What is Arcane? - Suggestions by matto
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Re: What is Arcane? - Suggestions by matto
Undead looked good in old updates before 1.18, skeletons have serious protection against pierce and blade damage, the two most common damage types in the game (and also cold, but cold is much rarer). In return they were weaker against less common damage types, like fire and especially arcane.
Looking at the recent discussion, I disagree with IPS's idea of -30% arcane and -10% fire for skeletons. Making skeletons more resistant makes them even harder to fight than they already are. For several factions, fire damage is one of the main ways to reliably damage axe Skeletons (fire breath for drakes, mage for humans and rebels, and orcish archer for northerners).
As I said before, arcane damage dealing units are mostly level 2 and 3, and also the only level 1 arcane units available in PVP are dark adept and ghost
Undead also had arcane-resistant units - dark adept, ghoul and vampire bat with 20% arcane, who now all have 10% in 1.18, giving them 20% resistance back would compensate returning the arcane weakness for skeletons.
I heard Ladder Era, the one used for competitive PVP, uses -50% arcane and -20% fire. If it's not a problem for them, why would similar weaknesses be a problem for default era PVP?
-50% arcane and -20% fire are time-tested stats, both in singleplayer and multiplayer, while -30% arcane -10% fire seems like just "replace one bad redesign with a new bad redesign".
Looking at the recent discussion, I disagree with IPS's idea of -30% arcane and -10% fire for skeletons. Making skeletons more resistant makes them even harder to fight than they already are. For several factions, fire damage is one of the main ways to reliably damage axe Skeletons (fire breath for drakes, mage for humans and rebels, and orcish archer for northerners).
As I said before, arcane damage dealing units are mostly level 2 and 3, and also the only level 1 arcane units available in PVP are dark adept and ghost
Undead also had arcane-resistant units - dark adept, ghoul and vampire bat with 20% arcane, who now all have 10% in 1.18, giving them 20% resistance back would compensate returning the arcane weakness for skeletons.
I heard Ladder Era, the one used for competitive PVP, uses -50% arcane and -20% fire. If it's not a problem for them, why would similar weaknesses be a problem for default era PVP?
-50% arcane and -20% fire are time-tested stats, both in singleplayer and multiplayer, while -30% arcane -10% fire seems like just "replace one bad redesign with a new bad redesign".
Re: What is Arcane? - Suggestions by matto
Ok, this is just a draft, a not yet well elaborated theory.
just a base concept, that maybe will be subject to some changes.
I think arcane represents, how "magical" a creature is, for example Humans are able to manipulate it, but don't have don't have much affinity with it, it doesn't flow in their bodies so they are somewhat less affected by it.
More magic a creature has in it and more it will be affected.
Light and dark magic are variations of Arcane, they have the same root, while fire, ice, water etc., is elemental magic.
I mostly agree with vilka about the stat changes, he points out.
All humans should have arcane resistance back to +20 to empathize the lack of magic in them.
The idea of a different mage with arcane is nice (even cooler if he will be an Elven mage, would make more sense lore-wise, he has arcane attacks like Sorceress, also a loy unit doesn't fit well with the rest of the faction).
Lich should revert to less arcane resistance, cause that was his only real weak point. (Or maybe it can be something in-between, a less drastic revert).
Drakes revert, Saurian are ok.
White Mages and Paladin revert, they have natural resistance and they confidence and knowledge about it, further increased it. (Or again something in the middle, a middle ground between v16 and v18).
Woses revert to -30 (They are highly magical creatures).
Sorceress reverting to 0% is good.
just a base concept, that maybe will be subject to some changes.
I think arcane represents, how "magical" a creature is, for example Humans are able to manipulate it, but don't have don't have much affinity with it, it doesn't flow in their bodies so they are somewhat less affected by it.
More magic a creature has in it and more it will be affected.
Light and dark magic are variations of Arcane, they have the same root, while fire, ice, water etc., is elemental magic.
I mostly agree with vilka about the stat changes, he points out.
All humans should have arcane resistance back to +20 to empathize the lack of magic in them.
The idea of a different mage with arcane is nice (even cooler if he will be an Elven mage, would make more sense lore-wise, he has arcane attacks like Sorceress, also a loy unit doesn't fit well with the rest of the faction).
Lich should revert to less arcane resistance, cause that was his only real weak point. (Or maybe it can be something in-between, a less drastic revert).
Drakes revert, Saurian are ok.
White Mages and Paladin revert, they have natural resistance and they confidence and knowledge about it, further increased it. (Or again something in the middle, a middle ground between v16 and v18).
Woses revert to -30 (They are highly magical creatures).
Sorceress reverting to 0% is good.