Well, if im correct spells are divided into 3 categories
heavy/engulfing
light/projectile (any spell that is thrown from user to victim and uses force of impact to inflict damage)
AOE (any spell that covers an area)
Now all 3 work different damage wise
let's cover these in order....
Heavy.. any spell that basically engulfs without a physical hit EG. lightning, hits you but it's not the electrons harming you from impact but it's the heat <these don't travel from the user>
ex. flamestrike, lightning , harm
they do constant damage with or without armor, due to the attack engulfing(fs) or unability to be blocked (lightning)* these spell's are the ones that use resist, and resist is mainly used for, these are the spells you PRObably will gain from in this new system if i had to make and educated guess.*
These spells do the most damage and seem to be slow (thus I classify them as heavy) BUT there is an exception and that's harm. it's fast but damage is sacrificed because of it's speed,it also negates armor's effect so i classify it as heavy (i call these mini Fses because these seem to be pretty proportional to FS damage / timing even tho it loses some HPS due to the casters timing between them)
the only reason I pointed harm out was because of it's speed
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light.. any spell that inflicts damage by impact, thrown from attacker to victim
and tend to do little damage.
ex. fireball (useless),
energy bolt, magic arrow (now a useless spell) firebolt(i think)
They do little damage and tend to be fast, due to them basically being a projectile, armors can block these spells.
I highlighted energy bolt, because it seems harm and energy bolt have there properties switched up, which is cool (its more realistic*as realistic as harm and energy bolt can be lol) in it's method of delivery energy bolt should be blocked partially by armor, and is. I just noted this spell because of it's high damage and casting time which reflect heavy spells)
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AOE- area of affect... any spell that inflicts damage over an specified area they tend to take HUGE casting times can can be further broken down into light and heavy AOE spells.
AOE light ex.- explosion take on properties of a light spell with armor negating damage. and also takes on properties of AOE with heavier damage longer casting times and harsher mana consumptions, I shall note explosion later..
AOE heavy ex. chain lightning, due to it's delivery it can't be blocked by armor (and shouldn't be parryable but is)
takes on property of heavy spells and AOE spells.
note- explosion, seems to do damage based not only on the armor the guy is wearing but the proximity from the origin of casting point,
ex. if you throw a explosion potion or cast the spell (what the potion is actually doing) and it lands on top of a armored person, it will do lots of damage,
but lets say he runs around abit, it might do very little damage, due to his distance from the explosion which makes perfect since...
now being naked also effects this by amping the damage up (cast 3 tiles away from fisher and 3 tiles away from warrior in Agapite armor and you'll see the difference in damage)
all this makes 100% perfect since to me, and is how i always viewed the spells.
also, differnt parry rates should be applied, it should be easy to parry magic arrow, and hard has hell to parry lets say...... lightning,,,, or impossible to parry lightning, thats just for realism, id rather the balance than the realism tho
anyway I hope this helped, I didn't go to into detail... didn't want to bore you guys
