Ever since the new elemental infusion and the other abilities came out (which was an amazing update imo, added much more depth to physical combat outside of just pressing "Attack" button), I compared a run between STR AGI and INT, INT was much weaker then physical. Its a shame, because magic builds have strangely good potential with bind up existing and the healing getting increased based off of INT.
Its obvious that there is work to be done around magic in the future, but the main issue currently with magic is that physical is much easier to play around. You dont need to sacrifice too many coins on keeping MP up from potions or farm up food for MP to replenish outside of combat, "Attack" has no cooldown compared to Holy Fist and its abilities allow multi enemy combat to be delt with much easier, while also being able to use mp for higher single target damage with Leaping Slash. Its an amazing update that brought physical to life and made it satisfying to use. There is also the factor, that its much easier to gain ATK rather then MATK, because AGI also gives attack and the weapons increase ATK based on certain stats now, compared to MATK which can be gained from INT only and there are no weapons for it. NOT TO MENTION, HOLY FIST CANNOT CRIT.
On paper it would look like Holy fist would deal big damage so there has to be a cooldown to it of 2 turns, it should cost some resource and it should deal more damage then a basic attack, but once I got to the 2nd dungeon on the mountains and gained more stats, I performed worse on a fully built INT END build then STR AGI ( I did 2 runs BEFORE AND AFTER THE UPDATE OF PHYSICAL). Physical just allows fights to not last long (even if Bind-Up heals almost nothing in that build), as long as INT END before and after the update, which causes INT END build to suffer from losing too much MP and fights last long af, which also forces you to use Bind-Up inbetween the cooldown of Holy Fist, causing you to lose even more MP. I tried adding some STR just so I can use a normal attack inbetween the cooldown rather then using defence, both scenarios cause either higher HP loss for more damage, or a damage loss for more survivability then a normal physical build. Do you see my personal issue with magic?
Its just that Eyvind needs to learn more spells by lore and for actual magical weapons to exist. Im not too sure if I would personally want spells to crit either... because with AGI logicaly it kinda doesnt make sense??? but it also does because he uses it melee like he does with weapons?????????? So idk maybe he should have the option lore-wise to be a melee magic wielder too and make crit work on his spells.
Well today I thought about sharing my own idea of spells I came up with, because some might bring new aspects of gameplay to the idea of magic, while keeping magic builds relevent the more the game progresses for the idea of growing in power and making it satisfying to use. Not to mention to make MP as a resource more satisfying to play around.
For damage scaling referance, at 35 MATK I tested out Holy Fist damage on ghosts at night and in the cave and found the damage to be unreliable because of damage roll and susceptability to magic. So I decided to use slimes as an example for damage values, because I think they have no resistances or susceptabilities to magic damage (hence why bulls and lizards take slightly more magic damage then some weakass blue blob), compared to other monsters, helping me attribute a scaling value to Holy Fist. Damage bounced inbetween 56 to 70 damage. 70 damage would be double the MATK I had, I theorize the roll to only be a minus of the max scaling going down from x2 to x1.6 (which is too big ngl). So Ill use max ability roll damage as a showcase on slimes (if my theory is actually fcking correct, caro refuses to put any ability scalings or stats of enemies out).
My ideas:
Energy expenditure: description; Focus on fleeting and returning energies. Enhance armor for 3 rounds, gain MATK up to 3 stacks when MP value changes. At max stacks spell costs cost half the amount for the rest of the fight.
Cost: 30
Cd: 1 time use per fight
Gain 1 armor per 10 max armor for 3 rounds, each time your mp value increases or decreases, gain 1 matk per 20 MATK, max 3 stacks, lasts until the end of the fight (counts this ability as a stack, count items that change MP as a stack also). At 3 stacks abilities cost half the MP.
Rigorous Flashkick: description; Put full force into a flashkick of piercing light, dealing more damage based off of maxMP, costs 5 more MP for each 50 maxMP.
Cost: 60 mp
Cd: 3 turns
Deal MATK x2.8 damage. For each 25 maxMP this ability gains +0.1 scaling, for each 50 maxMP this ability costs 5 more MP to cast.
So at 200 maxMP this abilities scaling goes from x2.8 to x3.6 and costs from 60 to 80 MP.
Reap: description; Rip out energy from all opponents on the field, recovering MP based on maxMP, increased when defeating an enemy, this ability cannot miss.
Cost: 0 mp
Cd: 5 turns
Deal x1.7 damage while gaining 5 MP per 25 maxMP/10 upon defeating an enemy.
At 200 maxMP this ability would recover 40 MP/80 MP
Thoughts? Maybe it sounds too complicated or maybe playing around MP isnt what you guys imagine in terms of magic for Eyvind. Yes numbers can always be a subject on its own and exist only as an example, but at least it would give a new pattern of gameplay to magic builds besides spamming Holy Fist>Defence>Bind-Up>Holy Fist>Defence>Bind-Up>Holy Fist>Mana Potion>Bind-Up>...