Okay... +5% Fire Mastery on an item gives you a 5% Defense VERSUS Fire damage from monsters RIGHT? , this also applies with ALL elemental Mastery's RIGHT.
- No, there is no such things as "fire damage" it's spell damage made from a fire charm, but yes if u have 5 fire mastery on an item you you take 5% less damage from a fire charm attack towards you.
Heal Mastery?? It works as it should right now, it was nerfed like crazy YES, but it was soooo overpowered in the past, changes had to be made.
Before it was working with double power compared to now and there was no cap on EE+HM combined as it is today.
So the highest u can get a charm today is 300ee combined EE+HM, u cant get it any higher than that.
BUT it also gives you the ability of recieving better heals from others now, this was not a thing in the past.
I would be very happy if they changed each mastery to be just 1 all mastery instead ofc.
I would be even more happy if he made it so proficiency was added towards this type of mastery (resistance) aswell.
Hey, I agree with you too 95%.
+5% Fire Mastery = 5% Fire damage reduction ... on top, a caster using fire charms GAIN 5% more Fire damage right?? This applies to all ELEMENTAL charms.
When the above was introduced, the monsters did NOT increase their levels to that of character level, Heal mastery got nerfed ... HOWEVER now, we see people posting that it is POINTLESS to explore above level 80 (in my view level 85) plus because you can get 1 hit killed from a NORMAL monster... so, hang on... Heal Mastery mechanics from the past is still OVERPOWERED to the updates NOW??? WTF ... really.
All I am saying is this... separating charm damage types into mastery damage / defense and including them as modifiers to items made an instrumental difference before making monsters increase in level based on character level(s).
5 modifiers added to dropped items from monster kills reduced the % chance to find better items with modifiers that mean something... EE / Stat / Max Life / Mana etc ... less chance of these items being dropped.
Monster level increases as character level increases = more damage, slower kill speed, healing capacity is at a stand still from level 55 to Master Quest ... 71, 73, 75, 77, 79, 81, 83 & 85 ... the average heal capacity only increase by 1% per level up and the average is the same ... however the monster ability types can kill you off, Multi strike abilities on a single character (Solo Player) is devastating... however Heal Mastery doesn't have a DEFENSE compared to other Mastery.
The game needs MORE BALANCE, even if re-implementing Heal Mastery... dang, maybe even % Life Steal mechanics ... remember, they were nerfed with PAST mechanics, nowadays the mechanics are different... in some cases harsher, in others easy as pie... hmm, the re-introduction of Monster Difficulty would be a great benefit if HM / % Life steal returned to make it balance itself out.
Anyway... dreams are free right?
Back to my original post... Magical Defense? Does it really mean anything? & yes you are correct, it is ALL defense vs magical attacks ... maybe change it to "Elemental Defense" for armors ... this would mean a change to the coding as well. Also, it means that HM has a better effect if the coding is done correctly.