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Linear Warriors, Quadratic Wizards: Difference between revisions

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* Played straight and later [[Inverted Trope|inverted]] in ''[[Runescape]]''. Melee combat is the cheapest to use (literally requiring no equipment at first), while magic is extremely expensive. Once you've leveled up magic, however, it starts hitting harder and more consistently than melee. Past about level 50, however, melee takes over again as doing the most damage thanks to better weapons. The best magic spells (which allow freezing and leeching hitpoints) allow really good mages to still have the upper hand over warriors, but it takes a lot of skill. Of course, this is in [[Pv P]] combat. When fighting NPCs, melee is the best 90% of the time due to the lower cost (cost is much less of a consideration in [[Pv P]] as opposed to PvM) and faster speed, though magic does have its niches. Ranged combat falls somewhere in the middle, able to dish out a large amount of power without costing quite as much as magic. Its progression is much more linear, however.
* Inverted in the early years of ''[[World of Warcraft (Video Game)|World of Warcraft]]'', where spellcasters scaled linearly and physical attackers scaled quadratically. Shiny new raid dungeon weapons massively boosted physical damage, while a new staff gave casters...more mana. Stat increases from equipment also followed this pattern; strength boosted physical damage, but intellect only increased caster longevity. Meanwhile of course, the physical attackers used the infinitely replenishing resources of energy and rage. The situation was eventually remedied by greatly increasing the amount of "spell damage" stat found on caster gear, and altering the allotment of item budget "stat points" for caster weapons to favor magic damage over useless weapon damage.
** Rage as the resource system made this happen, pre-Cata - the more damage you deal, the more rage you have, which then lets you do damage for real. Therefore, since the beginnings of [[Wo WWoW]], warriors sucked at low gear levels, getting rage starved and thus not able to "press any buttons", and then about halfway into an expansion their "white" (non-rage-consuming) damage exceeded a certain point and they suddenly get 100% rage every time they swing a weapon. A rather simple fix for this happened, however; rage intake now occurs on hits at a flat rate, based on unmodified weapon speed. Taking damage (which is usually suicidal unless you're tanking) and a couple of abilities also grant Rage, for those dry spots.
* ''[[Maple Story]]'' [[Inverted Trope|inverts]] this, if only for the main stretch of first job through fourth job promotion, for the Explorers. Magicians start extremely powerful while Archers, Warriors, Pirates, and to a certain extent Thieves are scrambling for kills at early levels. As everyone hits third job promotion, Magicians stop gaining power so quickly while everyone else catches up. Then fourth job is reached and Magicians are left in the dust, except for [[The Medic|Bishops]], who are needed for their extremely powerful buffs.
* ''[[Sacred]]'' has its quadratic equation begin at level 1. Low-level mages are utter gods compared to fighters, with spells such as Gust of Wind, which propels multiple targets miles away for ungodly amounts of damage, and poisons them. Firebolt, the starting spell, is akin to a sniper-rifle, easily reaching 1000 points of damage very early on. Fire Spiral is even worse, having no break between damage calculations, meaning anything that wanders into it will take damage every single second it remains in it. Even 30.000-HP dragons can die from a single Fire Spiral if they are lured through it at their slow pace.
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