Oblivion Weakness To Magic
The Elder Scrolls series has a number of Game-Breaker examples. In Morrowind and Oblivion, a custom 'Drain Health' spell qualifies. Drain Health reduces. 4) The reason weakness to elements comes before weakness to magic is (AIUI according to UESP) because the weaknesses don't affect damage or weakness imposed by the same instance casting of the spell, only subsequent ones, so the 1st spell does some damage, weakens to elements & magic, the the next spell damage is amplified by the weaknesses, & the weaknesses are amplified by the prior weakness to magic.
.personal opinion. As someone who owns both a f/p and i/l mage i dont really think its a problem, because while 1h o5 solo is around 20% more exp than 1h petris, it has several tradeoffs. First of all ToT is a lot more remote, so NPCing and other things is a lot more annoying, but also because once the door to ToT bug is fixed, it will be very hard to sell oblivion leech compared to petri leech, and you wouldnt be able to use a below leech level hs mule. I can atleast say that I have barely been to o5 on my i/l just because petris is generally more accessible as well as easier to make meso at. Being able to 1 hit oblivion maps is also really the only perk of playing an i/l over an f/p mage (besides ice magic being cool), as f/p mages straight up do more damage, have cheaper books and their weapon is a lot more common and cheap, as well as having 8 int more.
Click to expand.As much as I'd like to be able to train at Ov4/5, I don't really mind that much not being able to train there. And you ask for a end game goal? Try to get as close as you can to max magic (With a perfect Ewand 6) then solo Zakum as fast as you can. Like you said, it only takes 1200 magic to 1 hit Petris so there's no point in investing in fire damage increase after that.
What I can think of to make the gap between I/Ls and F/Ps less big would be to add Elemental Decrease. I/Ls would still 1 hit Obv 4/5 easy, but F/Ps then would get a chance too. As much as I'd like to be able to train at Ov4/5, I don't really mind that much not being able to train there. And you ask for a end game goal?
Try to get as close as you can to max magic (With a perfect Ewand 6) then solo Zakum as fast as you can. Like you said, it only takes 1200 magic to 1 hit Petris so there's no point in investing in fire damage increase after that. What I can think of to make the gap between I/Ls and F/Ps less big would be to add Elemental Decrease. I/Ls would still 1 hit Obv 4/5 easy, but F/Ps then would get a chance too. I don't really care if Oblivion is ice weak or fire neutral or whatnot.
Just providing the numbers for people to enjoy.Assuming 900 int, the correct magics to 100% 1 hit mobs are:Blizz 30 O4: 1350Blizz 30 O2: 1243Bliz 30 Petri: 1222Blizz 20 O4: 1473Blizz 20 O2: 1356Blizz 20 Petri: 13351999 magic Blizz 30 ice neutral damage range: 182,366 - 214,550Blizz 30 1 hit O4 with ice neutral mobs: 1722Meteor 20 Petri: 1335Meteor 30 Petri: 1197Meteor 30 1 hit O4 with fire neutral mobs: 16891999 magic Meteor 30 fire neutral damage range: 188,445 - 221,702Gen 30 Petri: 16071999 magic Genesis 30 holy neutral damage range: 116,367 - 136,903. I don't really care if Oblivion is ice weak or fire neutral or whatnot.
Just providing the numbers for people to enjoy.Assuming 900 int, the correct magics to 100% 1 hit mobs are:Blizz 30 O4: 1350Blizz 30 O2: 1243Bliz 30 Petri: 1222Blizz 20 O4: 1473Blizz 20 O2: 1356Blizz 20 Petri: 13351999 magic Blizz 30 ice neutral damage range: 182,366 - 214,550Blizz 30 1 hit O4 with ice neutral mobs: 1722Meteor 20 Petri: 1335Meteor 30 Petri: 1197Meteor 30 1 hit O4 with fire neutral mobs: 16891999 magic Meteor 30 fire neutral damage range: 188,445 - 221,702Gen 30 Petri: 16071999 magic Genesis 30 holy neutral damage range: 116,367 - 136,903.personal opinion. As someone who owns both a f/p and i/l mage i dont really think its a problem, because while 1h o5 solo is around 20% more exp than 1h petris, it has several tradeoffs. First of all ToT is a lot more remote, so NPCing and other things is a lot more annoying, but also because once the door to ToT bug is fixed, it will be very hard to sell oblivion leech compared to petri leech, and you wouldnt be able to use a below leech level hs mule. I can atleast say that I have barely been to o5 on my i/l just because petris is generally more accessible as well as easier to make meso at. Being able to 1 hit oblivion maps is also really the only perk of playing an i/l over an f/p mage (besides ice magic being cool), as f/p mages straight up do more damage, have cheaper books and their weapon is a lot more common and cheap, as well as having 8 int more.
Oblivion Weakness To Magic Man
Just a little clarification. Zak arms do not freeze with blizzard. Any actual boss mob does not freeze.
If you 2 hit something, the mobs will freeze if not immune, yes. But that still doesn't really 'save potions' because the majority of your potion costs come from the fact that 1 blizz/1 meteor = 1 potion up until you have over, what, 15k mana or something? As for their animations being more appealing, kind of an irrelevant point since some people think meteor is cooler anyway.Also to bring a mule character to the ToT map you have to complete every quest preceding that spot once the teleport rock 'glitch' is fixed too. Everyone will have to have gone through every quest up to that map. Repotting is just as annoying if not even more too.
'Sensitive people are the most genuine and honest people you will ever meet. There is nothing they won’t tell you about themselves if they trust your kindness. However, the moment you betray them, reject them or devalue them, they become the worse type of person.Unfortunately, they end up hurting themselves in the long run.
They don’t want to hurt other people. It is against their very nature. They want to make amends and undo the wrong they did.Their life is a wave of highs and lows. They live with guilt and constant pain over unresolved situations and misunderstandings.
They are tortured souls that are not able to live with hatred or being hated. This type of person needs the most love anyone can give them because their soul has been constantly bruised by others.However, despite the tragedy of what they have to go through in life, they remain the most compassionate people worth knowing, and the ones that often become activists for the broken hearted, forgotten and the misunderstood. They are angels with broken wings that only fly when loved.― Shannon L.
Just a little clarification. Zak arms do not freeze with blizzard.
Any actual boss mob does not freeze. If you 2 hit something, the mobs will freeze if not immune, yes.
But that still doesn't really 'save potions' because the majority of your potion costs come from the fact that 1 blizz/1 meteor = 1 potion up until you have over, what, 15k mana or something? As for their animations being more appealing, kind of an irrelevant point since some people think meteor is cooler anyway.Also to bring a mule character to the ToT map you have to complete every quest preceding that spot once the teleport rock 'glitch' is fixed too. Everyone will have to have gone through every quest up to that map.
Repotting is just as annoying if not even more too. Click to expand.-my bad i tot it did freeze zak arms i mistaken it with new maple-you can just leech every single mule with one character doing the killing for tot quest-you can stock up pots on your mule accounts as inventory space is free repotting takes probly once every 2weeks-save pots at 15kmp it you 2 hit as mobs wont hit you and makes a difference between setting your mp bar to high/low as you might die-much more relaxing grinding at early levels cause mobs don't hit you as much-if meteor shower was a more visually appealing skill blizzard would not be 6x the price in old source. Click to expand.What potentially influenced the price of Blizzard vs Meteor in old source is the fact that I/L's elemental amplification was bugged and did not actually double the mana costs of spells, while F/P's elemental amplification worked as intended. This meant that for the majority of the time in old source, Blizzard cost only half of the mana Meteor cost per cast.
Nowadays this is fixed though, so they are on even grounds mana cost wise.As for the main subject of this thread:As someone who has played both I/L and F/P on Royals in both old and new source, I don't see any issues with Oblivion monsters having become weak to Ice. Though it is true that Oblivion road gives more experience per hour than Road of Regrets, from my own experience the mesos earned per hour was quite a bit higher in Road of Regrets 3/4. The only thing that kinda fucks F/P over a lot atm in RoR3, is the change to how monsters spawn. In old source the Eye of Time would not infinitely spawn if you killed Qualm Guardians, but with the new source this has changed and it makes farming RoR3 horrible. How this exactly impacts RoR3 is that Meteor doesn't hit Eye of Time on the bottom row if you stay on the middle bottom platform, while it does still hit Qualm Guardians. If you repeat your cycle of meteoring from middle top platform then middle bot platform, after 5-7 mins you will notice barely any Qualm Guardians respawning, and you will find about 20 Eye of Time monsters at the bottom. Being forced to move to a 3rd platform feels very inefficient to me, and is the main reason why my f/p isn't used anymore for my meso generation.
That's my only complaint about f/p's atm tho.From my Paladin's perspective, I like the elemental weakness change for Oblivion Road a lot, as we can kind of double dip from this buff. Before this change we had to farm there with holy charge, and if you had any mule in the map you had to use acb to stun and could kinda not use heaven's hammer often incase you'd accidently hit a mob that wasn't stunned. Now after the change we can play with ice charge which means we deal more damage to the mobs and at the same time we freeze them with our attacks, and this includes heaven's hammer, which is a very nice addition for the Paladin's leveling experience. So all in all I hope that this change in elemental weakness stays, as it has helped one of the weaker attacker classes a lot.