Code: <effect type="damage" blasting="12" blastingF="0.25" conflagratory="8" conflagratoryF="0.25" aethereal="8" aetherealF="0.25" secondaryScale="18" burn="1" affectscaster="1"/> rarely gets into double digits (can it even get into double digits, or is it capped at 8?), yet it uses a scalar function similar to a spell that uses , a stat that frequently gets into triple digits. I would venture that changing the spell's damage function to this would make it a bit more worthy of being a final skill and make it a bit more usable: Code: <effect type="damage" blasting="12" blastingF="1" conflagratory="8" conflagratoryF="1" aethereal="8" aetherealF="1" secondaryScale="18" burn="1" affectscaster="1"/>
Sounds like we have a winner. I never take perception, but the few times I did I wondered why I would bother with the damage so low and the cooldown so high. Of the skills that use cooldown, I favor fixing the damage to be more reasonable rather than making the cooldown compensate for the pitiful damage. (Since low cooldown, but no real damage cannot ever overcome the lack of damage.)
As stated elsewhere, I still feel that would be a better stat to scale it to. But if we are going by then I agree with Ruigi. It needs to be at least a factor of 2 to really feel like a capstone skill.
lower the cooldown to 30 and make amountF for each damage type ="3" that'll make it good at the highest levels, it'll be like you can hit a a monster for 25-33% of it's health once every 30 turns.
This seems like an appropriate thread for questionable scaling concerns... 1 is mana. 1.0 is all of it. I'm not sure that's what you meant. Edit: confusion over Primary/Secondary. So it's Sagacity, not Mana... not quite as crazy. Still surprised the hell out of me when I unexpectedly killed something with it!