Global damage config?
Derpford opened this issue ยท 1 comments
I'm trying to put together a modpack, and...well, to put it bluntly, I'm having trouble balancing it. Spells are simply way too weak compared to even vanilla equipment, let alone vanilla equipment with Apotheosis attributes or modded equipment. Basic spells from Wizardry do less damage than a wooden sword, despite requiring more effort to obtain and having a rune cost by default. Theoretically, wizards have an advantage in the form of their basic spells having the ability to pierce multiple targets...but with Better Combat installed, so do melee weapons. Theoretically, using PlayerEX also alleviates this by letting me scale my spell power, and I can use equipment that buffs spell power, but...why would I do that when I can mine two diamonds and have a sword that lasts almost as long as a full inventory of runes and hits harder than starter spells while allowing me to use regular armor? (This would be less of an issue if there were more mobs that wear armor, as magic damage bypasses armor in Minecraft...but this is only really applicable against Apotheosis minibosses, as almost nothing in vanilla Minecraft wears armor, and most vanilla and modded mobs rely on raw HP.)
It would be really handy from a packmaker's perspective to have a global Spell Engine damage multiplier. This wouldn't just be helpful for situations like mine, where I just disagree with the base damage values--it would also be great for cases where someone's also tweaking player and mob health as part of a broader damage overhaul.
It is a known issue, that there is a slight balance problem in the early game.
In the middel, late game however, spell casters become very strong.
No global config for damage is available, nor would it solve this issue.
Consider raising the spell power attributes on the weapons.
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