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Might and magic 8 guide
Might and magic 8 guide




might and magic 8 guide

Because their mastery effects are not directly damage related GM'ing isn't necessarily important to being decent at them.

might and magic 8 guide

But in the early game when you're just starting out, being as efficient as possible is really valuable. Once you "have enough" then might is clearly better.

might and magic 8 guide

This won't hold forever depending on whether or not you find destiny valuable and depending on how much mana/hp you find you need. This shows us that the most efficient distribution if we are going to worry about are overall effectiveness is spirit, vitaility, and destiny and weapon skills. Specifically we would note thatġ Rank Endurance = 5 HP = 1.66 points of vitality (1.2 for dwarves)ġ Rank Mysticism = 5 MP = 1.66 points of spiritġ Rank Warfare = 3 MP = 1 point of Spiritġ Rank Weapon = 5% damage = 2.5 points of might, 2 points of perceptionġ Rank evade = 1 evade < 1 point of destiny We can also note that weapon/magic skills, at 5%/rank to 10%/rank are farm more potent than attributes (at 2%/rank). There are exceptions to this, but they're weapon and class specific A character who focuses entirely on might won't crit as often as someone who puts point into destiny and so, while they will hit a bit harder normally, won't crit nearly as often. All damage bonuses are addative with the exception of critical damage. The first thing to understand about Might and Magic X is that it does not favor specialization in damage.






Might and magic 8 guide