1. There aren't as many multipliers for magic as for physical, of which crit requires a hefty investment.
2. Resistances mean you need multiple magic types which requires both memory and skill points, which don't multiply your damage.
3. Weaknesses to elemental damage are few and far between, and only work after the magical armour is gone already of the skills that inflict it, one of such skills is even strength based, not intelligence.

Originally Posted by Roamer
Some youtuber said that weapon mastery is additive(dont know additive to atributes or schools)
but if its true then every mastery is useless exept two-handed


It's additive, yes, but Ranged giving Crit % is also useful because of it. If weapon skills were multiplicative instead of additive then the difference would be even bigger than it is now.

Few ways to close the gap between physical and magical + ranged vs melee scaling;
1. Remove the damage portion of weapon skills or remove damage portion of warfare.
2. Give spells critical hit chance without a talent.
3. Either give Polymorph an extra effect, or make all skills additive with attributes.
4. Critical hit damage and high ground damage on same layer of multiplication. (so Damage * 150% critical damage + 30% high ground instead of Dmg * Crit * HG) This would reign in the absurd scaling of ranged compared to melee with high ground regardless of whether it's magical or physical.
5. Less resistances in the game, or add multiple damage types for physical and have enemies be resistant to some(skeletons resistant to piercing but weak to crushing for example) Making them effectively magic schools in that regard.

Just spitballing here, but it's entirely possible to get closer to a semblance of balance while keeping most of the game as-is.

Last edited by Ferrin; 30/09/17 01:03 PM.