Somewhat against my better judgment, purely because I'm worried that these are going to break the game in some unforeseen way, I've taken the suggestions and requests of a number of you to heart and have done a little reworking of the spells, specifically allowing them to scale up a little better. Good discussion about spell damage was had here - viewtopic.php?f=4&t=55&hilit=lightning
. We also needed to up Azra's max spell levels to 15 instead of 9 (since the level cap is now 60 - I don't think we'll be changing the defender skill point maxes, but Azra needed it). All Azra spells should also start targeting "dark" 100% of the time soon, though that's not implemented yet. Yes, I realize there are still some spells that are better than others, and I'm fine with that, but hopefully now there's a little more balance. So, here are the new details:Lightning
. Previously, lightning became weak pretty quickly, even before NG+, in which is became entirely useless. It just didn't do enough damage, and I was constrained and unable to make it do more damage since it would then have a >1 psi gained to psi spent ratio, thus breaking the game. Lars added a new tool though that lets me break that. Lightning will now inflict "psi burn", removing psi rewards proportional to the HP damage done. So, if a lightning strike removes 20% of an enemy's HP, it'll "burn off" 20% of their Psi reward as well. So, the old lightning spell varied from 10 damage at level 1 to 200 damage at level 9. Now, it varies from 20 dmg at level 1 to 730 dmg at level 15. Furthermore, bonus damage is applied based on Azra's attack stat ((level +1) * 5 * mult), where the mult varies from 0.5 to 4.7. Thus, at level 60 with 15 points in lightning, it will do 730 + ((60 + 1)*5*4.7) = 2164 damage. The level 9 version of the spell was previously 200 damage, now at Azra's level of 40 that same spell would do 300 + ((40+1)*5*2.9) = 895 damage. For the moment, I'm keeping the cost at the same 10 psi, and the cooldown at 0.25 seconds, though I'm debating increasing the cooldown a little (to 0.5 or 1.0 seconds). Frenzy
. I tweaked this one down ever so slightly. Previously ranged from speed bonus of 40% to 65% at level 9. It now will range from 40% to 75% at level 15 (so level 9 is now 60% instead of 65%). Still costs 35 Psi and has the same 90 second cooldown.Healing
. This one got a small boost. Previously cost 25 Psi with a 5 sec cooldown, and ranged from 30 HP to 270 HP at level 9. The new cost has dropped to 20 Psi, it still gains 30 HP per level (now maxing at 450 HP at level 15), but also gets a similar addition to lightning ranging from 30% to 75% of Azra's attack stat ((lvl+1)*5), so at full max level it'll heal for 450 + (61*5*0.75) = 679 HP. This will fully heal nearly every defender (outside of knights and dragons) for 20 Psi. If you don't care about healing then this won't change your mind, but I think it makes the heal spell legitimately useful with a few stat points put into it (drop 5 points into it at Azra level 40 and it'll heal for 150 + (41*5*0.43) = 238 HP, which even at 40 will heal 40% - 50% of most defender's health.Crystal
. Big boost for crystal - it has a long cooldown and small range, so it should do some pretty significant damage. I did add the same Psi Burn to it though, so you're gonna hurt for the lost psi, but at least you'll live.
Old version varied from 150 dmg to 1050 dmg at level 9, costing 45 Psi and with a 75 second cooldown. It also had a splash range varying from 1.25 to 2.50 tiles. While the cost and cooldown haven't changed, everything else got pumped. The ranged now varies from 2.00 to 2.70 (admittedly at level 9 it's only 2.40 now, but whatever, haha). The base damage varies from 150 to 4000 at level 15 (with level 9 at 2000). Bonus damage ranges from 400% to 1800% of Azra's attack stat. At level 40 then, level 9 crystal would do 2000 + (41*5*12) = 4460 damage to everything in range, and truly maxed out it'll do 9490 damage. Pushback
. I think this one may stay almost entirely unchanged. The only difference is that instead of maxing at 4.0 tiles at level 9, now goes to 5.5 tiles at level 15, still at 0.25 more tiles per level. Currently leaving the cost at 60 and the cooldown at 40 sec.Dragon Fire
. As this one isn't a desperation move, nor as well-targeted, as lightning and crystal are, I'm going to try not to put psi burn on it. It does need a substantial boost though. The old version cost 100 psi and had a 120 sec cooldown. Base damage previously ranged from 150 - 500, and the fire damage was 10% of that damage ranging from 10 to 25 seconds. Thus, total damage ranged from 150 + (150*0.1*10) = 300 damage, to 500 + (500*0.1*25) = 1750 damage. Not bad when you consider it applies to everyone on the screen, but the cost was high and in NG+ it was just too little damage still. First off, I've dropped the cost to 75 psi. Next, the base damage varies from 150 to 900 at level 15 (with 500 still at level 9). The times have been stretched a bit so they now range from 11 to 25 seconds across all 15 levels. However, significant damage boosts based on Azra's attack stat have been added, from 200% to 900%. As a result, at spell level 9 and Azra level 40 Dragon Fire will do 500 + (41*5*6) = 1730 immediate damage. It would then do an additional 1730*0.1 damage for 19 seconds, yielding a total damage of 5017 over 19 seconds. Completely maxed, it will do perhaps way too much damage, totaling 12,758 damage over 25 seconds. However, with the 120 second cooldown, I don't *think* this will break anything, plus it would take 15 of your 60 total skill points to get to that level.
So, that's the new plan for the spells. I'm going to do a little similar tweaking for a few of the passive stat boosts (like HP and armor) for defender skills, but probably nothing too drastic. Thoughts are of course encouraged and appreciated. I haven't play-tested these yet, this is just on paper (and won't be in the test build until Lars' next deploy).