Removing auto fail is, in my oppinion, not neccisary to achieve balance. Its part of the game the way I see it, the only thing that turns it into something that puts fighters at a major disadvantage is when every bloody frecking mob has 10 uses of death magic or hold/mind affecting spells.DrakhanValane wrote:Um, Auto fail was removed from the spells. Can't do that to dev crit.Chimaira wrote:What is edited about a mages death spells? Oh right the animation...forgot that yea that really helps balance.
5% chance to die on FoD if there were some sane saves...18 FoDs average per mage. Thats a 90% chance to die if the mage has used all 18 FoDs(so if he uses 18 FoDs the chance of a fighter dying on 1 of them is 90%)Considering most damaging spells would only need like 15 casts at most with: 15 x 50 average dmg on a horrid = 750, most chars wont go over that with current con items cept DDs and barbs with everything pumped into con. And what is the point of removing auto fail when a fighter usually doesnt even save when he rolls a 10?