any mana leeching mobs in the game ?

Hello there...

Alright, let's say i'm quite new to the game.
I decided to use only mana for auras and spells (no blood magic).
The thing is, i really want to avoid situations where my mana is stolen by mobs, at all.
So, i'd like to know if that's worth wasting some passive points to access the mana leeching immunity.
It's mainly about how it is handled by the game.
In other words, does the mana leeching process actually drain the target's mana, or is the leeched percentage of damage simply added to the leecher's mana (without affecting the target) ?
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Enemies don't have mana.
Therefore they don't need (or use) mana leech.
It's a percentage of damage done, it doesn't actually drain target's mana (which would actually render it useless versus monsters).

Enemies can't tamper with your mana in any way, worst they can do is curse you with silence, disabling spellcasting.

The passive can be useful in PvP, but not everybody takes it even for that.
Wish the armchair developers would go back to developing armchairs.

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raics wrote:
Enemies don't have mana.
Therefore they don't need (or use) mana leech.
Enemies definitely do have and need mana. I don't think there are any enemies currently with mana leech, but it wouldn't surprise me much.
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raics wrote:
It's a percentage of damage done, it doesn't actually drain target's mana (which would actually render it useless versus monsters).
This part is true - mana leech doesn't remove the enemy's mana, it gives you mana based on the damage done to the enemy.
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Mark_GGG wrote:
Enemies definitely do have and need mana. I don't think there are any enemies currently with mana leech, but it wouldn't surprise me much.


In that case, their resource management is admirable :)

Thanks for the information, though, might be handy one day.
Wish the armchair developers would go back to developing armchairs.

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I remmember the only indicator of enemies having mana I noticed used to be hailrake and his Ice Spear, where "kite until he runs out of mana" was a working strategy
IGN: Eric_Lindros
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Great news for my build then (3 passive points spared).
Thanks for your time everybody =]
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Spark Mages pretty clearly run a tight budget; they quickly fall back to their slow single-projectile Spell. Ape Chieftains used to spam the crap out of their Frenzy Charge cry if you gave them Blood Magic, which seems to imply they basically use that whenever they have sufficient Mana? Arcmages also eventually either reduce their fire rate or wand you, but I don't recall that being too terribly noticable.

Oak's bandits indirectly leech Mana by virtue of casting Warlord's Mark. Keeps their posse of charmed snakes and tame bears in shape too.
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Vipermagi wrote:
Spark Mages pretty clearly run a tight budget; they quickly fall back to their slow single-projectile Spell. Ape Chieftains used to spam the crap out of their Frenzy Charge cry if you gave them Blood Magic, which seems to imply they basically use that whenever they have sufficient Mana?


Now that you mention... it seems to be just the case. Truth be told, I wasn't really expecting devs to go to all the hassle to implement such a feature if it would be simpler to make enemy skills timer-operated.

Yeah, it's kinda future-proof but also one more thing to keep in mind when balancing the game, with no interesting interactions to show for the trouble (so far). True, if there were any, it would be open for exploit by summoners that can give their minions mana leech in a jiffy.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
The only mobs that ran ever out of mana was the Tunnel/Toturechamber boss before 0.11.0

I just remind you how long GGG left the useless "Enemies cannot leech mana from you" node in the game.

After that mobs had mana and life increased to such high values so you will never see them run out of mana.
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raics wrote:
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Vipermagi wrote:
Spark Mages pretty clearly run a tight budget; they quickly fall back to their slow single-projectile Spell. Ape Chieftains used to spam the crap out of their Frenzy Charge cry if you gave them Blood Magic, which seems to imply they basically use that whenever they have sufficient Mana?
Now that you mention... it seems to be just the case. Truth be told, I wasn't really expecting devs to go to all the hassle to implement such a feature if it would be simpler to make enemy skills timer-operated.
That wouldn't be simpler though. We already have to have mana costs on skills, mana regen, maximum mana, etc in the game. Making monsters use an entirely separate system instead of the one we already have to have is a lot more work. Making them use mana, and having skill frequencies limited by mana costs vs regen values takes literally no extra work, because those are all things already in the game. Implementing skill timers would take a whole bunch of work, the first part of which would be going to the trouble of removing the mana systems from monsters.

Obviously it doesn't matter much for monsters that only use default attacks, and there are plenty of monsters we don't want to run out of mana because their 'standard' skill is one with a cost that we want them to always use, but most monsters with skills that are only sometimes used are, and have been for a long time, using mana* - such as the blood ape chieftains, who as noted above, will spam the skill if given blood magic, because they no longer run out of mana. I'm pretty sure at least at one point there was a monster with mana gain on hit in order to make it use the default attack a few times before casting a bit spell, but my memory's fuzzy on the details.
Incidentally, our initial reaction to players working out they could manipulate spectre behaviour with blood magic like that was "awesome" followed by implementing a system so the values of their max mana are closer to what players would expect so this worked in a better way.

*although in modern times some things are done with cooldowns as well, particularly for bosses with a variety of skills where we want them to use one when another's unusable, which is harder to do just with mana.
Last edited by Mark_GGG#0000 on Dec 1, 2014, 12:08:06 AM

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