This isn't a thread about major magic system reworking, this is just what I think would be a quick bandaid to help make one of the most neglected magic skills a little bit more effective and scalable to higher levels.
It never quite made sense to me that rebuke undead and other holy magic effects are able to be made less effective by a mobs base resistance or "armor" value. Divine magic should come with miraculous, evil stopping properties.
I am only of course referring to the magic effect specifically and not physical based attacks such as the UGA, holy lance, fshard melee hits, and holy arrow projectile impacts. What counts as the magic rebuke effect would be the rebuke undead spell, UGA lunge AoE, felewyn shard wave and its following DoT, holy lance throw's second pulse of damage after impact, and the greater holy arrows second pulse of damage after impact (currently broken in nov2015).
Considering that some of these items can be rather arduous or difficult to acquire, their effectiveness can wear off rather quickly compared similarly leveled items. Taking the acid lance vs holy lance as an example here; why would I waste time throwing the holy lance when a charged up hit from the acid lance can deal more damage to something I would think to use the holy lance on?
Please discuss, as this is from the probably skewed perspective of a level 45 player with most end game items. Thank you for coming to my TEDtalk.
It never quite made sense to me that rebuke undead and other holy magic effects are able to be made less effective by a mobs base resistance or "armor" value. Divine magic should come with miraculous, evil stopping properties.
I am only of course referring to the magic effect specifically and not physical based attacks such as the UGA, holy lance, fshard melee hits, and holy arrow projectile impacts. What counts as the magic rebuke effect would be the rebuke undead spell, UGA lunge AoE, felewyn shard wave and its following DoT, holy lance throw's second pulse of damage after impact, and the greater holy arrows second pulse of damage after impact (currently broken in nov2015).
Considering that some of these items can be rather arduous or difficult to acquire, their effectiveness can wear off rather quickly compared similarly leveled items. Taking the acid lance vs holy lance as an example here; why would I waste time throwing the holy lance when a charged up hit from the acid lance can deal more damage to something I would think to use the holy lance on?
Please discuss, as this is from the probably skewed perspective of a level 45 player with most end game items. Thank you for coming to my TEDtalk.