#Master Wand +2% Magic Damage
19 messages · Page 1 of 1 (latest)
Bunp
Yes yes gud gud
Does the 1-2% you're asking for change anything?
If it got any change then it would need to be 5 or 10% , keeps it below SOTD & nightmare staff / kodai but gives enough to make the max hits higher for almost all later game spells/setups
The only 10% item is the zuriel staff so 10% for master and 15% for kodai (with runesave/waters) seems like a good stepping stone
Yah agree with it being 5% maybe even 10 unless there’s a great argument for it not to be.
Feel Ike there’s a few more things they can look into to help polish up mage combat or things they’ve forget about wether pvm or pvp
honestly this is just a progression change. I've always said it was wierd that it goes from 0% 0% 0% 0% 0% 15%
if the kodai insignia is the only part that adds magic strength, why didn't we just.... string it into an amulet and use that?
There are plenty of 5% now but sure add some damage on master wand
By plenty I mean more than one
Bunp
Still waiting for magic gear rebalance pt2. Feels bad to have blood bark give 1% and then have many staffs give 0
I feel like 10% would be way too powerful for such an easy to unlock item. Maximum 5% IMO, also perhaps some rune save that's just a tier lower than SOTD's rune save, sure
10 fits. Ahrims is 5.
0% 0% 0% 0% 0% 15%
What if changed to
1, 2, 5, 8, 10, 15
Or even
0, 1, 2, 5, 8, 15
I think the masterwand remaining zero was just an oversite anyhow.
0% 0% 0% 0% 0% 15%
2% is balanced, 5% is generous for master wand
and it's been proposed many times for Mage's book to give rune discounts, just like kodai and staff of the dead
Maybe 2.5% 😄
It just feels like shit grinding for so long for a piece of gear that is the predecessor to the best wand in the game and it doesn't even have a magic damage bonus, you know?