would state the facts and open up the issue for discussion or shed some light on the true cost behind the balance between fighter classes and caster classes.