With resisting spells we had magery only before AoS and with SW, Necromancy, and Mysticism it should work yet again before AoS. Thats 4 types of magic casting that is in use today. Only reason I mentioned magic reflect was because they actually changed it. Just was hoping to get resisting spells some love
My take on this new vs classic skill functionality is if you are going to make magic resist work as classic, you cannot do it unless you raise the spell damage on all spells especially magery spells significantly. As is rightnow mages maxed out SDI 120 eval AND scribe still cannot even slip a dexer's bandage unless they cast anything bigger than an ebolt.
Thanks to those wonderful apples usable once every 15 seconds, explosion/ebolt on people with all 70s do about 22-25 damage. 22-25dmg can be dealt EASILY by any dexer with a NORMAL SWING with hit spell. And mages do not have anything that can be used to "bypass" armor mitigation like dexer's Nerve/AI/Death Strike which are all irresistible direct damage.
Couple things you gotta consider. Original release UO mages was designed to be able to drop an opponent from full life in 4 6th circle spells, unless there's healing and/or spells resisted. This is why a mage is only capable of casting at most 6 consective Ebolt before they run out of mana. Mages were the most feared tamplate in the entire UO with amazing burst damage capability that can kill someone in a few seconds doing a spell combo combined with a hally or warhammer hit before you release that ebolt for the kill. (kinda like dexers now).
Now today, things changed. Pure mages are the least feared/lowest dps/lowest burst/lowest survivability template in the entire UO. Simply because their laughable damage vs the skill it takes to cast spells STAND STILL while any dexers can kill you in 3 hits if you arent paying attention. Also mages are the EASIEST target to dismount. If you play a drive by dismount archer right, anything bigger than a mini heal should give you enough time to dismount the mage.
Mages are jokes thus why people flooded necromancy because there was no other choices. Tank mages was imo one of the most fun tamplates and was able to rival necromages, then other than added tactics requirement to do specials they destoryed an entire playstyle not mentioning the FUN by taking away pre-toggle special while casting (this killed a lot of HL/Necro dexers as well). And changing apple timer from "you feel stuffed" to 2 min and then reduce it to 15 sec we have gradually nerfed necromages as well.
Then at ML with quivers added damage/insurable AMMO + 2nd hit spells + balanced mod we officially entered the age of archers online for awhile until SA. Now mysticism comes along and giving mages comparable burst damage as dexers of course people will flood myst realm.
Facts: Myst Mage > Necro Mage > Pure Mage.
Any random template > pure mage.
Mages should have their spell damages increased across the board if they dont have necro/mysticism. NOT making their spells hit even weaker in the world where dexers has the highest burst damage, sustained damage, survivability, PvM damage and the mobility.
15 second apple to a mage/necro is like me able to eat a pie once every 15 second and it will last for the next 3 hits that reduce all weapon/special moves damage received by 25% to dexers (unless the dexers "re-hit" the mage again with a special move called "weapon curse" again).
********? its the samething dealing with apples as a mage.
Anyways, magic resist should only be changed to its pre-AoS functionality if all magery spell damages are increased significantly.